Your senses brush the veil, catching glimpses of spirits, magic currents, and the unseen. ## Tier 1 (Attune 1+) * Second Sight – Mark a die as Effectful; on success, sense the presence and general mood of nearby spirits. * Resonant Touch – When handling magical artifacts or spirit-touched items, mark a die as Persistent; on success, gain 1 clue about its purpose or history. * Numbing Chant – Once per scene, you may reduce the Fatigue or Slights from magical exposure by 1 for yourself or an ally. ## Tier 2 (Attune 2+) * Ward the Self – Mark a die as Persistent when resisting possession or magical backlash; keep it until you succeed or the scene ends. * Whispered Bargains – On success margin 2+, you may ask a spirit 1 brief question without a formal pact (spirit is not bound to answer truthfully). * Hollow Your Presence – You may suppress your aura briefly, gaining +1 die to avoid detection by spiritual entities. ## Tier 3 (Attune 3+) * Sense the Flow – You may always detect magical currents and spirit anchors in the area; mark a die as Lucky when locating them. * Borrowed Power (Attune/Rituals) – You may channel a willing spirit for +1 die on 1 action; failure inflicts 1 Slight or Fatigue. * Counter-Bleed – When an ally suffers magical backlash, mark a die as Effectful; on success, you absorb or redirect 1 Injury or Fatigue. ## Tier 4 (Attune 4+) * Deep Harmony – Once per session, you may nullify 1 minor spirit effect or magical hazard by “tuning” yourself to it. * Seer’s Echo – Mark a die as Persistent; on success, receive a fleeting vision of the near future or a distant spirit’s location. * Attunement Mastery – You no longer take penalties from hostile spirit-laden environments (haunted ruins, cursed woods, etc.). Why It Fits * Gives “untrained” characters a window into the spiritual world, but without control. * Lots of Risky or Persistent dice; still dangerous. * Profession trees (e.g., Spiritbinder, Voidcaller) would turn these senses into power and command, not just perception and survival.