Guides are driving forces and strong connections for the character. They provide strength to handle adversity and a reason to get into trouble. Character can have up to three Guides at a time, each marked into its own slot.
Guides do two things.
Gain Strength: Mark a dot on the Guide and create a Deed adding it to the play sessions Deed pool. Each Guide can mark three dots.
Guide describes Challenge, risk or sacrifice character has to face to Gain Strength for the Guide. Facing the Challenge and accepting possible Setbacks is enough for a Guide to Gain Strength. Challenge does not have to succeed.
Draw Strength: Remove a dot from the Guide to activate a beneficial effect of the Guide.
Guide Types
Bonds: Ideals, relationships and ambitions are Bonds. They allow the character to push themselves further.
• Draw Strength from a Bond to immediately recover Mastery Hit-points and reduce Burden by Mastery for each dot. This does not require an Action
Boons: Blessings of strange powers and aid of chance allies. Boons grant unique Gifts.
• Draw Strength from a Boon to use a Boon Gift
Curses: Dramatic Afflictions eating away at the character. Curses can be Bonds or Boons.
Changing Guides
Guides can be changed when:
• Guide has reached a point of resolution due to in game events. For example family secret is finally discovered
• When character gains a Level they can choose to change one of their uncursed Guides
Cursed Guides can be changed only when the Curse is broken.