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=Boons= | =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 | ! Boon !! Effect | ||
|- | |- | ||
| Akhara-Trained || +1 Bonus Die when fighting unarmed; may use Agility instead of Strength | | 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== | |||
{| class="wikitable" | |||
! 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 counts as medium armor with no penalties | ||
|} | |||
==Knowledge Boons== | |||
{| class="wikitable" | |||
! Boon !! Effect | |||
|- | |- | ||
| | | Alert || +1 Bonus Die to perception checks | ||
| | |||
| Learned || +1 Bonus Die when recalling lore | |||
|- | |- | ||
| | | Night Eyes || No penalties to perception in darkness | ||
|- | |- | ||
| | | Sixth Sense || +1 Bonus Die to detect ambushes, traps, or danger | ||
|} | |||
==Mystic Boons== | |||
{| class="wikitable" | |||
! 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 || Gain +1 Hero Point (you replenish to 4 instead of 3) | ||
|- | |- | ||
| | | Omen Reader || +1 Bonus Die when interpreting signs or portents | ||
|- | |- | ||
| | | Scent of Sorcery || +1 Bonus Die when detecting sorcery | ||
|- | |- | ||
| | | Temple-Blessed || +1 Bonus Die on one roll per day after prayer | ||
|} | |||
==Skill Boons== | |||
{| class="wikitable" | |||
! 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== | |||
{| class="wikitable" | |||
! 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== | |||
{| class="wikitable" | |||
! 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== | |||
{| 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 | ||
|- | |- | ||
| | | 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 | ||
|- | |- | ||
| | | Resistance to Sorcery || +1 Bonus Die when making a Resistance roll against sorcery | ||
|- | |- | ||
| | | River-Born || +1 Bonus Die for sailing or shipboard tasks | ||
|- | |- | ||
| | | Swamp Born || +1 Bonus Die for swamp survival or tracking | ||
|} | |} | ||
{{NightcatsNav}} | {{NightcatsNav}} | ||
[[Category:Nightcats]] | [[Category:Nightcats]] | ||
</div> | </div> | ||
Revision as of 21:59, 12 April 2026
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.
Combat Boons
| 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
| 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 counts as medium armor with no penalties |
Knowledge Boons
| Boon | Effect | |||
|---|---|---|---|---|
| Alert | +1 Bonus Die to perception checks | Learned | +1 Bonus Die when recalling lore | |
| Night Eyes | No penalties to perception in darkness | |||
| Sixth Sense | +1 Bonus Die to detect ambushes, traps, or danger |
Mystic Boons
| 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 | Gain +1 Hero Point (you replenish to 4 instead of 3) |
| Omen Reader | +1 Bonus Die when interpreting signs or portents |
| Scent of Sorcery | +1 Bonus Die when detecting sorcery |
| Temple-Blessed | +1 Bonus Die on one roll per day after prayer |
Skill Boons
| 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
| 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
| 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
| 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 |
| Resistance to Sorcery | +1 Bonus Die when making a Resistance roll against sorcery |
| River-Born | +1 Bonus Die for sailing or shipboard tasks |
| Swamp Born | +1 Bonus Die for swamp survival or tracking |
