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


{{NightcatsNav}}
[[Category:Nightcats]]
[[Category:Nightcats]]
</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