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.
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.
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.
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.
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.
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.
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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