Boons are powerful abilities and enchantments granted as a reward for great deeds, negotiated as a part of pacts or stolen from vaults of occult powers.
Boons can be bound to a Guide slot or an item.
Boon bound to a Guide represents a pact or oath to a mysterious power. Completing Challenges in line with the Guide Gains Strength and creates Deeds as usual. Drawing Strength from the Guide activates beneficial effects of the Boon.
Dedicating additional Guides strenghtens the Boon.
Boons bound to an item are powerful but more limited. Item will hold charges that can be spent to activate the Boon. Usually 1 to 3.
Boons bound to an item will regain their charges on Downtime.
Beast Cloak
As an Action Draw Strength from the Beast Cloak to take a form of a beast until Significant Time passes or you end the effect. Draw Strength from the Wind Chime to increase your Pace by one step. Dedicating additional Guides to the Boon grants additional beast forms.
While you are in beast form you retain your Defenses, mental abilities, Hit-points and Wounds. You gain Gifts of the form. You use forms Prowess + Mastery for Tests form has Prowess in. All forms have Prowess of 3 + Dots used.
Cloak of Tails: Take a form of a rat swarm.
Prowess: Attack, Athletics, Stealth.
Damage: 1D4.
Pace: Close.
You occupy a space Close across, even when other beings are in it. When you attack you can affect all within Reach or in your area.
You can squeeze through rat sized holes.
Cloak of Raven Feathers: Take the form of a raven.
Prowess: Attack, Notice, Stealth.
Damage: 1D4.
Pace: Near. You are able to fly.
You have Advantage on Tests to notice.
You can continue movement after attacking.
Boon of Magic
Gain a Magical Gift. Draw Strength from the Guide to use Exhaust option of magic for each dot used or use an improvement Intent. Dedicating additional Guides to the Boon grants additional Gifts and allows Drawing Strength from multiple Guides for a single channeling.
Mystic Companion
Gain a companion being in form of a beast. Being has 1 + your Mastery Prowess, abilities according to its nature and form, and single Wound. You are able to communicate with the being wordlessly and share each others senses. Draw strength from the Guide to have the being recover a Wound even if destroyed. Dedicating additional Guides to the Gift increases beings Prowess by one and increases Wounds by one.
Form:
Small Beast: 1D4 damage die. 5 + Prowess Hit-points. Pace Near.
Beast: 1D8 damage die. 10 + Prowess Hit-points. Pace Close.
Great Beast: 1D6 damage die. 15 + Prowess Hit-points. Pace Close. Can be used as a mount.
Nature:
Fury: Prowess to Attack, Athletics, Reflex, Vigor, Will.
+1 Damage die. 1D4 to 2D4 for example.
Trickster: Prowess to Attack, Stealth, Thievery, Reflex, Will.
Advantage to stealth.
Guardian: Prowess to Attack, Notice, Reflex, Vigor.
Advantage to notice hidden.
Oathblade
Gain an weapon with a single Known enchantment. Draw Strength from the Guide to gain Advantage on a Test to wield the weapon. Draw Strength from the Guide to restore the item or have it return to you if lost. Dedicating additional Guides to the Boon adds a new Known enchantment and increases strength of one enchantment.
Seerstone
Draw Strength from the Seerstone to alter a die roll of a being within sight by dots used. Draw Strength from the Seerstone to make an Attunement Test against Difficulty 10. On success gain Degree pieces of information on what beings you have met are up to.
Wind Chime
Draw Strength from the Wind Chime to take a Response. Draw Strength from the Wind Chime to increase your Pace by one step.