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| 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
| 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
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| Tiger Claws || +1 Bonus Die when using Bagh Nakh or daggers in melee|| Combat
| Tiger Claws || +1 Bonus Die when using Bagh Nakh, Katar, or daggers in melee|| Combat
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|-
| Trademark Weapon || +1 Bonus Die with a chosen weapon || Combat
| Trademark Weapon || +1 Bonus Die with a chosen weapon || Combat

Revision as of 21:30, 3 April 2026

Nightcats
Nightcats


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