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{{NightcatsHeader}}
{{NightcatsHeader}}
<div class="codex-page codex-page--nightcats">
<div class="codex-page codex-page--nightcats">
=Boons=


''"Some are born with luck. Others steal it."''
''"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.
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.
No boon may be taken more than once.
==Combat Boons==


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


</div>
</div>

Latest revision as of 15:16, 15 August 2026

Nightcats
Nightcats


Boons

[edit]

"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.

Combat Boons

[edit]
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

Defense Boons

[edit]
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 protects like medium armor with no penalties

Knowledge Boons

[edit]
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

Mystic Boons

[edit]
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

Skill Boons

[edit]
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

Social Boons

[edit]
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

Special Boons

[edit]
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

Survival Boons

[edit]
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