Guides: Knowledge

You see patterns in the flight of birds and bubbles of a cauldron, you hear them in old stories and lies of thieves. These patterns need to be understood.

Character Creation

When you create a character with this Guide take the features on this page. Then choose a Boon from the following page.

ProwessIntellect +1
DefenseWill Defense +1
Skills: +1Study: Deduce from found evidence, learn and recall knowledge.
Will Defense: Resist mind affecting threats.
+1 to one Skill
1.Healing: Identify ailments. Treat wounds, poisons and afflictions.
2.Notice: Find hidden threats and detect minute details.
3.Wilds: Track, navigate, find food and survive.
4.Craft: Create artefacts of your craft, appraise quality and value.
Examples; Alchemy, Blacksmithing, Sorcerous.
Coin1D6 Coin
Supplies1D4 Rations
Choose one tool
1.Healing Supplies (5): Add uses as bonus on Tests for Healing and Treating poisons. Alternatively recover Hit-points by 1 for each use.
2.Field tools: Basic tools for a Craft. Makes Craft Downtime possible in wilderness.
3.Healing Brew (2): Recover 1D6+1 Hit-points.
4.Antidote (2): Gain Advantage on Tests against poison until Significant Time passes
Choose a second tool
1.Candles (5). Illuminate Close area until Significant Time passes.
2.Rousing Brew. Reduce Burden by one.
3.Tea of Split Mind: Use Attunement to find Hidden, detect motives and notice Illusions. Effect lasts until Significant Time passes.
4.Heavy Clothes. +1 Armor.

Boons

Curiosity: When you search for information you always gain one additional piece of information.

Inspired Insight: [Exhaust] to roll a 1D6 and add the result as a bonus on a Test to find information.

Mind Vault: As a part of Rest you can make an Intellect + Study Test against Difficulty 10 on a previously encountered subject. On success gain 1 + Degree pieces of information on the subject.

Curses

Knowledge from Beyond: There is a whisper in your ear promising any knowledge you wish. All you have to do is ask.
Increase your Intellect by +1 for each Guide this Curse is marked into.
[Stir] to ask a question from the Bearer and receive a true answer.

Sight from Beyond: You can see two worlds at once. Are both of them real?
Increase your Awareness by +1 for each Guide this Curse is marked into.
[Stir] to gain ability to see in the dark and Advantage on Tests to find hidden. Effect lasts until Significant Time passes.

Gifts

Alchemist: [Exhaust] to gain Advantage on Tests to create or identify poisons, cures or alchemicals. You can make a Crafting Test during Rest to create one Poison, Cure or Alchemical item.

Cunning Strategist: When you gain Advantage from Study Action you can give it to another. They can use a Response to take action with the Advantage immediately.

Focused Fighter: You can make weapon and unarmed attacks with Intellect.

Healer: [Exhaust] to gain Advantage on Healing Tests and Tests to study, identify or notice wounds, poisons and ailments.

Heart of Knowledge: Choose one Knowledge Boon. You gain it as a Gift and can use its effect without the Guide.

Luminary: As an Action [Exhaust] to double your Skill for a Test.

Medic: When you use Healing Supplies or brews to restore Hit-points increase recovery by your Intellect.

Scholar: [Exhaust] to gain Advantage on a Test to find information on environments, past events, culture, crafts, documents or lore.

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