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Stormbringer:Boons

From Crucible Codex

Boons

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"Power is never given. It is taken—and something always takes in return."

Boons represent exceptional ability, unnatural talent, dark favor, or the attention of forces beyond the mortal world.

Most Boons grant a +1 Bonus Die in appropriate situations.

No Boon may be taken more than once.

Combat Boons

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Boon Effect
Deadly Aim +1 Bonus Die with ranged attacks
Mighty Fists Add full Strength to unarmed damage
Quick Blade +1 Bonus Die in fast melee combat, initiative, or sudden strikes
Shield Dancer Shield bonus applies against all melee attackers
Trademark Weapon +1 Bonus Die with a chosen weapon
War Cry Enemies suffer 1 Penalty Die in the first round of combat
War Leader Once per day, allies gain +1 Bonus Die to attacks for one round

Fate & Fortune

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Boon Effect
Mark of Fate Once per session, reroll a failed test (must accept the second result)
Peace of Tanelorn Gain 1 Bonus Die to resist fear, chaos, or emotional influence; suffer 1 Penalty Die when acting from passion or zeal

Knowledge Boons

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Boon Effect
Relic Attunement +1 Bonus Die when identifying, handling, or activating ancient artifacts, relics, or sorcerous objects
Loremaster +1 Bonus Die recalling lore, history, or arcane knowledge
Omen Reader +1 Bonus Die interpreting omens, signs, or prophetic warnings

Perception & Awareness Boons

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Boon Effect
Eyes of the Unseen +1 Bonus Die to perceive hidden, magical, or supernatural phenomena
Keen Senses +1 Bonus Die to notice danger, ambushes, or subtle details
Night Eyes +1 Bonus Die seeing in darkness or dim conditions

Physical & Survival Boons

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Boon Effect
Battle-Hardened Ignore penalties from Wounded for one round after taking the injury
Beast-Friend +1 Bonus Die when calming or handling animals
Brave +1 Bonus Die on Fear rolls
Hardy The first time you would become Wounded in a fight, you become Hurt instead
Iron Flesh You suffer only 1 Penalty Die while Broken (instead of 2)
Iron Will +1 Bonus Die to resist coercion or supernatural influence
Strange Vitality Once per scene, ignore wound penalties for one action
Survivor +1 Bonus Die resisting fatigue, hunger, or harsh conditions
Unyielding Once per fight, reduce damage by 1 step without spending a Hero Point

Social & Reputation Boons

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Boon Effect
Commanding Presence +1 Bonus Die to command, impress, or dominate socially
Court Intriguer +1 Bonus Die in manipulation, etiquette, and court politics
Fearsome Reputation +1 Bonus Die when intimidating or leveraging notoriety
Noble Bearing +1 Bonus Die when dealing with nobility or asserting status
Silver Tongue +1 Bonus Die persuading or deceiving
Unsettling Beauty +1 Bonus Die when appearance influences others—whether attraction or unease

Sorcery & the Supernatural

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Boon Effect
Demon-Bound You are bound to a demon; once per session gain +1 Bonus Die, but the GM may invoke its demands
Demon-Bound Weapon Your weapon is inhabited; once per combat gain +1 Bonus Die on an attack
Diabolist +1 Bonus Die when summoning, binding, bargaining with, or resisting demons
Dragon Affinity +1 Bonus Die when dealing with dragons or draconic beings
Dream-Sense +1 Bonus Die when perceiving or navigating dreams or altered states
Lesser Demon Servant You control a minor bound entity capable of simple tasks
Pact-Bound Once per session gain +1 Bonus Die on any roll; the pact's cost will come due
Spirit Listener +1 Bonus Die when sensing or communicating with unseen entities
Touch of Chaos Once per session, turn a failure into success with unpredictable consequences
Zeal of Law +1 Bonus Die resisting Chaos, corruption, or demonic influence

Stealth & Skill Boons

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Boon Effect
Case the Place Once per scene, ask the GM one question about a location's vulnerabilities
Escape Artist +1 Bonus Die escaping bonds, traps, or confinement
Many Faces +1 Bonus Die when disguising yourself or assuming identities
Quick Hands +1 Bonus Die for sleight of hand, picking pockets, or delicate manual work
Shadow Step +1 Bonus Die when sneaking, hiding, or moving unseen

Tactical Boons

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Boon Effect
Battle Harness Your armor is counted as one category lighter (Medium → Light) for Agility or Initiative penalties
Close Fighter +1 Bonus Die when attacking from inside an opponent's reach
Combat Reflexes +1 Bonus Die to avoid hazards or forced movement
Duelist +1 Bonus Die when fighting a single engaged opponent with no other adjacent enemies
Fleet-Footed You may move up to 4 spaces normally and 8 when running
Long Reach You suffer no penalty when attacking adjacent enemies with reach weapons
Press the Advantage +1 Bonus Die against an enemy who did not move on their last turn
Shieldwise +1 Defense against ranged attacks when using cover
Skirmisher You may leave engagement without extra movement or a test
Sure-Footed Ignore movement penalties from rough ground and difficult footing