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.
| Prowess | Intellect +1 |
| Defense | Will Defense +1 |
| Skills: +1 | Study: 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. |
| Coin | 1D6 Coin |
| Supplies | 1D4 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.