Nightcats:Boons
Appearance
"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 |
| 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 |
