[ +- ] Boons
Armour – The entity has bony plates, spines, thick hide, or
other defences that provide protection against physical
attacks. Protection is d6–2 /2. Take this power twice to
give the entity heavy armour giving d6 /4 protection.
Enhanced Weaponry – The entity possesses natural
weaponry, such as claws, fangs, blades, beaks, clubbed
tails, etc., or is more skilled at using normal weapons.
Increase the scale of the melee or ranged attack by 1.
Fear – The entity possesses the ability to cause instant fear
amongst onlookers. The onlooker must make an
immediate roll, with the fear level of the entity as a
negative modifier – failure causes the onlooker to take
1d6 normal resolve damage. This power can be taken
multiple times to increase the fear level (starting from 1).
Human Form – The entity can take the shape of a human
(and have a career at rank 2 if applicable), but if injured or
caused to fight, will morph back into its original form.
Malleable Flesh – The entity is clay-like or squishy in a
most disgusting way, and can form itself into weird shapes
– from completely flat, to amoeboid, to spherical, and can
get into or out of any (mundane) shackles or prison.
Non-Corporeal – The entity has no physical body in this
dimension and can only be harmed by means appropriate
to the setting, e.g. sorcery, weird science, etc.
Offspring – Each week the entity produces 1d6 critters,
which after 1 week advance to Minor Entities, and then to
Lesser Entities in another week, stopping the level below
their sire – so Minor Entities can only spawn critters.
Poison – The entity can exude a poisonous substance (see
Biological and chemical hazards on page 68). The difficulty
for the roll to resist the poison is –1 for Minor Entities, –2
for Lesser Entities and –4 for Greater Entities. The
incubation period is instantaneous – choose which of the
victim’s attributes will be weakened.
Psionic – The entity has highly developed mental powers
in one area: Telekinesis or Telepathy. Minor Entities have
2 + mind Psionic Points (PP) and a Psionic career rank of 1,
Lesser Entities have 5 + mind PP and a Psionic career rank
of 2, and Greater Entities have 10 + mind PP and a Psionic
career rank of 3. Taking this twice does not give more PP.
Regeneration – The entity can regenerate a point of
damage every round, and Lesser or Greater Entities can
remove the effects suffered from a Precision Strike (p.25)
in two rounds.
Seductive – The entity has appeal (2) and can immediately
make d6+6 rabble obey its orders to the letter. It can also
attempt to seduce heroes (who must make a mind-based
roll (against the scale 2 appeal) or become pliant to the
entity’s requests). Characters can pay a Hero Point to
briefly overcome this influence for one combat round.
Sorcery – The entity can cast spells: Minor Entities have 2
+ mind Arcane Power (AP) and an Arcanist career rank of
1, Lesser Entities have 5 AP + mind and an Arcanist career
rank of 2, and Greater Entities have 10 AP + mind and an
Arcanist career rank of 3.
Special Knowledge – The entity has a career, rank 4.
Unnatural Ability – Any ability can be taken at scale 2
(scale 3 for 2 points, etc.). See Scale on page 31 to see
which abilities this can be used on.
Unnatural Armour – Increased in scale by 1.
Unnatural Metabolism – The entity’s metabolism works
differently to normal creatures, lifeblood is increased in
scale by 1. Note that critters with this power will therefore
also suffer reduced effects from the Rabble Slayer effect
(p.25) as the rabble slaying damage will be scaled down.
Ace – Decide which of the following options you want to
use: When at the controls of a specific type of vehicle, you
gain a bonus die when performing a career-based action,
or in a ranged attack roll while at the controls. Taking this
boon a second time lets you use the other option.
Acrobat – Gain a bonus dice when attempting any agile
non-combat action like tightrope walking, parkour,
swinging from ropes or chandeliers, etc.
Alert – You are quick to spot danger and react. Gain a
bonus die to your priority rolls.
Alter Ego – You have another completely authentic
identity that you use to maintain a double life
Artistic – You have an artistic flair. Gain a bonus die when
appraising or creating items of art.
Athletic – Gain a bonus dice when attempting any athletic
non-combat action like swimming, running, climbing, etc.
Attractive – You are particularly good looking. Roll a bonus
die in situations where looks might be important.
Beast-Friend – You have a natural affinity with animals.
Whenever dealing with animals, roll a bonus die. If you
have the Beastmaster (or similar) career, you will also have
two or three small companions, or one medium or large
companion.
Biting Comment – You know how to make your words
hurt. When making a social attack, if you can add a
modifier due to an applicable career, gain a bonus die to
the roll.
Blind Combat – No sight? No problem. By using smell,
sound, disturbances in the surrounding air, or perhaps
through some mystic or technological effect, your
character does not suffer a penalty for fighting blind.
Born-on-Board – You grew up on and around a specific
type of large vessel or vehicle (e.g. ships). When
performing career-based activities on board, gain a bonus
die.
Brawler – You are a skilled roughhouse fighter. Gain a
bonus die to perform a melee attack when you are fighting
unarmed or with improvised weapons.
Carouser – You were more-or-less brought up in a bar and
are popular when the drink is flowing. Gain a bonus die to
gain information, make contacts, or acquire goods and
services whilst in an alcohol-fuelled environment. You also
gain a bonus die when resisting overindulgence,
hangovers, etc.
Cat-like Agility – You may add 1 to your agility. Your
maximum agility is 6 instead of 5, and your maximum
starting agility is 4 rather than 3.
Comforting Words – Gain a bonus die whenever rolling to
help someone recover from mental trauma (i.e. resolve
damage). You must have the Psychiatrist (or similar) career
to take this boon.
Contacts – This must be specified for a particular career,
but can be taken multiple times to cover your other
careers. In each named career, you are well-known, and
can always find an associate willing to give you some
limited assistance.
Deft Hands – When undertaking actions requiring fine
manipulation, such as picking pockets, making things,
juggling, or card-sharping, you receive a bonus die.
Detect Deception – Gain a bonus die to notice when
someone is lying. You won’t automatically know the truth,
but you know that what you’re being told isn’t it.
Disease Resistance – You have resistance to all diseases
(including magical ones). Gain a bonus dice on the roll to
resist the disease (see Biological and chemical hazards on
page 68).
Disguise – Gain a bonus die to a career-based roll to
deceive someone into thinking that you are someone else,
altering you voice, posture, hair and improvising with any
handy clothing and everyday items.
Divine Blessing – You are especially favoured by a Higher
Power, and gain an additional Faith Point.
Environment-Born – Roll a bonus die when tracking,
trapping or hunting, or carrying out other similar activities
in (choose one): Desert, Forest, Jungle, Mountain, Plains,
Swamp, Tundra, etc. There may also be other settingspecific
environments.
Escape Artist – Ropes, handcuffs, tie-wraps, even prison
cells – nothing holds you for long. Gain a bonus die
whenever you are trying to break free from your bonds.
False Avatar – Gain a bonus die on a career-based roll
whenever you use one of your pregenerated virtual
identities to pass security checks.
Fear Resistance – Your character shows little to no fear.
Gain a bonus die when making a roll to resist the effects of
fear (see page 96).
Fearsome Looks – Gain a bonus die whenever you are
trying to force somebody to give you information or do
something they don’t want to do.
Field Medic – Requires a medical career (e.g. Physician).
Gain a bonus die when making a healing roll during the
‘golden hour’ to treat lifeblood damage.
First-rate Facilities – You have an extensive and wellstocked
laboratory, workshop, library, etc. Gain a bonus
die on any career-related rolls while you are in it. The
facility does need to be re-stocked from time to time,
perhaps leading you to occasional adventures whilst you
seek the means to do this.
Friend – You have befriended a tough-level NPC (social
interaction level of ‘friend’). This may be someone you
introduce or an NPC you met on a previous adventure.
Frugal – Gain +1 to all Credit Rating (CR) rolls.
Genius – You may add +1 to your mind attribute. Your
maximum mind is 6 rather than 5, and your maximum
starting mind is 4 rather than 3.
Giant Strength – You are big and strong. You may add 1 to
your strength. Your maximum strength is 6 rather than 5,
and your maximum starting strength is 4 rather than 3.
Glib – You are very persuasive and can make any lie sound
plausible. Roll a bonus die whenever trying to mislead
someone.
Grappler – On a successful roll to attack, you can restrain a
target instead of causing damage. For more information,
see Grappling on page 40.
Grounded – You automatically stabilise if you take damage
to your critical resolve track.
Hard as Nails – You are used to pain, hard living and
adventure, and are extremely tough. Add +3 lifeblood to
your total.
Hard to Kill – You automatically stabilise if you take
damage to your critical lifeblood track.
Hard to Shake – You are used to ignoring weird and
troubling events. Add +3 resolve to your total.
High-Born – You grew up in the palaces and courts of the
rich and noble. Gain a bonus die when dealing with courtly
manners and matters of good form.
Horseman – Decide which of the following effects you
want to use: When dealing with riding beasts or carrying
out career-based activities while mounted, gain a bonus
die. Or, you can use the boon with melee or ranged
attacks made while mounted. Picking the boon a second
time allows the other option to be used as well.
Inspire – Encourages your friends and supporters. This
could represent an appeal to the gods, inspired leadership,
inspirational music, or just your own force of personality.
Your allies gain a bonus die to all their rolls for one round
after the call (if they can hear you). This can be done once
a day for free, or again for a Hero Point.
Inured – You have a particularly hardened attitude, which
adds +1 to your total resolve damage reduction (or d6–4 if
no other resolve protection is used).
Keen Sense – Choose one of the senses. Whenever you
make a roll to perceive something using that sense, roll a
bonus die.
Knowledge – Name and note a specific area of knowledge
on your character sheet. When recalling a fact from this
specific area of knowledge, gain a bonus die.
Legendary Weapon – You found or were gifted a Legendary Weapon (see page 104).
Linguist – You are uncommonly skilled in acquiring new
languages. You can speak another three languages, one of
them flawlessly.
Low-Born – You grew up in the slums. You receive a bonus
die when dealing with low-life and underground scum, or
when carrying out career-based activities such as trailing
people or noticing things.
Magic of the Ancients – You are knowledgeable in the
secrets of the Ancients. You can roll a bonus die when
casting spells. Depending on the setting the GM may
require you to also take an extra flaw.
Marked by Fate – The fates favour you. You have an extra
Hero Point.
Master Gunner – When using a vehicle’s ranged weapons,
gain a bonus die on your ranged attack.
Meme Resistance – You have resistance to all memetic
effects. Roll a bonus dice on the roll to resist the memetic
attack (see Biological and chemical hazards on page 68).
Mighty Fists – Your fists are rock-hard from years of
training in the fighting pits or brawling in the city taverns.
You can add your full strength to fatigue damage caused
when fighting unarmed.
Mighty Shot – With muscle-powered ranged weapons, you
add your full strength to the damage on a hit.
Night Sight – When darkness causes negative modifiers to
see things, gain a bonus die to performing career-based
rolls.
Nose for the Unnatural – You receive a bonus die when
trying to spot or track a wizard, magical effect or artifact,
or supernatural creature.
Poison Resistance – Gain a bonus die whenever you roll to
resist the effects of drugs, venoms, and toxins. For more
information, see Biological and chemical hazards on page
68.
Positive Attitude – When taking it easy while healing back
to full health, your normal daily healing rate is two points
of lasting resolve damage.
Power of the Mind – You have been exposed to psionic
techniques or training, and receive +2 points of Psionic
Power. However, depending on the setting, the GM may
require you to take an extra flaw.
Power of the Void – You have gazed upon the darkness of
the abyss and receive +2 Arcane Points. However,
depending on the setting, the GM may ask you to take an
extra flaw.
Psionic-Sensitive – You gain a bonus die when you attempt
to use your psionic powers.
Quick Recovery – When taking it easy while healing back
to full health, your normal daily healing rate is two points
of lasting lifeblood damage.
Race-Friend – You are a hero amongst a specific race (e.g.
Dwarf, Human, Martian, etc., depending on the setting).
Roll a bonus die when dealing with them.
Stealthy – Gain a bonus die when making an attempt to
remain undetected.
Strength Feat – You are able to focus your strength to
perform particular tasks. Roll a bonus die when breaking,
lifting, pulling or pushing things.
Striking Appeal – You may add +1 to your appeal attribute.
Your maximum appeal is 6 rather than 5, and your
maximum starting appeal is 4 rather than 3.
Sweeping Attack – When fighting rabble hordes and
wielding a two-handed weapon, damage from your melee
attack can carry over from one rabble character to others.
Damage is inflicted to a rabble NPC until its lifeblood is
equalled, the remaining damage being inflicted on the
next, and so on, until all damage from the attack has been
allocated or no more rabble are left.
Tactician – When leading a force in a mass battle,
elements under your authority gain +1 on their ‘damage’
roll(s) (see Mass battles using hordes on page 63).
Telekinetic – You have the ability to exert physical force
through mental effort. See Psionic Powers on page 85 for
more information.
Telepathic – You have the ability to ‘link’ or contact minds,
allowing for communication and reading thoughts. See
Psionic Powers on page 85 for more information.
Thick Skin – You have particularly leathery skin, which
increases your protection to lifeblood damage by 1 (or roll
d6–4 if no other armour is worn).
Tools of the Trade – You have extremely high-quality tools
for one of your careers. When using these tools, you
receive a bonus die (and the notice of all who see them...).
Two-Weapon Fighter – Reduce the combat option penalty
for two-weapon use by 1 (see page 40).
Ward – A spellcaster gets a penalty die if targeting you.
These boons all have a similar regular equivalent, but have
been renamed here to reflect the young and
inexperienced nature of the student.
Innocence – You do not cause a shift to the left on the
social interaction track on a social interaction failure.
Luck of Youth – You gain an extra Hero Point (can be taken
twice).
Resilient Outlook – You gain an extra resolve point back
per day when healing back to full health. This is added
after the effects of any healing roll.
Ruddy Health – You gain an extra lifeblood back per day
when healing. This is added after the effects of any healing
roll.
Youthful Vigour – You gain +2 extra lifeblood.
[ +- ] Flaws
Vulnerability – In return for an extra supernatural boon,
the entity gains a weakness. It might either take scale 2
damage from a particular source (magic, fire, electricity,
iron, acid, etc.) or normal damage from a source not
normally harmful to humans (sunlight, water, music,
certain symbols, etc.).
Addicted – You crave something and require it every day
to function fully. Whenever you go more than a day
without it, you have a penalty die on all rolls.
All Thumbs – You take a penalty die when picking locks,
firing a ranged weapon, or when doing fine manipulation.
Apprentice – You are responsible for a young person (a
tough NPC) who accompanies you, learning your trade. If
this person is seriously harmed or killed, you must take
another flaw appropriate to the situation.
Arrogant – Roll a penalty die in social interactions when
the GM believes your character’s arrogance will have a
negative impact on the situation.
Boastful – Roll a penalty die in social interactions when the
GM believes your character’s extravagant embellishments
will have a detrimental impact on the situation.
Bounty – There’s a price on your head and bounty hunters
are queuing up to collect. Roll a d6 whenever you enter a
new populated location: city, spaceport, etc. On a 1,
bounty hunters will spot you and make your life
unpleasant.
Clouded Mind – Your connection with psionic wavelengths
is not as strong as it could be. Double the time taken to
recover a Psionic Point.
Clouded Void – Your connection with arcane powers is not
as strong as it could be. Where magic is dark and corrupting (see page 80) you recover 2 fewer Arcane Points. Where magic is risky but neutral (see page 81),
double the time taken to recover Arcane Points.
Clumsy – You are awkward. You subtract 1 from your
agility (you can’t buy any attribute down if you take this
flaw). Your maximum agility is 4 rather than 5, and your
maximum starting agility is 2 rather than 3.
Combat Paralysis – When swords are drawn, you tend to
freeze up and act with uncertainty. Roll a d3. This is the
number of rounds that you freeze, during which you can
only take defensive actions.
Country Bumpkin – The big city is a confusing and
heartless place for the new arrival. You take a penalty die
in situations to do with urban survival.
Delicate – You have a small or slender build. Deduct two
from your lifeblood total.
Enemy – You have made an enemy of a rival-level NPC
(social interaction level of ‘enemy’). This may be someone
you introduce or an NPC you crossed the path of on a
previous adventure.
Fanatic – When dealing with characters who do not share
your political or religious beliefs, take a penalty die on
your actions, or escalate the situation.
Frail – You are physically weak. You subtract 1 from your
strength (you can’t buy any attribute down if you take this
flaw). Your maximum strength is 4 rather than 5, and your
maximum starting strength is 2 rather than 3.
Fear of … – There is something that you have a great and
irrational fear of. Take a penalty die in the presence of (or
when confronted by) your phobia. Some possible fears
include: fear of fire, reptiles, spiders, heights, crowds,
death, the dark, closed spaces, flying, sorcery, etc.
Feels the Cold – You are especially susceptible to the cold.
Take a penalty die for tasks made in a cold environment.
Feels the Heat – You are especially susceptible to heat.
You take a penalty die for any tasks that you undertake in
a hot or desert environment.
Greed – You cannot resist any chance to make money. If
money is to be made, your judgement goes out of the
window. You take a penalty die when tempted by cash.
Gullible – You believe the most outrageous lies. Take a
penalty die when being persuaded something is a good
idea when it isn’t.
Hatred of ... – When faced with your mortal enemy in
combat, you must assume an aggressive combat stance
(+2 melee attack, –2 defence) (p.39). In social interactions
with your enemy, shift one step to the left on the Social
Interaction track.
Haunted – You have difficulty letting frights go. You need
treatment by someone with a psychologically useful career
to recover any lasting damage to your resolve.
Illiterate – You are unable to read or write, and can only
pick careers that do not rely on literacy, e.g. Worker rather
than Scribe (you may need to discuss this with your GM).
Landlubber – You take a penalty die on activities at sea.
Lack of Faith – You find previous certainties now harder to
grasp. Double the time it takes you to recover Faith Points.
Luddite – When in the presence of advanced machines,
take a penalty die on your actions, or escalate the
situation.
Lumbering – You are unsteady on your feet. You take a
penalty die when balance is important – for example,
crossing a narrow bridge or standing on a mountain ledge.
Memorable – Passers-by stop and stare, and will
remember you. Attempts at disguising yourself will suffer
a penalty die. If there’s a Bounty on your head (see above),
your pursuers are twice as likely to locate you.
Missing Eye or Ear – You take a penalty die whenever the
GM feels it is appropriate to the situation.
Missing Limb – You take a penalty die whenever the GM
feels the absence of the limb would affect matters.
Mute – You are unable to talk, so always take a penalty die
in social situations to make yourself understood.
Naivety – Roll a penalty die in social interactions when the
GM believes your character’s innocent directness will have
an impact on the situation.
Notorious – You have a poor reputation based on some
previous incident (whether true or false). When you first
meet NPCs, shift your starting position one space to the
left on the social interaction track.
Obsession – You have an interest that is always on your
mind. When there’s a temptation to involve yourself in
this obsession, take a penalty die on all rolls until the
temptation has passed.
Out of Shape – Whether physically infirm or beginning to
feel the effects of age, when some measure of physical
fitness is required, take a penalty die on the roll.
Overly Modest – In situations where you’d gain a positive
shift on the social interaction track, you shrug it off.
Overly Sensitive – When you take resolve damage, take an
extra point of fatigue damage due to your imagination
working overtime.
Poor Concentration – You recover 2 less psychic points,
due to your inattentiveness.
Poor Eyesight – You take a penalty die when trying to
observe or spot something.
Poor Hearing – Whenever you make a check to perceive
something using your hearing, you take a penalty die.
Poor Recovery – You have a poor constitution. You require
medical attention to recover lasting lifeblood damage.
Poor Sense of Direction – You find navigation inherently
confusing, and should not be left alone with maps. Take a
penalty die when making a travel roll.
Savage – You show an unseemly relish for combat and
bloodshed which unnerves those unused to your ways.
Take a penalty die when dealing with strangers in the
aftermath of a battle or in a potentially violent situation.
Slow to Act – Take a penalty die on any priority roll.
Simple – Subtract 1 from your mind (you can’t buy any
attribute down if you take this flaw). Your maximum mind
is 4 rather than 5, and your maximum starting mind is 2
rather than 3.
Skeptic – You doubt the existence of things outside your
experience, so take a penalty die on fear rolls.
Spendthrift – You spend money far too readily for your
own good. When making a Credit Rating (CR) roll, you take
–1 to the roll.
Stressed – You visibly suffer from previous exposures to
frightening situations. Take a penalty die to appeal rolls
Taciturn – Your character is ridiculously tight lipped. It’s a
rare day on which he uses a sentence of more than three
words, and it’s virtually unheard of for him to initiate
conversation. His extreme reluctance to speak means he
never volunteers information without being asked. Take a
penalty die in social situations.
Tedious – You are difficult to like. You subtract 1 from your
appeal (you can’t buy any attribute down if you take this
flaw). Your maximum appeal is 4 rather than 5, and your
maximum starting appeal is 2 rather than 3.
Temper – Take a penalty die to any rolls when trying to
keep your cool, such as being declined entry to the hottest
club in town.
Thin Skinned – When you take lifeblood damage, take an
extra point of fatigue damage due to your poor
constitution.
Timid – You lack self-assurance and are easily alarmed.
Deduct two from your resolve total.
Ugly & Brutish – You are unattractive. Take a penalty die in
situations where your looks are important.
Unlucky – The Gods have forsaken you or you are just
plain unlucky. You begin with –1 Hero Point.
Unsettling – Something about you isn’t quite right – the
way you look or smell or speak. Take a penalty die in social
situations or when dealing with animals.
Untrustworthy – You take a penalty die when the situation
calls for someone to believe or trust you.
Urbanite – You aren’t happy in the great outdoors. You
take a penalty die in wilderness survival situations.
Young – The character is noticeably young, possibly a preteenager.
Young characters are almost always Students.
Older people often don’t take them seriously, resulting in
a penalty die in certain situations (e.g. trying to get help,
trying to convince someone you’re competent, etc.)
Also, if using the Resources option (p.59), the character
has a –1 to their Credit Rating. Depending on the era,
young characters may have other demands placed upon
them, e.g. chores, homework, curfew, school attendance,
obeying parents/guardians, etc.