Chapter 6
Boons
A Boon is a small, permanent piece of good luck. Not a power - a fact about you that happens to help.
Gifts are the loud part of a character. Boons are the quiet part, and the quiet part decides more scenes than you’d think. Being impossible to surprise will save your life more often than being able to throw fire, because getting caught out is how most people die and most fires aren’t necessary.
You buy them at creation out of the Boons pool, and afterward with XP. Each one has a flat cost, and those costs sort into four tiers - Trivial at 1, Lesser at 3, Greater at 5, Legendary at 7. A handful come in tiers of their own, where the higher tier already includes everything the lower ones gave you - buy the one you want, not all three.
None of this is required. I’ve seen perfectly good characters with no Boons at all - those points just went somewhere else.
How Boons Work
A Boon is a grab bag item. Skills are the things you practiced and Gifts are the things that shouldn’t be possible - a Boon is neither of those, which is exactly why the category exists.
You either have a Boon or you don’t. There’s no 1-10 scale, no dots, no ranks. If you want something that climbs by level, what you actually want is a Resource, and those get their own chapter.
Eighteen entries bend that rule, and I’d rather flag each one where it sits in the list than make you memorize them here. Most offer two, three or four tiers, and buying a higher tier already includes everything the lower ones gave you - so buy the one you want, not all of them. Special Movement is the odd one out. It isn’t tiered at all, but you can buy it more than once, once for each way of moving.
A Boon almost never hands you a bonus on a roll. It’s usually a rule exception, an option you didn’t have before, or a standing fact about your body or your reputation. If you came here looking for +2 to something, you’re in the wrong chapter.
Flaws are the mirror image of all this - mostly non-numeric, and they pay you points instead of charging them. The difference is that every Flaw comes in Levels, 1 to 5.
The Boon List
Alertness3, Lesser
You are never not paying attention. While everyone else is asking, “What was that?” You are already turning to face the threat. You pay attention to everything… to the point of being called “paranoid” more than once.
Immune to being Surprised while conscious, unless under a mind-altering effect that would specifically allow it.
Alternate Identity5, Greater
You have a second life. There’s an address that receives your mail. There are neighbors who could describe you to a sketch artist without a second thought. It all stands up to scrutiny because it is all real. It’s a lot of work, but worth it for the benefits it grants.
A fully realized second identity - name, history, and papers that hold up under real scrutiny - keeping your real self insulated from what it does.
Always Connected3, 5, or 7
You are the one who never says, “I don’t have any bars!” There is always a signal and you are connected to it. While the rest of them are wandering around with their phones in the air, you’ve already sent the file.
Bought as one of three tiers (each includes every lower tier’s benefit - no need to buy more than one).
Tier 1 (3, Lesser): your mobile/portable computing devices are always online under normal conditions - no dead zones, no dropped signal, no service gaps. Supernatural interference, deliberate technological jamming, or genuinely extreme circumstances (miles underground, fully off-grid) can still block it, GM’s call, but ordinary everyday conditions never do.
Tier 2 (5, Greater): the same connection, but it’s not tied to any device - a cybernetic implant of your own, granting the same access even fully divested of every belonging and piece of gear you own.
Tier 3 (7, Legendary): the same connection as Tier 2, but through some means beyond ordinary technology (a lingering enchantment, a telepathic relay, quantum entanglement, whatever fits the character) - unbreakable so long as you remain on this plane of existence, immune even to the exceptions Tier 1 allowed.
Ambidextrous3, 5, or 7
Most people have a dominant hand. For you, whichever hand is free is the dominant one.
Bought as one of three tiers (each includes every lower tier’s benefit - no need to buy more than one).
Tier 1 (3, Lesser): ignore the Disadvantage normally imposed for performing a task with your off-hand.
Tier 2 (5, Greater): your hands work independently - perform one task with each hand in the same round, instead of one task overall.
Tier 3 (7, Legendary): once per turn, spend 1 Ki to make one additional attack with your off-hand, at no penalty.
Animal Rapport1, Trivial
Dogs cross the street to greet you. The cat that no one gets to pet sits in your lap. Your friends describe you as a “Disney Princess,” and they aren’t wrong. You can’t communicate with them and you can’t tell them what to do. Animals just trust you on sight.
Animals read you as safe and trustworthy on sight, calmer and friendlier around you than they’d otherwise be - no communication, just instinct.
Common Sense7, Legendary
Most people don’t realize they did something stupid until it’s too late. The little voice in the back of your head says, “I wouldn’t do that. It’s a bad idea.” And you listen. Most of the time. When you do something stupid, you can’t say nobody warned you.
The GM will give you a heads-up before you commit to an obviously terrible decision.
Compact Frame3, Lesser
When other people have to squeeze into a tight space, you just walk on through. Vents, the space behind the cabinet, the crowd other people have to muscle their way through are non-issues for you. It works the other way, too - you can easily disappear in a crowd.
Fit through spaces, gaps, and crowds an ordinary body couldn’t, and blend into a packed room without trying.
Concentration5, Greater
Once you start something, you will finish it. You studied for finals in a bar during a GWAR concert and aced them. Gunfire, explosions, a demolition crew tearing the building down around you - none of it is a distraction.
Immune to being Distracted, regardless of source (damage, Kotodama, Gifts, environmental hazards) - a Slow action always resolves as declared.
Danger Sense5, Greater
It’s quiet… Too quiet. Something is wrong. You don’t know what it is, you just know. Something warns you when you are in danger.
May ask the GM at any reasonable moment whether there’s danger nearby; the GM must give a truthful (if vague, gut-feeling-level) answer. Additionally, roll 2d10 for Initiative and keep the higher die (instead of the normal single 1d10), then add your Initiative sub-stat as usual.
Displaced Echoes3 or 5
Mockingbirds, magpies and you. You hear a car alarm, a chainsaw, a snippet of a song and can imitate it perfectly. It’s not an impression, but you mimic the sound precisely.
Bought as one of two tiers (the higher includes the lower’s benefit - no need to buy both).
Tier 1 (3, Lesser): perfectly imitate any voice or sound you’ve heard - undetectable unless a listener has a specific reason to doubt it, in which case they may roll Insight + Difficulty (GM sets Difficulty by how good their reason for suspicion is) to see through it.
Tier 2 (5, Greater): additionally, throw your voice to make it seem to originate from any point in your line of sight.
Distinctive Features1, 3, 5, or 7
There is something about you that is visibly different. You might have something non-human in the family tree or you might have Bette Davis eyes. Or a tail that helps you balance, gills, fur, markings that can’t be mistaken for a birthmark. They are unusual, but useful.
Bought as one of four tiers (each includes every lower tier’s benefit - no need to buy more than one). None are purely cosmetic - they have real effects.
Choose a feature: Tail (real balance and grip - another hand for holding on, not for fine work), Gills (breathe water indefinitely, and air as normal), Fur (ignore cold that has everybody else reaching for a coat), Pouch (a few small items carried hands-free and out of sight), or Coloration (markings nobody would mistake for human, and blending into one matching environment you name). Anything else that size works too, if you and the GM can agree what it does.
Tier 1 (1, Trivial): one feature.
Tier 2 (3, Lesser): a second.
Tier 3 (5, Greater): a third.
Tier 4 (7, Legendary): a fourth.
Double-Jointed3, Lesser
You saw a man fold himself into an acrylic box on The Gong Show and decided you wanted to do the same thing. Now, if you can get your head through it, the rest of you will follow.
For Escapology rolls, treat your Skill Training Tier as one tier higher than your actual tier, with a minimum of Trained - even an Untrained character rolls Escapology as if Trained. Trained rolls as if Adept, Adept as if Expert, Expert as if Master. (Master stays Master.)
Duelist3, 5, or 7
You picked a weapon and learned everything about it. It is no longer a tool - it is a part of you. The guy across from you has trained. You have specialized.
An attack is a straight Attribute-against-Defense roll with no Skill in it, which means no Training Tier ever reaches one. This is that ladder, bought instead of trained. Each tier includes the ones below it.
Tier 1 (3, Lesser): name one weapon Category from the weapon Skills - Knife, Handgun, Large blade, whatever you actually carry. Attack rolls made with it are at Advantage - the same shape as Adept.
Tier 2 (5, Greater): with that weapon, a critical hit lands on a 2 or a 3 - the same shape as Expert.
Tier 3 (7, Legendary): name a second Category, which gains both. Held alongside Never Off Balance, which is the Master tier for the same roll, that completes the ladder.
Eidetic Memory5 or 7
Everyone else’s memories fade and slowly rearrange themselves as time passes. Yours do not. You don’t remember things, you access the files. The page is there in front of you. The license plate is on the car at the stoplight in your mind.
Bought as one of two tiers (the higher includes the lower’s benefit - no need to buy both).
Tier 1 (5, Greater): perfect recall of anything you’ve actually experienced and attended to - things you saw, read, or heard.
Tier 2 (7, Legendary): perfect recall of literally anything you’ve ever perceived, attended to or not - a page glimpsed once, background chatter, something in peripheral vision.
Enchanting Voice5, Greater
You could read the phone book and people would lean in to listen. The velvet tones of your voice rival the Sirens or Orpheus. Something in your voice makes people decide you are worth listening to. You can’t switch it off.
Anyone who hears you speak has their initial reaction/disposition nudged a step more favorably. Additionally, choose one voice-dependent Skill (Charm, Deception, Performance, Persuasion, Public Speaking, or Seduction) at creation: treat your Skill Training Tier as one tier higher than your actual tier for that Skill, with a minimum of Trained (same shape as Double-Jointed’s Escapology bump).
Encyclopedic Knowledge3, Lesser
You read something about this once. It was in a psychology journal. “Why did I read it? It seemed interesting.” You devour information and it sticks with you. It doesn’t matter where the information came from, you are almost always right.
When you want to know something relevant about a topic - history, science, esoteric trivia, nearly anything - roll Air + Difficulty directly (GM sets Difficulty by how obscure the fact is; no Skill or Training Tier involved). Success - the GM tells you the relevant fact, though you can’t say where or how you learned it. Failure - nothing surfaces.
Extra Limbs1, 3, 5, or 7
Most humans have two arms and two legs. Some have less, which brings the average down. You are trying to bring the average back up. You have more limbs than a “normal” human. Whether it is more arms, legs, tentacles, they are yours. They work and your body has never been confused about their function. Complex tasks are easier, but finding a suit that fits is hard.
Bought as one of four tiers (each includes every lower tier’s benefit - no need to buy more than one). You have more limbs than an ordinary person - extra arms, tentacles, or something else the body has simply grown in, each one just as functional as your original set.
Tier 1 (1, Trivial): one extra limb, usable for simple parallel tasks (hold, brace, steady something) alongside whatever you’re already doing.
Tier 2 (3, Lesser): two extra limbs - you can hold or ready an additional item at all times (a second weapon, a shield, a tool), always available without needing to draw it.
Tier 3 (5, Greater): three extra limbs - they can actively assist a task you’re already attempting, granting Advantage on any roll where an extra hand or two would help (Escapology, forcing/breaking something, climbing).
Tier 4 (7, Legendary): four or more extra limbs, full independent use - perform up to two simple parallel tasks per round instead of one, and gain Advantage on any physical task benefiting from more hands, including grappling or restraining an opponent.
Eye for the Opening5, Greater
You don’t hit harder than anyone else. You don’t have to. You see the opportunity - when their guard dips, they are shifting their weight and are vulnerable or when their attention flickers to something behind you - and you seize that moment.
Your critical range on attack rolls widens - a roll of 2 or 3 is a critical hit, not just a 2. An attack uses no Skill, so no Training Tier can widen it for you; this is the only thing that does. Applies to Physical, Social and Mental attacks alike.
Eye for the Strange5, Greater
No one noticed, but when you walk into the room, you feel it. Something isn’t natural and you can spot it - the shadows are too deep, there is a cold spot following a conversation. You can sense the supernatural.
When something supernatural is happening around you, roll Moira + Difficulty directly (GM sets Difficulty by how subtle/hidden it is; no Skill or Training Tier involved). Success - the GM tells you something supernatural is present and gives you a relevant detail. Failure - you still feel something resonating in the threads of fate, leaving you uneasy with no concrete information.
Familiar1, 3, 5, or 7
You have someone… or something that has chosen you. A black cat followed you home. A book started talking to you one day. A spirit attached itself to you and never explained why. Whatever it is, it is competent, loyal and willing to go places you can’t.
Bought as one of four tiers (each includes every lower tier’s benefit - no need to buy more than one). Not necessarily magical, not necessarily built by you, just yours.
Choose what it is. What it is decides which Skills it can take:
Bound spirit - something that was never quite alive, tied to you by an arrangement neither of you brings up. It goes where you can’t and notices what you wouldn’t. Divination, Insight, Occult, Perception, Religion, Shadowing, Surveillance.
Animated servant - a made thing that runs on something and keeps running whether or not anybody is watching. Tireless, literal, and stronger than it looks. Athletics, Crafting, Electronics, Mechanics, Security, Systems Operation.
Talking object - a book, a ring, a radio that picks up more than it should. It doesn’t move on its own, so it gets carried, and it is usually the best-read thing in the room. Academics, Appraisal, Cryptography, Law, Linguistics, Occult, Research, Science.
Capable person - somebody who works for you, follows you, or has decided you need looking after. Any Skill a person could learn.
Tier 1 (1, Trivial): Trained in one Skill from its list. Reliably useful for everyday work, not built for danger.
Tier 2 (3, Lesser): Expert in that Skill, plus Trained in two more from its list. Can act for you unsupervised on simple tasks.
Tier 3 (5, Greater): Master in its specialty, and able to hold its own when things turn dangerous - a butler who is also a bodyguard, luggage that can flatten an attacker, a spirit with real teeth.
Tier 4 (7, Legendary): a legend in its own right, recognised or feared independently of you. Effectively unkillable in any permanent sense - destroyed, it finds its way back, rebuilt, reformed or returned.
Feign Death3 or 5
Your body is a biological machine and you have learned to shut the whole machine down… temporarily. You appear dead in every way that matters.
Bought as one of two tiers (the higher includes the lower’s benefit - no need to buy both).
Tier 1 (3, Lesser): convincingly fool onlookers - and a casual medical check - into believing you’re dead or unconscious, on your own choice.
Tier 2 (5, Greater): dead to all means of detection, including rigorous or technological examination - full voluntary control over your own vital signs and biofeedback, deep enough to fool sophisticated medical equipment.
Higher Purpose7, Legendary
You have been chosen for a specific purpose. By what? You don’t know. It might be fate, a debt, an elder god. Whatever it is - it has a vested interest in seeing that your story ends after you achieve this goal. When you go, it will mean something.
Once per major story arc, you cannot be permanently killed or written out of the story by anything short of a dramatically appropriate death - you’re meant for something greater, and the universe isn’t done with you yet.
Innate Compass1 or 3
You don’t get lost. Ever. North is that way. It’s just a fact you have access to, the same way you know which way is up. You always know roughly where you are, even without a map. That doesn’t stop people from handing you the map, though.
Bought as one of two tiers (the higher includes the lower’s benefit - no need to buy both).
Tier 1 (1, Trivial): always know true north and roughly what time it is, no matter where you are.
Tier 2 (3, Lesser): additionally, for any place you’ve been before, you always know the direction and rough distance to it.
Iron Grip3, Lesser
Your hand is a vise. If you have a grip on it - it stays in your hand.
Immune to being disarmed against your will - a weapon or item stays in your hand until you choose to let go.
Iron Stomach1, Trivial
Gas station sushi. The leftovers with no clear date on them. Water out of something that isn’t a tap. Whatever it is, you imbibe it, and then you are fine. Anyone who shared it with you - not so much.
Eat or drink almost anything without illness.
Iron Will3, 5, or 7
Your mind is your own, and the door only opens from the inside. People who try to read you come away with nothing - no tells, no tics, no flicker behind the eyes to work with. People who try to push you find out that pushing was the only thing they brought.
Bought as one of three tiers (each includes every lower tier’s benefit - no need to buy more than one).
Tier 1 (3, Lesser): immune to being read via Insight - an attempt to read your emotions, tells, or intentions through Insight automatically fails.
Tier 2 (5, Greater): additionally, any attempt to read or rewrite your mind - by Skill, Gift or anything else - is made at Disadvantage, and unlocks Assert Your Will as a Fate Trigger - spend 1 Fate Token to flatly negate an attempt to intimidate or dominate you, no roll.
Tier 3 (7, Legendary): additionally, full passive immunity to domination, possession, mind control, memory alteration, and any attempt to read you whatsoever - no roll, no cost, automatic. You can still be deceived, but never puppeted, rewritten or read.
Jack of all Trades5 or 7
And a master of none. Being a jack of all trades is often better than mastery of a couple skills. You’ve picked up things here and there. None of it is remarkable, but you know how to do a little of everything and that matters more often.
Bought as one of two tiers (the higher includes the lower’s benefit - no need to buy both).
Tier 1 (5, Greater): your baseline in every Skill is Trained, including ones you’ve never trained in or even heard named before - but your ceiling in any Skill is capped at Trained, permanently, even if you spend points to raise it further. Any of your 15-point Skills Pool left unspent because of that cap is simply unspent - it doesn’t convert into points for Attributes, Resources, or anything else.
Tier 2 (7, Legendary): the Tier 1 cap is lifted - Skills you specifically invest in can still climb past Trained toward Adept, Expert, or Master as normal.
Lie Detector3, 5, or 7
It’s never the words. Anyone can rehearse a story until it reads as true. It’s the half-second hesitation, the glance away, the detail that is a little too on the nose. Everybody tells you when they are lying - you just know how to listen to what they are really saying.
Bought as one of three tiers (each includes every lower tier’s benefit - no need to buy more than one).
Tier 1 (3, Lesser): for Insight rolls made specifically to catch someone in a lie, treat your Skill Training Tier as one tier higher than your actual tier, with a minimum of Trained (same shape as Double-Jointed’s Escapology bump).
Tier 2 (5, Greater): additionally, gain Advantage on that same Insight roll, stacking with the Tier 1 bump - even a careful evasion or partial truth doesn’t slip past easily.
Tier 3 (7, Legendary): additionally, a direct, deliberate lie told straight to your face registers automatically, no roll needed - though you still won’t know the truth, only that you weren’t told it.
Light Sleeper1, 3, or 5
You have never slept through anything in your life. Most nights, it’s a curse. You wake up before the sound is gone. You are awake and ready to go.
Bought as one of three tiers (each includes the lower tier’s benefit - no need to buy more than one).
Tier 1 (1, Trivial): wake instantly at the slightest disturbance.
Tier 2 (3, Lesser): additionally, you’re never automatically Surprised while asleep - roll Perception even while asleep to notice a threat, same as if you were awake.
Tier 3 (5, Greater): additionally, waking from a disturbance doesn’t cost you your position in the round - you act on your normal Initiative immediately rather than losing the first exchange getting your bearings.
Lightning Calculator1, Trivial
You don’t do the math. You don’t have to - you just know the answer. The odds, how much fuel remains, the required angle to land the shot - the numbers are there. You are moving while everyone else is reaching for the calculator app on their phone.
Instant, effortless mental processing of complex calculations - arithmetic, odds and statistics, trajectories, logistics, or any other math-driven estimate - done in your head, accurately, that would normally take pen, paper, or a calculator.
Natural Linguist1, 3, 5, or 7
Some people have a knack for mathematics. Others have an ear for music. You have an innate understanding of languages. Within a few minutes of exposure to a language, you begin to understand it - where the verbs belong, which sounds are doing the heavy lifting, the patterns unique to the language. Give it a day, and you can survive.
Bought as one of four tiers (each includes every lower tier’s benefit - no need to buy more than one).
Tier 1 (1, Trivial): when first hearing an unfamiliar language, you can often piece together rough meaning and grammar patterns from listening alone (GM’s call how much you catch).
Tier 2 (3, Lesser): learn a new human language to fluency after a single day of real exposure or study.
Tier 3 (5, Greater): learn a new human language to fluency after mere minutes of interaction.
Tier 4 (7, Legendary): learn any language, including non-human or otherwise exotic communication systems - the time required scales with how alien it is (a terrestrial animal’s calls might take a day; a species that communicates via color-shifting skin patches might take weeks).
Never Off Balance3, 5, or 7
You’ve fallen (or been knocked down) enough times to have an opinion about it. You lose your footing and you are already recovering.
Bought as one of three tiers, each including the one below it. On a catastrophic failure, roll again. If the second roll succeeds, the catastrophic failure is downgraded to an ordinary miss or failure - it never becomes a success, and if the second roll also fails the catastrophic failure stands.
Tier 1 (3, Lesser): attack rolls. The same shape as Master, for the one roll no Training Tier reaches.
Tier 2 (5, Greater): every roll in combat.
Tier 3 (7, Legendary): every roll.
Quick Study1, Trivial
One quick read through is usually all it takes. People don’t like it when you pick something up over an afternoon that they spent the last five years mastering.
Pick up new information or a demonstrated technique unusually fast, and read or skim at exceptional speed - GM’s call on how much time it actually saves.
Restful Trance3, Lesser
Three hours of meditation and you feel like a million bucks. You don’t dream, toss and turn, or drift off to sleep - you turn your brain off and flip it back on just as easily. No one who sees it thinks it looks restful, but they don’t know what they are missing.
A Full Night’s Rest only requires 3 hours of actual sleep to grant its full benefit. A Short Rest only requires 15 minutes instead of the normal hour, though the normal one-per-Full-Night’s-Rest cap still applies.
Special Movement (3 (Lesser), may be purchased multiple times)
You move in a way most people can’t - crawling up a wall, walking over snow without a trace, swinging on grappling hooks. Whatever the method, physics filed an objection and no one listened.
Choose a specific, narrow locomotion trick that shouldn’t work but does: Water-Walking (cross any liquid surface as easily as solid ground), Wall-Crawling (climb any surface, including ceilings, as easily and securely as flat ground), Tunneling (dig through earth, sand, or similarly soft material at your normal Movement Rate), or Untrackable (leave no scent, footprint, or trail; mundane tracking, and most supernatural tracking, simply fails to find a path). May be bought more than once; each purchase must choose a different mode.
Special Weapons3, 5, or 7
You have one specific piece of hardware that nobody should be walking around with, and you know exactly how it works. Where it came from is your business. Whether the paperwork exists is nobody’s business. It is yours, it is the only one you get, and it does something a normal weapon cannot.
Access to a single named weapon system, chosen when you take this and defined with the GM - including which Element rolls it, if anything about it is rolled at all. Bought as one of three tiers (each includes every lower tier’s benefit - no need to buy more than one).
The lists below are examples, not a menu to choose from. If the thing you want is not on them, that is rather the point of the Boon - bring it to the GM and settle between you what it does.
Tier 1 (3, Lesser): unusual rather than restricted, and the only route to the Exotic (ranged) Category - no weapon Skill reaches it. A blowgun, a flare gun or a net launcher, all three already statted in Equipment; a speargun or a dart pistol would sit here too. Nobody is going to arrest you for carrying one, and nobody else at the table knows how to use it either.
Tier 2 (5, Greater): hardware that exists and is illegal for you to be holding. A flamethrower, a shoulder-launched rocket, a mortar, a vehicle-mounted minigun, a riot water cannon. Owning it is a crime most places you will carry it, and that is part of what you are paying for.
Tier 3 (7, Legendary): something that should not exist at all. A prototype railgun, a directed-energy rifle, a blade that remembers everyone it has killed, a rifle built for one specific target and inert against anybody else. What it is and what it does is settled with the GM.
Steadfast Presence3, 5, or 7
Fear doesn’t seem to be able to get a grip on you. You don’t hide it well - you just don’t really get scared and people can tell. When things go wrong, everyone in the room turns to you. Your stoicism in the face of adversity steadies those around you.
Bought as one of three tiers (each includes every lower tier’s benefit - no need to buy more than one).
Tier 1 (3, Lesser): immune to fear - any attempt to frighten or intimidate you automatically fails.
Tier 2 (5, Greater): additionally, allies within your Movement Rate are inspired by your presence, gaining Advantage on any roll made to resist fear or intimidation.
Tier 3 (7, Legendary): additionally, allies within that same range share your full immunity to fear - any attempt to frighten or intimidate them automatically fails too.
Trained by a Master1, 3, 5, or 7
Somebody who was genuinely the best taught you, and they didn’t waste time on the flashy parts. They taught you what to do when it goes wrong. Years later, at the moment it goes wrong, you hear their voice and your hands are already doing it.
Bought as one of four tiers (each includes every lower tier’s benefit - no need to buy more than one). Each tier named below grants one additional Skill you can name (up to 4 total) and one additional use per session (up to 4 total). At the moment of failure, freely choose which named Skill the use applies to - uses aren’t locked to a specific Skill in advance, and can all be spent on a single Skill in the same session if you want.
Tier 1 (1, Trivial): 1 named Skill, 1 use per session.
Tier 2 (3, Lesser): 2 named Skills, 2 uses per session.
Tier 3 (5, Greater): 3 named Skills, 3 uses per session.
Tier 4 (7, Legendary): 4 named Skills, 4 uses per session. A spent use treats a failure on the chosen Skill as a success instead.
Unshakeable Alibi3, Lesser
You always have a story - a time, a place, a reason and enough inane details that nobody wants to hear them. It’s not a lie - you were really there.
Always have a plausible, verifiable-sounding cover story ready on short notice - GM’s call on how far it holds up under real scrutiny.
Unstoppable7, Legendary
What should leave you unconscious and bleeding on the floor, simply doesn’t. You can still die, you are just conscious for it.
Being reduced to 0 Health Levels doesn’t render you unconscious - you keep going into negative Health Levels, down to the same −(Health Levels) death threshold everyone eventually hits, instead of blacking out at 0. While in that negative range: (1) you’re extremely hurt but conscious - you can talk, move, and act at rest with no restriction; (2) any exertion - combat, strenuous effort, or moving quickly - costs 1 Ki per instance.
Weathered3, Lesser
You never understood why people are constantly worried about the weather. You simply don’t make it an issue. Heat that melts the dog, cold that drives people inside, hurricane force winds - none of it stops you. The cold never bothered you, anyway
Shrug off extreme heat, cold, thin air, and harsh weather that would meaningfully slow or endanger an ordinary person, and hold your breath far longer than an ordinary person can.