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chargen:boons [2023/12/24 04:15] – [Varied Experiences: 5] elfinlockschargen:boons [2024/10/24 06:31] (current) – [Chugga: 5] elfinlocks
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 ====== Boons ====== ====== Boons ======
  
-Boons are special abilities separate from Talents that may be purchased with [[game_systems:experience|Experience]]. You may spend a **maximum** of 25 Experience on Boons during [[:chargen|]]. In order to gain extra Experience to purchase Boons, a player may wish to select [[chargen:drawbacks|Drawbacks]] for their character.+Boons are special abilities separate from Talents that may be purchased with [[game_systems:experience|Experience]]. You may spend a **maximum** of 35 Experience on Boons during [[:chargen|]]. In order to gain extra Experience to purchase Boons, a player may wish to select [[chargen:drawbacks|Drawbacks]] for their character.
  
 Boons may be purchased after character creation for **double their listed value** in [[game_systems:experience|Experience]] points. Boons may be purchased after character creation for **double their listed value** in [[game_systems:experience|Experience]] points.
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 ---- ----
  
-===== Brawn Over Brains: 10 =====+===== Brawn Over Brains: 15 =====
 <WRAP round box> <WRAP round box>
  
 //Why use fancy tactics when "Hit them harder" works just as good?// //Why use fancy tactics when "Hit them harder" works just as good?//
  
-**Effect:** Your [[game_systems:tactic_pool|Martial Tactics]] pool now restores based off of your Constitution modifier instead of your Intelligence modifier.+**Effect:** Your [[game_systems:tactic_pool|Martial Tactics]] pool now restores based off of your Constitution modifier instead of your Intelligence modifier. In addition you may use Constitution as your secondary ability, but it still cannot be used as primary and secondary at the same time.
 </WRAP> </WRAP>
  
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 ---- ----
  
-===== Chugga: =====+===== Chugga: 10 =====
 <WRAP round box> <WRAP round box>
  
 //Nobody downs drinks as fast as you - nobody.// //Nobody downs drinks as fast as you - nobody.//
  
-**Effect:** You may drink a potion or a similar consumable liquid as a [[chargen:common_terms#action_types|Move action]]. This cannot be used with your [[paths:alchemy_path#infusion|Extracts]] or [[paths:alchemy_path#mutagen_su|Mutagens]], but can be used with another's infusion.+**Effect:** You may drink a potion or a similar consumable liquid as a [[chargen:common_terms#action_types|Swift Action]]. This cannot be used with your [[paths:alchemy_path#infusion|Extracts]] or [[paths:alchemy_path#mutagen_su|Mutagens]], but can be used with another's infusion.
 </WRAP> </WRAP>
  
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-===== Effortless Concentration: 10 ===== 
-<WRAP round box> 
  
-//You are capable of a particular intertwining of magical effects.// 
- 
-**Effect:** You may concentrate on a spell as a [[chargen:common_terms#action_types|Move]] action, instead of a [[chargen:common_terms#action_types|Standard]] action. This in turn allows you to concentrate on two spells at once, at the cost of both actions. However, doing so demands incredible focus - if you are maintaining concentration on two spells, any concentration check DCs are doubled. In addition, failing a concentration check ends both spells. 
-</WRAP> 
- 
----- 
  
 ===== Eidetic Memory: 7 ===== ===== Eidetic Memory: 7 =====
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 ---- ----
  
-===== Exceptional Specimen: 15 ===== 
-<WRAP round box> 
  
-//This is how you get a Charismatic [[chargen:races:dwarf|Dwarf]].// 
- 
-**Effect:** Choose one racial ability score modifier penalty of -2 or less. This Boon removes the penalty, allowing you to ignore it. For example, a [[chargen:races:goblin|Goblin]] selecting this Boon could choose Strength or Charisma, allowing their starting score in one of those [[priority:abilities|Ability Scores]] to be 6 instead of 4. You may only take this Boon at Character Creation. Apply this Boon before spending [[priority:abilities|Attribute]] points. 
-</WRAP> 
- 
----- 
  
  
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-===== Heirloom Weapon10 =====+===== Heirloom Item5-15 =====
 <WRAP round box> <WRAP round box>
  
 //You wield the blade of your father’s, father’s, father’s, father’s…// //You wield the blade of your father’s, father’s, father’s, father’s…//
  
-**Effect:** Gain a single specific [[equipment:mwk|masterwork weapon]] at no cost to youYou are proficient with this weapon, and only this specific weapon, regardless of its category.+**Effect:** You may ignore the standard 25% limit on a single item for starting resourcesThe more spent on this boon the more percentage of your resources may be spent on the item:  
 + 
 +5 Points: Up to 50% 
 + 
 +10 Points: Up to 75% 
 + 
 +15 Points: Up to 100% 
 </WRAP> </WRAP>
  
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 ---- ----
 +
 +===== High Pain Tolerance: 7 =====
 +<WRAP round box>
 +
 +//You're used to seeing pieces of yourself all over the battlefield.//
 +
 +**Effect:** Whenever your [[game_systems:health|Wounds]] in any area are reduced to 0 or less, you may roll a Fortitude save (DC 10 + number of negative Wounds) - if you are successful, the part of you in question remains fully functional (that is, you take none of the normal penalties) for a number of rounds equal to your Hit Dice, including the Head. Additionally, you gain a +4 bonus on Fortitude saves against effects which would knock you unconscious, and coup de grace attempts made against you.
 +
 +Note: If the Wound pool in question equals of a number of negative Wound Points equal to or exceeding the character's Constitution score, it is severed or destroyed as normal.
 +</WRAP>
 +
 +----
 +
  
 ===== Incredible Sense: 10 ===== ===== Incredible Sense: 10 =====
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 ---- ----
  
-===== Nanite Immune System: 5 ===== 
-<WRAP round box> 
-**Effect:** A [[chargen:races:warforged|Warforged]] with this Boon may repair themselves whilst unconscious and without materials. 
- 
-**Special:** You must be a Warforged to take this Boon. 
-</WRAP> 
- 
----- 
  
 ===== Narrow Path: 5 ===== ===== Narrow Path: 5 =====
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-===== Resilient Heritage: 10 ===== 
-<WRAP round box> 
-//Sometimes, bigger is truly better.// 
  
-Some [[chargen:races:halfgiant|Half-Giants]] are born with a greater manifestation of their giant heritage, and are truly a sight to behold. Such Half-Giants are [[game_systems:size|Large-sized]] - they gain a +2 size bonus to Strength and a –2 size penalty to Dexterity. In addition, apply all of the listed Size modifiers from being Large, as shown on the Size page. A Large Half-Giant takes up a space that is 10 feet by 10 feet, and has a reach of 10 feet. This Boon replaces the Giant Physique racial trait.  
- 
-**Special:** This Boon may only be taken by Half-Giants at [[:chargen|Character Creation]]. 
-</WRAP> 
- 
----- 
  
 ===== Safehouse: 10 ===== ===== Safehouse: 10 =====
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 **Effect:** As part of a [[chargen:common_terms#action_types|Move]] or charge action, you may toss your shield onto the ground and ride atop it. Doing so sets your move speed to 50 ft. for the duration (however, if your base move speed is faster, you instead add +20 ft. of movement to it when using this ability). Surfing down a slope can up to double this speed, at GM discretion. Whilst surfing, you do not provoke [[chargen:common_terms#attacking|attacks of opportunity]] from moving through enemy squares. Additionally, you ignore 10 ft. of height per character level when falling, as long as you’re riding the shield. At the end of your movement, you may re-equip the shield as a [[chargen:common_terms#action_types|Free action]]. You do not gain the benefits of the shield when using it in this manner. **Effect:** As part of a [[chargen:common_terms#action_types|Move]] or charge action, you may toss your shield onto the ground and ride atop it. Doing so sets your move speed to 50 ft. for the duration (however, if your base move speed is faster, you instead add +20 ft. of movement to it when using this ability). Surfing down a slope can up to double this speed, at GM discretion. Whilst surfing, you do not provoke [[chargen:common_terms#attacking|attacks of opportunity]] from moving through enemy squares. Additionally, you ignore 10 ft. of height per character level when falling, as long as you’re riding the shield. At the end of your movement, you may re-equip the shield as a [[chargen:common_terms#action_types|Free action]]. You do not gain the benefits of the shield when using it in this manner.
 +</WRAP>
 +
 +----
 +
 +===== Sleep Like A Horse: 10 =====
 +<WRAP round box>
 +
 +//You sleep in an unusual manner, but it definitely keeps you from being as vulnerable whilst asleep. Great for those night-shifts on guard duty.//
 +
 +**Effect:** You may now sleep standing up, meaning that you are not Prone whilst sleeping. Additionally, you may sleep in two hour intervals without penalties, provided that you still get enough sleep each day. Lastly, you are only treated as Surprised when asleep, rather than Unaware. This Boon allows you to sleep in Armor without issues. 
 +
 </WRAP> </WRAP>
  
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-===== Wildling: Varies ===== 
-<WRAP round box> 
  
-//The influence of beastfolk is particularly prominent in you. Through your ancestry, a curse, or strange arcane magic, this manifests through physical changes to your form.// 
- 
-When you select the Wildling Boon, choose **one** of the categories below, paying the associated Experience cost. You may select this Boon multiple times, selecting a different aspect each time. 
- 
-  * **Bestial Ears (10)** You have ears of a particular animal of your choice (Bear, Wolf, Cat, etc). By listening closely, you are more perceptive than others - you gain Blindsense 60 ft. against creatures that you can hear. 
-  * **Bestial Eyes (10):** You gain animistic eyes, reminiscent of a cat, lizard, or other creature of your choosing. You gain Low-Light vision out to a range of 30 feet. If you already possess Low Light vision, you instead gain Darkvision out to a range of 30 ft. If you possess Darkvision, the range of your Darkvision increases by 30 feet. 
-  * **Bestial Scent (10):** You have the nose, or even the entire face of a beast, such as a Wolf. You gain the Scent universal monster ability, within a range of 30 feet. 
-  * **Child of Heavens (15):** You have a pair of wings - they may hearken to ancestry containing devils, angels, harpies, dragons, or anything of such sort. Initially, they are small and weak, and only allow you to avoid damaging falls (as if subject to a constant [[priority:magic:spells:tier1:feather_fall|Feather Fall]] spell). However, upon gaining 7 [[priority:health|Hit Die]], you gain a fly speed of 30 feet with poor maneuverability. At HD 12, your flight improves to 60 ft. with average maneuverability. At HD 17, your flight improves again to 90 ft. with good maneuverability. 
-  * **Claws of the Beast (10):** Your hands are more like a wolf or bear's than your base race. You gain two claw attacks. These are primary natural attacks, which deal 1d6 each for a Medium creature. 
-  * **Depthwalker (10):** You have amphibious ancestors, granting you the ability to breathe air and water. You are still subject to particularly toxic water, as well as the pressure of deep water. 
-  * **Maw of the Beast (5):** Your mouth easily opens wide to reveal teeth as sharp as razors, long tusks, or a similarly threatening maw. You gain a natural bite attack. This attack is a primary natural attack, or secondary if you are wielding manufactured weapons. The bite deals 1d6 damage for a Medium creature. 
-  * **Prehensile Tail (5):** Many beastmen ancestors can impart this trait - common choices are cats and monkeys. You gain a long, flexible tail which can be used to carry objects. You cannot wield weapons with your tail, but you may use it to retrieve small, stowed objects carried on your person as a Swift Action. 
-</WRAP> 
- 
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