{ "label": "Boons", "mapping": { "description": "system.description" }, "entries": { "Agilité de l’homme-oiseau": { "name": "Winged Folk Agility", "description": "

Winged Folk Agility:

You may add 1 to your agility, and your maximum agility is 6 instead of 5.

" }, "Ami des bêtes": { "name": "Beast-Friend", "description": "

Beast-Friend

You have a natural affinity with animals. Whenever dealing with animals, roll a bonus die. If you are a beastmaster, you will also have two or three small companions, or one medium or large companion.

" }, "Ami des céruléens": { "name": "Giant-Friend", "description": "

Giant-Friend

vYou grew up around giants (or you have somehow made an impression on them) so they treat you like one of their own. Roll a bonus die when dealing with the Blue Nomads.

" }, "Amis dans la pègre": { "name": "Friends in Low Places", "description": "

Friends in Low Places

You have friends in various hives of scum and villainy around the land. These favours might entail putting you in contact with a fence, getting you a hiding place, etc.

" }, "Amis haut placés": { "name": "Friends in High Places", "description": "

Friends in High Places

You have contacts within the upper echelons of society. While they usually do not stick their necks out for you, they will give you aid, expecting a favour in return when it suits their own interests. The sorts of things that these favours usually entail is getting you access to another important person, sharing information with you, using their pull with the local nobility, etc.

" }, "Arme favorite": { "name": "Trademark Weapon", "description": "

Trademark Weapon

You have a quality weapon (a Valgardian Blade, Tyrus Warbow, Axish Sling, Halakhi Kir, Malakut Khastok, Parsool Sea Axe, Satarlan Foil, or another weapon made especially for you or that you inherited) that you have practised with since a child. When using this weapon (or, if lost, stolen or broken, a replacement made to duplicate its qualities exactly, possibly at great expense), you receive a bonus die.

" }, "Artiste": { "name": "Artistic", "description": "

Artistic

You have an artistic flair. Roll a bonus die when appraising or creating items of art

" }, "Athlète": { "name": "Born Athlete", "description": "

Born Athlete

When doing any athletic activities such as sprinting, climbing, swimming, or leaping (other than fighting), you may roll a bonus die.

" }, "Attirant": { "name": "Attractive", "description": "

Attractive

vYou are particularly handsome or pretty. Roll a bonus die in situations where good looks might be important.

" }, "Bagarreur": { "name": "Brawler", "description": "

Brawler

You are a skilled pugilist and wrestler. Roll a bonus die to attack when you are fighting with your fists, feet, head, etc.

" }, "Baudrier de guerre": { "name": "Battle Harness", "description": "

Battle Harness

This boon allows your character to wear a chainmail bikini or a loincloth and battle harness (light armour at best) and treat it as if it were medium armour for damage protection purposes, with no armour penalties at all.

" }, "Beau parleur": { "name": "Silver Tongue", "description": "

Silver Tongue

You are very persuasive and can make any lie sound plausible. Roll a bonus die whenever trying to lie, con, fast-talk, or otherwise deceive someone.

" }, "Bibliothèque savante": { "name": "Excellent Library", "description": "

Excellent Library

You have a first-rate library for conducting your research. You get a bonus die on any rolls to find out anything while you are in it. The library does need to be restocked from time to time, leading you to occasional adventures whilst you seek the means to do this.

" }, "Bien né": { "name": "High-Born", "description": "

High-Born

You grew up in the palaces and courts of the rich and noble. You receive a bonus die when dealing with courtly manners and matters of good form.

" }, "Colosse": { "name": "Strength Feat", "description": "

Strength Feat

You are able to focus your strength to perform particular tasks. Roll a bonus die when breaking, lifting, pulling or pushing things.

" }, "Combat à l’aveugle": { "name": "Blind Combat", "description": "

Blind Combat

No light? No problem. By using smell, sound, disturbances in the surrounding air, etc., you are one with the universe. Whatever penalties the GM applies to fighting in the darkness, your character does not suffer at all.

" }, "Cri de guerre": { "name": "War Cry", "description": "

War Cry

Scares the hell out of those of your character’s opponents that can hear the War Cry. They roll a penalty die on all their Attack Rolls for the first round following the War Cry. This ability can only be used once a day (once more for a Hero Point).

" }, "Discret": { "name": "Sneaky", "description": "

Sneaky

\n

You are lithe and nimble. Roll a bonus die where stealth is important.

" }, "Doigts de fée": { "name": "Deft Hands", "description": "

Deft Hands

When undertaking actions requiring fine manipulation, such as picking pockets, making things, juggling, or card-sharping, you receive a bonus die.

" }, "Dur à cuire": { "name": "Hard-to-Kill", "description": "

Hard-to-Kill

You are hard to put down and have the toughness of a bronyx. Add +2 lifeblood to your total.

" }, "Érudit": { "name": "Learned", "description": "

Learned

When recalling a fact from your area of speciality, you receive a bonus die.

" }, "Fêtard": { "name": "Carouser", "description": "

Carouser

You were more-or-less brought up in a tavern and are popular when the drink is flowing. Roll a bonus die to gain information, make contacts, or acquire goods and services whilst in a tavern. You are also resilient to the effects of alcohol.

" }, "Fils des plaines": { "name": "Plains-Born", "description": "

Plains-Born

You grew up on the plains. When tracking, trapping, hunting, or carrying out other similar activities (not fighting) in a plains environment, you receive a bonus die.

" }, "Fortuné": { "name": "Great Wealth", "description": "

Great Wealth

You have a source of income or an inheritance. Roll a bonus die on any attempt to obtain any goods, services, or other items you need whilst in your home city.

" }, "Gamin des rues": { "name": "Low-Born", "description": "

Low-Born

You grew up on the city streets. You receive a bonus die when dealing with the lowlife and scum of a city’s underground, or when carrying out activities (not fighting) such as trailing people or noticing things.

" }, "Inspirateur": { "name": "Inspire", "description": "

Inspire

Inspires your friends and supporters. This could represent an appeal to the gods, inspired leadership, inspirational music, or just your own force of personality. Inspire gives a bonus die for one round after the call to all your companions’ Attack Rolls (if they can hear you). This can be done once a day for free, or again for a Hero Point.

" }, "Intimidant": { "name": "Fearsome Looks", "description": "

Fearsome Looks

Roll a bonus die whenever you are trying to force somebody to give you information or do something they don’t want to do.

" }, "Intrépide": { "name": "Fearless", "description": "

Fearless

Your character shows no fear. Even magically induced fear has no effect on him or her.

" }, "Laboratoire fourni": { "name": "Excellent Workshop", "description": "

Excellent Workshop

You have a first-rate workshop for conducting your experiments. You get a bonus die on any rolls to make alchemical preparations or mechanical devices while you are in it. The workshop does need to be restocked from time to time, leading you to occasional adventures whilst you seek the means to do this.

" }, "Magie des Rois-Sorciers": { "name": "Magic of the Sorcerer-Kings", "description": "

Magic of the Sorcerer-Kings

You understand some of the ancient secrets of the Sorcerer-Kings. You can roll a bonus die when casting spells, although you must also take an extra flaw.

" }, "Mains guérisseuses": { "name": "Healing Touch", "description": "

Healing Touch

Gain a bonus die whenever rolling to help someone recover from injury, poison, etc. You must have the physician career to take this boon.

" }, "Maître du déguisement": { "name": "Master of Disguise", "description": "

Master of Disguise

You gain a bonus die whenever you are trying to conceal your true identity. In addition, whenever you want to suddenly appear in a scene where your character wasn’t already, you can spend a Hero Point to emerge as one of the random guards, townsfolk, etc., in the background. You were there the whole time, merely incognito!

" }, "Marqué par les dieux": { "name": "Marked by the Gods", "description": "

Marked by the Gods

The Gods favour you. You have an extra Hero Point.

" }, "Montagnard": { "name": "Mountain-Born", "description": "

Mountain-Born

You grew up in the mountains. When tracking, trapping, hunting, or carrying out other similar activities (not fighting) in a mountainous terrain, you roll a bonus die.

" }, "Né en selle": { "name": "Born-in-the-Saddle", "description": "

When dealing with riding beasts or carrying out physical activities (other than fighting) while mounted, you may roll a bonus die.

" }, "Odorat développé": { "name": "Keen Scent", "description": "

Keen Scent

Whenever you make a mind Task Roll to perceive something using your sense of smell, you receive a bonus die.

" }, "Ouïe fine": { "name": "Keen Hearing", "description": "

Keen Hearing

Whenever you make a mind Task Roll to perceive something using your hearing, you receive a bonus die.

" }, "Outillage": { "name": "Tools of the Trade", "description": "

Tools of the Trade

You own a set of tools suited to your trade or craft. Roll a bonus die when attempting any actions for which using these tools would be beneficial.

" }, "Peau dure": { "name": "Thick Skin", "description": "

Thick Skin

You have particularly leathery skin, which gives you +1 to your protection from damage, even when not wearing armour.

" }, "Perspicace": { "name": "Detect Deception", "description": "

Detect Deception

vYou are good at spotting when you are being lied to. Any time someone tries to lie to or con you, you often see right through them. You receive a bonus die to divine fact from fable. You won’t automatically know the truth, but you know that what you’re being told isn’t.

" }, "Pied marin": { "name": "Born-at-Sea", "description": "

Born-at-Sea

You grew up on and around boats and ships. When dealing with ships or carrying out physical activities on board ship (other than fighting), you receive a bonus die.

" }, "Pisteur des marais": { "name": "Swamp-Born", "description": "

Swamp-Born

You grew up in the swamps. When tracking, trapping, hunting, or carrying out similar activities (not fighting) in swamps and marshes, roll a bonus die.

" }, "Poings d’acier": { "name": "Mighty Fists", "description": "

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 damage caused when fighting unarmed.

" }, "Pouvoir du Néant": { "name": "Power of the Void", "description": "

Power of the Void

You have gazed upon the darkness of the Void and receive two extra points of Arcane Power. However, you also have to take an extra flaw.

" }, "Récupération rapide": { "name": "Quick Recovery", "description": "

Quick Recover

You have a much better constitution than many. When recovering after a combat, you regain one additional lifeblood, on top of the half you normally recover. In addition, you recover one lifeblood each day regardless of the type of activity you carry out after being injured.

" }, "Renard du désert": { "name": "Desert-Born", "description": "

Desert-Born

When tracking, trapping or hunting, or carrying out other similar activities (not fighting) in a desert, you roll a bonus die.

" }, "Résistant à la magie": { "name": "Resistant to Sorcery", "description": "

Resistant to Sorcery

If a spell is cast at you, roll a d6. On a roll of 6, it simply does not work on you.

" }, "Résistant aux poisons": { "name": "Poison Resistance", "description": "

Poison Resistance

You receive a bonus die whenever you are resisting the effects of drugs, venoms, toxins, and even alcohol.

" }, "Roi de l’évasion": { "name": "Escape Artist", "description": "

Escape Artist

Ropes, chains, manacles, even prison cells – nothing holds you for long. Either by skill or by dumb luck, you always get away (eventually). Roll a bonus die whenever you are in this situation and are trying to break free.

" }, "Roi de la jungle": { "name": "Jungle-Born", "description": "

Jungle-Born

You grew up in the jungle. When tracking, trapping, hunting, or carrying out other similar activities (not fighting) in a jungle environment, you roll a bonus die.

" }, "Santé de fer": { "name": "Disease Immunity", "description": "

Disease Immunity

You are immune to all diseases, even magical ones.

" }, "Savant": { "name": "Savant", "description": "

Savant

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.

" }, "Sentir la magie": { "name": "Nose for Magic", "description": "

Nose for Magic

You receive a bonus die when trying to spot or track a wizard, or a magical effect or artefact.

" }, "Tigre des neiges": { "name": "Tundra-Born", "description": "

Tundra-Born

You were born in the snowy tundra. When tracking, trapping, hunting, or carrying out other similar activities (not fighting) in a snowy terrain, you roll a bonus die.

" }, "Tireur puissant": { "name": "Mighty Shot", "description": "

Mighty Shot

With your selected type of ranged weapon (bow, sling, javelin, etc.) you can cause your full strength to the damage on a hit.

" }, "Vigilant": { "name": "Alert", "description": "

Alert

You are quick to spot danger and react. You receive a bonus die to your Priority Rolls.

" }, "Vigueur céruléenne": { "name": "Giant Strength", "description": "

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.

" }, "Vision nocturne": { "name": "Night Sight", "description": "

Night Sight

You receive a bonus die when darkness causes negative modifiers to see things.

" }, "Vue perçante": { "name": "Keen Eyesight", "description": "

Keen Eyesight

Whenever you make a mind Task Roll to perceive something using your eyesight, you receive a bonus die.

" } } }