"description":"<h1>Beast-Friend</h1><p>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.</p>"
"description":"<h1>Giant-Friend</h1><p>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.</p>"
"description":"<h1>Friends in Low Places</h1><p>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.</p>"
"description":"<h1>Friends in High Places</h1><p>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.</p>"
"description":"<h1>Trademark Weapon</h1><p>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.</p>"
"description":"<h1>Born Athlete</h1><p>When doing any athletic activities such as sprinting, climbing, swimming, or leaping (other than fighting), you may roll a bonus die.</p>"
"description":"<h1>Attractive</h1><p>vYou are particularly handsome or pretty. Roll a bonus die in situations where good looks might be important.</p>"
"description":"<h1>Brawler</h1><p>You are a skilled pugilist and wrestler. Roll a bonus die to attack when you are fighting with your fists, feet, head, etc.</p>"
"description":"<h1>Battle Harness</h1><p>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.</p>"
"description":"<h1>Silver Tongue</h1><p>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.</p>"
"description":"<h1>Excellent Library</h1><p>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.</p>"
"description":"<h1>High-Born</h1><p>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.</p>"
"description":"<h1>Strength Feat</h1><p>You are able to focus your strength to perform particular tasks. Roll a bonus die when breaking, lifting, pulling or pushing things.</p>"
"description":"<h1>Blind Combat</h1><p>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.</p>"
"description":"<h1>War Cry</h1><p>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).</p>"
"description":"<h1>Deft Hands</h1><p>When undertaking actions requiring fine manipulation, such as picking pockets, making things, juggling, or card-sharping, you receive a bonus die.</p>"
"description":"<h1>Carouser</h1><p>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.</p>"
"description":"<h1>Plains-Born</h1><p>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.</p>"
"description":"<h1>Great Wealth</h1><p>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.</p>"
"description":"<h1>Low-Born</h1><p>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.</p>"
"description":"<h1>Inspire</h1><p>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.</p>"
"description":"<h1>Fearsome Looks</h1><p>Roll a bonus die whenever you are trying to force somebody to give you information or do something they don’t want to do.</p>"
"description":"<h1>Excellent Workshop</h1><p>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.</p>"
"description":"<h1>Magic of the Sorcerer-Kings</h1><p>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.</p>"
"description":"<h1>Healing Touch</h1><p>Gain a bonus die whenever rolling to help someone recover from injury, poison, etc. You must have the physician career to take this boon.</p>"
"description":"<h1>Master of Disguise</h1><p>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!</p>"
"description":"<h1>Mountain-Born</h1><p>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.</p>"
"description":"<h1>When dealing with riding beasts or carrying out physical activities (other than fighting) while mounted, you may roll a bonus die.</p>"
"description":"<h1>Tools of the Trade</h1><p>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.</p>"
"description":"<h1>Thick Skin</h1><p>You have particularly leathery skin, which gives you +1 to your protection from damage, even when not wearing armour.</p>"
"description":"<h1>Detect Deception</h1><p>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.</p>"
"description":"<h1>Born-at-Sea</h1><p>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.</p>"
"description":"<h1>Swamp-Born</h1><p>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.</p>"
"description":"<h1>Mighty Fists</h1><p>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.</p>"
"description":"<h1>Power of the Void</h1><p>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.</p>"
"description":"<h1>Quick Recover</h1><p>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.</p>"
"description":"<h1>Desert-Born</h1><p>When tracking, trapping or hunting, or carrying out other similar activities (not fighting) in a desert, you roll a bonus die.</p>"
"description":"<h1>Poison Resistance</h1><p>You receive a bonus die whenever you are resisting the effects of drugs, venoms, toxins, and even alcohol.</p>"
"description":"<h1>Escape Artist</h1><p>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.</p>"
"description":"<h1>Jungle-Born</h1><p>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.</p>"
"description":"<h1>Savant</h1><p>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.</p>"
"description":"<h1>Tundra-Born</h1><p>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.</p>"
"description":"<h1>Mighty Shot</h1><p>With your selected type of ranged weapon (bow, sling, javelin, etc.) you can cause your full strength to the damage on a hit.</p>"
"description":"<h1>Giant Strength</h1><p>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.</p>"