Divine Favors:

The following are the clustered divine favors, which I take from and add into Guardians of Utaemia. All the content you read in this cluster book has been appropriately and legitimately copyrighted with the Library of Congress.

Acolyte (0) Fate (0) Magi (0) Sage (0)
Animationist (0) Flusher Explorer (0) Magician, Common (0) Scout (0)
Arcanist (0)   Magician, Elemental (0) Shadowdancer (0)
Archer (0) Gladiator (0) Magician, Locust (0) Shadowmancer (0)
Argonaught (0) Guardian (0) Magician, Primal (0) Shaman (0)
Assassin (0)   Magician, Serpent (0) Sorcerer (0)
Avatar (0) Healer (0) Monk, Dimmak (0) Spellbinder (0)
  Hex (0) Monk, Shintar (1) Spelldancer (0)
Barbarian (0) Hypnotist (0) Monk, Vekkarian (0) Spiritualist (0)
Bard (0)   Mutant (0) Summoner (0)
Brawler (0) Illusionist (0) Mystic (0) Supernaturalist (0)
      Symbolist (0)
Cabalist (0) Jester (0) Necromancer (0)  
Charmer (0) Juggernaught (0) Non-Casters (all) (1) Thief, Common (3)
Casters (all) (5)     Thief, Wander (0)
Conjurer (1) Knight, Chaos (0) Overseer (0) Trainer (0)
  Knight, Common (1)   Trancer (0)
Death Knell (1) Knight, Forest (0) Paladin (0)  
Deminaught (0) Knight, Shadow (0) Protector (0) Universal (all classes) (3)
Divinationist (0) Knight, Templar (0) Psychic (1)  
Dreamweaver (0)     Visionary (0)
Drednaught (0) Lightweaver (0) Racial Based (5)  
Druid (0)   Recorder (1) Warlock (0)
    Ritualist (0) Warrior, Common (0)
Empath (0)     Warrior, Holy (0)
Enchanter (0)     Warrior, UnHoly (0)
       

Currently listed divine favors: Approximately 23

 

Author's Notes:

These items will be properly organized into the main game over time.

 

A few of the character classes have a zero (0) to the right, indicating there are no current divine favors listed for that particular class. They exist in the Cluster Book (I just haven't gotten to them yet).

 

 

Raw cluster to be organized:

 

Animal Kindred:

Become a companion to an animal.

 

Archer:

+1 shot per turn.

 

Fast Count:

Increased speed in counting money (x2 speed).

 

Fates Warning:

25% chance to know that the next strike against you, or the next move you make, will be a life threatening occurance / instance.

Fate Warning will not stop this from happening, but will give you a +1 added to your dice-roll to avoid it.

     Max.: This can be purchased up to 10 times (giving a +10 added to your dice-roll to avoid it).

 

Inspiration:

Class prerequisite: Universal Learn the art of reading and writing with increased fluency and influence upon others. See the Trade-skill, "Scholar"

 

Living Soul:

Give your creation a sentient awareness.

 

Master of Traps:

Class prerequisite: Thief Each time this Divine Favor is purchased, a trap can be set 1 turn (5 seconds) faster than normal. This Divine Favor can only be purchased until the "Arm time" decreases to 50% (rounded up).

 

Mongoose:

Increase initiative roll by +1% when forced to roll initiative during a situation. This divine favor in not for initiative rolls to see who will act first, but for initiative rolls you are forced to makie during a situation. This can be used defensively and offensively.

 

Soul Temperament:

Class prerequisite: Universal +Strength and +Charisma The Eye: Class prerequisite: Fate Knowing the past of the living or the dead causes them to be more insignificant than if the caster knew nothing. The more one knows of another, the weaker the other becomes against that person. When this spell is cast successfully upon another, one point/fact of knowledge will be given when this is done that one point of knowledge will not have but a portion of the normal effect upon receiver of this Divine Favor.

 

Swiftness:

+1 space movement per turn.

 

Watcher's Eye:

M.P.C.: 5 (can be purchased multiple times - max: 20)

+1 Awareness when sleeping.