"Some are born with luck. Others steal it."
These boons are available to all characters. Boons represent unusual talents, good luck, or blessings. Most boons grant a +1 Bonus Die in specific situations.
No boon may be taken more than once.
| Boon |
Effect
|
| Akhara-Trained |
+1 Bonus Die when fighting unarmed; may use Agility instead of Strength
|
| Brawler |
+1 Bonus Die when fighting unarmed
|
| Cutthroat |
+1 Bonus Die vs unaware targets; +1 damage if successful
|
| Deadly Aim |
+1 Bonus Die with ranged attacks
|
| Duelist |
+1 Bonus Die when fighting a single opponent in melee
|
| Mighty Fists |
Add full Strength to unarmed damage
|
| Mighty Shot |
Add full Strength to one ranged weapon type
|
| Night Fighter |
No penalties when fighting in darkness
|
| Relentless |
After dropping an enemy, gain +1 Bonus Die on your next attack
|
| Tiger Claws |
+1 Bonus Die when using Bagh Nakh, Katar, or daggers in melee
|
| Tiger Trance |
After taking damage, gain +1 Bonus Die to melee attacks for the rest of the fight; cannot disengage until foes are dead
|
| Trademark Weapon |
+1 Bonus Die with a chosen weapon
|
| War Cry |
Enemies suffer 1 Penalty Die in the first round of combat
|
| War Leader |
Allies gain +1 Bonus Die to attacks for one round (1/day)
|
| Whispering Ring |
+1 Bonus Die for ranged attacks with thrown chakrams; draw and throw a chakram in the same action
|
| Boon |
Effect
|
| Hard to Kill |
+2 Lifeblood
|
| Monkey Grace |
+1 Defense when unarmored
|
| Quick Recovery |
Recover +1 extra Lifeblood after combat
|
| Shield Dancer |
Shield’s Defense bonus applies against all melee attackers, not just one
|
| Thick Skin |
+1 Protection even without armor
|
| War Harness |
Light armor counts as medium armor with no penalties
|
| Boon |
Effect
|
| Alert |
+1 Bonus Die on perception checks to notice visible, audible, or otherwise ordinary signs of trouble
|
| Learned |
+1 Bonus Die when recalling lore
|
| Night Eyes |
No penalties to perception in darkness
|
| Sixth Sense |
+1 Bonus Die to detect hidden dangers, ambushes, traps, or threats before they become obvious
|
| Boon |
Effect
|
| Favored Offering |
+1 Bonus Die when acting in line with a deity’s domain
|
| Inner Fire |
Gain +2 Arcane Power
|
| Mark of the Gods |
Permanently gain +1 Hero Point (you replenish to 4 instead of 3)
|
| Omen Reader |
+1 Bonus Die when interpreting signs or portents
|
| Resistance to Sorcery |
+1 Bonus Die when making a Resistance roll against sorcery
|
| Scent of Sorcery |
+1 Bonus Die when detecting sorcery
|
| Temple-Blessed |
+1 Bonus Die on one roll per day after prayer
|
| Boon |
Effect
|
| Case the Place |
In a location, ask the GM 1 question about entrances, exits, guards, or vulnerabilities
|
| Deft Hands |
+1 Bonus Die for delicate manual tasks
|
| Escape Artist |
+1 Bonus Die when escaping bonds or restraints
|
| Iron Thews |
+1 Bonus Die when lifting, breaking, or forcing objects
|
| Iron Will |
+1 Bonus Die to resist coercion or supernatural influences
|
| Many Faces |
+1 Bonus Die when disguising yourself
|
| Saddle-Born |
+1 Bonus Die when riding or fighting from a mount
|
| Sneaky |
+1 Bonus Die when sneaking or hiding
|
| Sure-Footed |
+1 Bonus Die when balancing or climbing
|
| Sure-Limbed |
+1 Bonus Die when climbing, swimming, sprinting, or leaping
|
| Survivor |
+1 Bonus Die to resist fatigue, hunger, or thirst
|
| Boon |
Effect
|
| Artist's Eye |
+1 Bonus Die when creating, valuing, or judging works of art
|
| Bazaar Tongue |
+1 Bonus Die when haggling or dealing with merchants
|
| Commanding Presence |
+1 Appeal (4 starting max), Appeal max increases to 6
|
| Dread Presence |
+1 Bonus Die when intimidating someone
|
| Gutter Rat |
+1 Bonus Die when dealing with criminals or smugglers
|
| High Born |
+1 Bonus Die when dealing with nobles
|
| Reads the Lie |
+1 Bonus Die to detect lies
|
| Shrewd |
+1 Bonus Die to resist deception, intimidation, or social manipulation
|
| Silver Tongue |
+1 Bonus Die when persuading or deceiving
|
| Striking |
+1 Bonus Die when charm or appearance matters
|
| Street Rat |
+1 Bonus Die when dealing with criminals or the underworld
|
| Tavern Fox |
+1 Bonus Die when gathering rumors or contacts in taverns
|
| Temple Dancer |
+1 Bonus Die when performing or distracting
|
| Temple Insider |
+1 Bonus Die with priests or temple customs
|
| Boon |
Effect
|
| Brawny |
+1 Strength (4 starting max), Strength max increases to 6
|
| Mark of Fate |
Once per session, reroll a failed test (must accept the second result)
|
| Panther Grace |
+1 Agility (4 starting max), Agility max increases to 6
|
| Savant |
+1 Mind (4 starting max), Mind max increases to 6
|
| Slippery |
Once per scene, automatically escape restraint or capture
|
| Boon |
Effect
|
| Beast-Friend |
+1 Bonus Die when calming, handling, or understanding animals
|
| Brave |
+1 Bonus Die on Fear rolls
|
| Healing Hands |
+1 Bonus Die when treating injuries
|
| Jungle Born |
+1 Bonus Die for jungle survival or tracking
|
| Leechwise |
+1 Bonus Die when resisting disease or parasites
|
| Poison-Hardened |
+1 Bonus Die when resisting poison
|
| River-Born |
+1 Bonus Die for sailing or shipboard tasks
|
| Swamp Born |
+1 Bonus Die for swamp survival or tracking
|