Boon & Bane

Bone & Bane

A Boon represents a strong favorable circumstance.

A Bane represents a strong unfavorable circumstance.

Use Boons and Banes when the fiction clearly helps or hinders a Check.

Do not use them for every small advantage or problem.

A Boon or Bane should mean the situation clearly matters.

Circumstance

Check

Boon

Boon + Rank + Ability (highest two) vs TN

Bane

Bane + Rank + Ability (lowest two) vs TN)

Boon and Bane

Rank + Ability vs TN

Boons and Banes cancel before rolling.

Boons do not stack.

Banes do not stack.

Use only one Boon die or one Bane die at a time.

Rolling with Boon or Bane

Most Checks roll:

Rank Die + Ability Die vs TN

With a Boon, roll:

Rank Die + Ability Die + Boon Die

Keep the two highest dice.

With a Bane, roll:

Rank Die + Ability Die + Bane Die

Keep the two lowest dice.

Circumstance

Roll

Normal Check

Rank Die + Ability Die vs TN

Boon

Roll Rank Die + Ability Die + Boon Die; keep the two highest

Bane

Roll Rank Die + Ability Die + Bane Die; keep the two lowest

Boon and Bane

They cancel; roll normally

The standard Boon die is d10.

The standard Bane die is d10.

At Rank 6, your Boon die becomes d12.

Your Bane die remains d10.

Boons and Banes apply only to Checks.

They do not apply to weapon damage rolls.


Cancellation

Boons and Banes cancel before rolling.

If a Check has both a Boon and a Bane, roll normally:

Rank Die + Ability Die vs TN

Boons do not stack.

Banes do not stack.

Use only one Boon die or one Bane die at a time.

If several things help, grant one Boon.

If several things hinder, impose one Bane.

If strong help and strong hindrance are both present, they cancel.



When to Grant a Boon

Grant a Boon when a strong circumstance clearly helps the character.

Helpful Circumstance

Example

Good tools

Proper lockpicks, climbing kit, map, crowbar

Strong position

High ground, cover, concealment, leverage, stable footing

Good preparation

Scouting, research, planning, setting up the attempt

Meaningful help

An ally steadies, distracts, guides, lifts, or assists

Useful Background

The character knows the custom, craft, terrain, or danger

Favorable conditions

Good light, calm weather, enough time, quiet surroundings

Do not grant a Boon for a minor edge.

Grant a Boon when the situation clearly favors the character.

When to Impose a Bane

Impose a Bane when a strong circumstance clearly hinders the character.

Hindering Circumstance

Example

Poor tools

Makeshift picks, broken gear, wrong equipment

Bad position

Slippery footing, cramped space, exposed ground, poor leverage

Pressure

Haste, pursuit, interruption, threat, noise

Harsh conditions

Darkness, rain, smoke, cold, unstable ground

Injury or strain

Pain, Exhaustion, fear, shock, Wounded state

Lack of knowledge

Attempting specialized work without the needed experience

Do not impose a Bane for every small problem.

Impose a Bane when the situation clearly works against the character.

TN or Boon/Bane

Use the TN for the task itself.

Use Boon or Bane for a strong separate circumstance.

Situation

Better Ruling

The lock is complex.

Higher TN

The character has poor tools.

Bane

The ledge is narrow and broken.

Higher TN

Rain makes the stones slick.

Bane

The lore is ancient and obscure.

Higher TN

The character has a useful archive.

Boon, lower TN, or no Check

The task is simple but guards are coming.

TN 6 or TN 10, depending on pressure

The task is hard and the character is rushed.

TN 14 with Bane, if haste is a separate problem

Do not raise the TN and impose a Bane for the same problem unless two different problems are truly present.

Do not lower the TN and grant a Boon for the same help unless two different helpful factors are truly present.

A hard lock in the rain may be higher TN with a Bane.

A hard lock is not higher TN with a Bane just because it is hard.



Referee Guidance

Fiction First

Background, training, tools, position, time, and approach matter before dice are rolled.

They may:

Fictional Factor

Result

Remove the risk

No Check is needed

Make the attempt possible

A Check may now be allowed

Strongly help

Grant a Boon

Strongly hinder

Impose a Bane

Change the task itself

Set a different TN

Background and training are not automatic bonuses.

They matter when they change what is possible, what is risky, or how strongly the fiction favors or hinders the attempt.

If the character has the right tools, a good plan, enough time, and no real danger, do not reach for dice.

Let the fiction solve the problem.

Roll when the outcome is uncertain and failure matters.


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