Boons (SHOTS)

## Boons

Every character has a number of Boons they are granted (typically 2). There are certain abilities that can grant creatures an additional boon, such as the perk of a secret. Some Boons may have a prerequisites that must be met, and some grant additional benefits if you meet a special criteria.

**5 finger discount**

You gain a +2 bonus to sleight of hand checks. In addition you gain 1 item for free upon selecting this boon, subject to RM approval.

**Action Boost**

You may take an additional action in a round a number of times per adventure equal to your Resolve score.

**Archetypical**

You select an additional Archetype, and gain its full bonuses. This may be selected more than once

**Attribute Boost**

Select a single attribute. It is Increased by 2. You may select this boon more than once, but only once per Attribute.

**Black Belt**

You gain a +1 bonus to combat checks. Whenever you succeed on a combat check, you can always choose to deal 1 damage if you’d like, even if the check normally would deal no damage (such as with a grapple).

**Casual Drinker**

You treat the effects of alcohol and drugs as 1 step less than they are. When you succeed a save against alcohol or drugs, you may instead choose to fail.

**Check this Out**

By spending a point of Morale before you make a d20 roll, so long as there is at least 1 other creature witnessing your action, you can roll the die a 3rd time and take the best result.

**Cheer** **Squad**

You may Aid a creature that is already benefitting from the Aid action. If you are a Cheerleader, you may aid 2 people as the same action.

**Combative**

You gain a +2 to all attack rolls

**Competitive**

You gain a +1 to all contested rolls.

**Critical**

You critically succeed d20 rolls on a 19 or 20. This does not apply to attack rolls.

**Daydreamer**

You gain advantage on Stave Off checks, but take a -2 penalty to Concentrate. In a dream world, you gain a +1 bonus to all rolls, but nightmare creatures are more likely to target you.

**Death do us Part**

You are able to inspire great effort in those whom see your passing. Whenever you die, select a number of creatures equal to your influence bonus (Minimum 1) within 60 feet. They are affected by the Excited condition for 3 rounds. If a nearby ally would not care about your passing, or otherwise had no attachment to you, they do not gain this bonus.

**Death Sequence**

When you would die, you immediately gain 3 actions that happen before you die, You cannot use these actions to stop your death.

**Defensive**

You gain a +2 to your TD.

**Devout**

You may take an action to bless water. Holy Water functions as mild acid against creatures that are susceptible to it. You may select this Boon up to 3 times; each time you do, your blessing becomes stronger and treats the holy water as a higher level of acid.

**Energy** **Drinker**

The positive effects of energy drinks last twice as long for you. If you are an Emo, you gain a +2 bonus to break checks.

**Fearless**

You don’t let things scare you… much. You become immune to the Scared negative condition. Whenever you are affected by the Frightened negative condition, you instead take the listed penalty for Scared, and when you are affected by the Terrified negative condition, you are instead effected by the Frightened condition’s penalties.

**Finesse**

You rely on precision more than force during combat. You determine your melee Offense based on DEX rather than STR. Damage is unaltered.

**Forceful**

You rely on force more than precision during combat. You determine your ranged Offense based on STR rather than DEX. Damage is unaltered.

**Green Thumb**

You’ve got a knack for gardening and growing things. You can grow a number of fruits or vegetables equal to your survival bonus. Doing so takes a number of weeks determined by the Rulemaster. Consuming one of these items is an action and heals 2 hitpoints. A character cannot benefit from this ability more times per day than it has boons.

**Hearty**

You gain 5 additional HP, and you heal an additional 1 HP when resting. This boon may be taken more than once.

**Helpful**

You gain advantage on Aid checks.

**Home Schooled**

Awkward and unable to socialize properly, but you’re well learned. You gain a +2 bonus to Concentrate checks and Knowledge checks. This only grants you 1 additional knowledge category. In addition, you take a -1 penalty on Influence and Insight checks.

**Influencer**

You have a presence online that is well known. You gain a +1 bonus to influence checks. By taking 10 minutes at least, you can use the Influence skill online to gain information and aid from people. This can be used within 1 hour of using Influencer to use your Influence bonus in place of any other skill bonus, so long as the Rulesmaster deems it acceptable. For instance you could use it in place of decode to represent your followers solving a riddle or mystery for you, or you could use it on an Insight check to determine if your followers think someone is lying to you.

**Intuitive**

You’re good at reading a person when you first meet them. You gain a +1 bonus to insight checks. In addition you can expend a point of Morale to immediately know a general idea about someone’s intentions. (I.E. whether they are trustworthy, not trustworthy, dangerous to you, hiding something, neutral, etc.).

**Knowledgeable**

You gain a +2 to all Knowledge Checks, and gain 2 additional categories as normal

**Lackey**

You gain a Lackey. They have a power level one lower than yours. You have advantage on all influence checks against them, and they tend to follow you around.

**Linebacker**

You gain a +1 bonus to your TD. If you are a Jock, you gain a +1 bonus to athletics checks.

**Man’s Best Friend**

You gain a Loyal Dog. They have a power level one lower than yours. You have advantage on all influence checks against them and they tend to follow you around. They only follow specific commands, and require an Influence check to select their action, otherwise the Rulesmaster chooses it’s action. The Dog may be barred from selecting specific boons. The Dog begins with an intelligence of -2 instead of 0, and it cannot be raised above this.

**Martyr**

Whenever you are killed, all of your allies within the encounter can immediately take an action to move. This applies before you die. You cannot prevent your death when using this.

**Masochist**

It hurts so good. You gain a +1 bonus to withstand checks. Whenever you suffer from the Bleeding, Hindered, or Impaired condition, or when you are at ½ of your maximum health, you gain the excited condition for 1 round.

**Monkey See**

If a creature succeeds at a skill check or save and you must make the same skill check or save within the same round, you gain a +1 bonus to the check.

**Pinch** **Hitter**

You gain a +1 bonus to attack with Bats or similar objects. Once per round, if you are aware of an attack being made against you with a thrown weapon, you may make an attack against that attack. If your attack roll meets or exceeds the attack made against you, the attack misses. On your next turn you have 1 less action.

**Pitcher**

You increase the range of all of your thrown weapons by 10 feet. If you are a Jock, you gain a +1 bonus to Perception checks.

**Promiscuous**

You get around town, if ya know what I mean. You gain a +2 bonus on checks made to resist diseases and fatigue. Serial killers target you more often.

**Pyro**

You may craft a makeshift explosive out of suitable materials as a single action. This functions as a Molotov.

**Quarterback**

You gain a +2 bonus on combat checks related to tackling or throwing. If you are a Jock, you gain a +1 bonus to Athletics checks.

**Quickdraw**

You may reload an item with ammo as an action, rather than requiring 2 actions.

**Rich Parents/ Employed**

You increase your Wealth by +2.

**Ride or Die**

Select a single ally. Whenever you use Aid on that ally, you are treated as if your roll was 5 higher. You take a -2 penalty to your check against being influenced by the ally you selected. A Rulemaster may determine that this boon can be applied to a group rather than a single ally (Such as a group of siblings, a small club, or small organization). If the creature you selected possesses the Death Sequence boon. Whenever it triggers for that creature, you gain 1 action that you can take immediately. This cannot prevent the creature’s death just as with the original ability.

**Sadist**

You gain a +1 to break checks and the excited condition for 1 round the first time you deal damage in a day.

**Scaroused**

You heal 2 HP whenever you are effected by a fear condition. This bonus can only be gained once for each fear condition per day.

**Scavenger**

Whenever you gather certain materials (RM's discretion, typically ammo, food, etc.) you gather an additional 1.

**Scout's Honor**

Gain a +1 bonus to Influence checks and a knife. If you have the Scout Archetype, you gain +1 to a Skill of your choice.

**Secretive (boon)**

You gain the bonus of another Secret without the penalty, and a +1 bonus to decieve checks.

**Sequel**

If you survived the last adventure, You gain 1 Constitution and a +1 to all die rolls. This is lost if you die, but the next time you survive you regain it.

**Sociopath**

You gain a +2 bonus to all Charisma related skill checks, however you cannot benefit from the Excited condition, except from energy drinks or drugs.

**Skilled**

You gain a +1 bonus to 4 different skills of your choice (or a +2 to 2 skills). This Boon may be selected more than once.

**Track Runner**

You gain a +1 bonus to Escape and Initiative. If you are a Jock, you gain a +1 to Endurance.

**Virginal**

The character is a Virgin. They gain a +2 to all rolls until they lose their virginity, but they also take a -2 to checks to resist being seduced. Cults target you more often. If you lose your Virginity, you may swap this Boon out for the Attribute Boost or Promiscuous Boon.

**Weapon Training**

You deal +1 damage with all weapon attacks.

## Special Boons

These are special boons that require RM approval before being taken. Many have a descriptor tied to them, listed after the name in parenthesis

**Awaken Psychic Sensitivity (Psychic)**

You have latent psychic potential. You increase your Wisdom by 1. This can increase your WIS above 5.

**Danger Sense (Psychic)**

You gain a +1 bonus to Insight and Perception checks. You can make an insight check as an action to determine if there is something dangerous in the immediate area, or if something bad is going to happen soon. You must have the Awaken Psychic Sensitivity boon to select this boon.

**Psychic Defense (Psychic)**

You add your WIS as well as your DEX to your TD. You must have the Awaken Psychic Sensitivity boon and the Danger Sense boon to select this boon.

**Precognition (Psychic)**

Once per day you may select the result of any d20 roll. This is not an action. You may use this additional times per day by taking 5 sanity damage. You must have the Awaken Psychic Sensitivity boon, the Danger Sense boon, and the Psychic Defense boon to select this boon.

**Read Thoughts (Psychic)**

You gain a +1 bonus to Insight checks. You can spend an action to make a special insight check against a creature. They are given a Charisma save (DT= your insight check). If they fail, you read their thoughts and are treated as automatically succeeding an insight check against them. You may maintain this as an action for a number of turns equal to your Wisdom. You must have the Awaken Psychic Sensitivity boon to select this boon. If you are targeted by an attack you must make a concentrate check to maintain focus.

**Seek Thoughts (Psychic)**

When using read thoughts, you may spend an action to force a creature to reveal information to you. They make another Charisma save against your earlier insight check. Failure means you learn the answer to a single question, to the best of their knowledge. If they succeed, your Read thoughts ends. You must have the Awaken Psychic Sensitivity boon and the Read Thoughts boon to select this boon.

**Control Thoughts (Psychic)**

Once per day when using Read thoughts, you may spend 2 actions to attempt to command the creature. They are given another Charisma save against your earlier insight check. Failure means that on their next turn, you dictate their actions. By taking 5 sanity damage, you may use this again on your next turn, granting them another save. If they succeed, your read thoughts ends. You must have the Awaken Psychic Sensitivity boon, the Read Thoughts boon, and the Seek Thoughts boon to select this boon.

**Telekinesis (Psychic)**

You can lift and manipulate objects with your mind up to 10 feet away as if using your hands. Doing so requires you to be able to see the object, and requires two actions instead of one. You may continue to maintain this as a single action. You must have the Awaken Psychic Sensitivity boon to select this boon.

**Telekinetic Strike (Psychic)**

You may throw objects with your telekinesis. This costs 1 action, but you must already be holding the item using telekinesis. This attack is modified using your Wisdom, and deals 1 damage per psychic boon you have+ WIS. The range is 15 feet. You must have the Awaken Psychic Sensitivity boon and the Telekinesis boon to select this boon.

**Telekinetic Storm (Psychic)**

Once per day, you may throw multiple objects with your telekinesis. This costs 3 actions, but does not require you to already be using your telekinesis. This functions as the Telekinetic Strike Boon, except you may make an additional number of attacks equal to your WIS. You may use this an additional time per day by taking 5 Sanity damage. You must have the Awaken Psychic Sensitivity boon, the Telekinesis boon, and the Telekinetic Swarm boon to select this boon.