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| Reads the Lie || +1 Bonus Die to detect lies || Social
| Reads the Lie || +1 Bonus Die to detect lies || Social
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| Resistance to Sorcery || +1 Bonus Die for making a Resistance roll to Sorcery || Survival
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| Relentless || After dropping an enemy, gain +1 Bonus Die on your next attack || Combat
| Relentless || After dropping an enemy, gain +1 Bonus Die on your next attack || Combat

Revision as of 21:30, 12 April 2026

Nightcats
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.

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
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
Resistance to Sorcery +1 Bonus Die for making a Resistance roll to Sorcery Survival
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
Shrewd +1 Bonus Die to resist deception, intimidation, or social manipulation Social
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 Rat +1 Bonus Die dealing with criminals or underworld 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