I have a whole bunch of Banes and Boons that I made.
My party’s been using them for a while. They went through a bunch of tweaking and they’ve been a lot of fun for my group to use and for the most part, balanced.
Well, some of these are new and haven’t been play tested thoroughly yet…
I thought I’d show 'em to see if anyone’s got ideas about my banes and boons.
Or at the very least, they’re things other people can use to their games now. Share the fun.
BANES LIST
Break
Duration: Resist (minor) ends (fail * 3 = 1 minute)
Power Level: 3/5/7
Attributes: Alteration, Energy, Entropy, Influence, Might, Persuasion, Presence, Logic
Attacks:
Might vs Guard
Energy vs Guard
Alteration vs Toughness
Entropy vs Toughness
Influence vs Resolve
Persuasion vs Resolve
Presence vs Resolve
Description: Whether by fooling an opponent to drop their guard, or altering their atomical, structual composition, or breaking their defense through sheer force, studying their movement patterns, body composition, and fighting stance to determine a weakspot; you break through an opponent’s Guard.
Effect: An opponent’s Guard defense is reduced temporarily, their Guard defense is reduced based on Power Level
Power Level 3 - Guard is reduced by 2
Power Level 5 - Guard is reduced by 4
Power Level 7 - Guard is reduced by 6
Special: Resisting this bane is a minor action.
NOTES: none
Frailness
Duration: Resist (minor) ends (fail * 3 = 1 minute)
Power Level: 3/5/7
Attributes: Agility, Alteration, Entropy, Might
Attacks:
Agility vs Guard
Might vs Guard
Alteration vs Guard
Entropy vs Guard
Description: Through sheer physical power, or through extraordinary forces, you change a creature’s bodily composition that makes them more prone than usual.
Effect: An opponent’s Toughness defense is reduced temporarily, their Toughness defense is reduced based on Power Level
Power Level 3 - Toughness is reduced by 2
Power Level 5 - Toughness is reduced by 4
Power Level 7 - Toughness is reduced by 6
Special: Resisting this bane is a minor action
NOTES: none
Folly
Duration: Resist (minor) ends (fail * 3 = 1 minute)
Power Level: 3/5/7
Attributes: Influence, Persuasion, Presence
Attacks:
Influence vs Resolve
Persuasion vs Resolve
Presence vs Resolve
Description: Through social prowess, or supernatural means, you speak your way into striking doubt into the heart of an opponent.
Effect: An opponent’s Resolve defense is reduced temporarily, their Resolve defense is reduced based on Power Level
Power Level 3 - Resolve is reduced by 2
Power Level 5 - Resolve is reduced by 4
Power Level 7 - Resolve is reduced by 6
Special: Resisting this bane is a minor action
NOTES: none
Weaken
Duration: Resist (minor) Ends (fail x3 = 1 minute)
Power Level: 3/6/8
Attributes: Agility, Alteration, Entropy, Influence
Attack:
Agility vs Guard
Might vs Toughness
Alteration vs Toughness
Entropy vs Toughness
Influence vs Resolve
Description: By attacking a nerve or a chi point location, twisting a limb, breaking a bone, by altering body composition, or entropic energy, or influencing the mind to forget vital techniques, you cause a target to become less effective than they usually are at a particular field.
Effect: Choose a single attribute, the target suffers disadvantage on their action rolls with that attribute according to the power level of the bane.
PL 3 - Disadvantage 2
PL 6 - Disadvantage 4
PL 8 - Disadvantage 6
Special: Resisting this bane is a minor action
NOTES: Weaken is essentially just a different flavour of Demoralized. Somewhat more powerful, I just wanted to make a sort of bane version of Bolster.
Debuff
Duration: Resist Ends (fail x3 = 1 hour)
Power Level: 3/5/7/9
Attributes: Alteration, Entropy, Energy, Learning, Logic
Attack:
Alteration vs Toughness
Entropy vs Toughness
Energy vs Toughness
Learning vs Toughness
Logic vs Toughness
Description:
Effect: The targets attribute scores are decreased, the amount at which and how low they can be decreased is determined by power level. The decrease in score can be allocated to multiple attributes, doing so means dividing the total score the power level can decrease among the chosen scores. This decrease can also affect a creature’s Hit Points, Guard, Toughness, and Resolve scores
PL 3 - Decrease the target’s attribute scores by 1
PL 5 - Decrease the target’s attribute scores by 2
PL 7 - Decrease the target’s attribute scores by 3, the bane can only reduce the target’s attribute scores by up to 2 of their original score.
PL 9 - Decrease the target’s attribute scores by 4, the bane can only reduce the target’s attribute scores by up to 3 of their original score.
NOTES: Hasn’t seen much use yet, in other words, not playtested thoroughly.
I looked at the Polymorph bane when making this bane. It works like Polymorph but strictly only used for reducing attribute scores only, no changing shapes and forms.
Vulnerability
Duration: Resist Ends (fail x3 = 1 hour)
Power Level: 3/5/7/9
Attributes: Alteration, Entropy, Influence
Attack:
Alteration vs Toughness
Entropy vs Toughness
Influence vs Resolve
Description:
Effect: When the bane is inflicted, the invoker chooses one type of attack and the target gains vulnerability to that type. The types include precise, forceful, fire, cold, lightning, acid, influence, and entropy (other types may be approved by the GM). The effect of the vulnerability is determined by the power level of the bane (the following are not cumulative):
PL 3 - The target’s defense scores are decreased by 2 against the chosen attack type.
PL 5 - The target’s defense scores are decreased by 5 against the chosen attack type.
PL 7 - The target’s defense scores are decreased by 8 against the chosen attack type.
PL 9 - The target’s defense scores are decreased by 10 against the chosen attack type.
NOTES: It’s a bane version of Resistance. Instead of giving you increased defenses on an attack type, it makes you more vulnerable to an attack type.
Hold
Duration: Resist ends (Fail x3 = 1 minute)
Power Level: 4/6/7
Attack Attributes: Agility, Influence, Movement, Protection
Attack:
Agility vs. Guard
Influence vs Resolve
Movement vs Toughness
Protection vs Toughness
Description: Prevent a creature from taking actions.
Effect: The target is unable to make any kind of actions and is forced to end their turn every round. The type of targets that can be affected is determined by Power Level
PL4 - Small sized creatures of minor intelligence
PL6 - Medium or smaller sized creatures of human or greater intelligence
PL7 - Any creature of any size or intelligence
Special: Because creatures afflicted by this bane is unable to take actions of any kind, at the end of their turn they can make a resist roll as a free action. A creature who has successfully resisted this bane is immune to all subsequent attempts by you to inflict this bane for 1 hour.
Upon successful resist of the bane, the target is allowed to make the number of actions they normally have access to this round.
NOTES: I wanted to make a bane that was similar to the Hold Person type spells of D&D.
The result is a somewhat weaker version of Incapacitate, but a somewhat stronger version of Immobile and Stunned. As if they were combined almost… Hasn’t been playtested yet.
BOONS LIST
Protection -
Duration: Sustain Persists
Invocation Time: 1 Major Action
Power Level: 3/6/8
Attributes: Alteration, Creation, Energy, Prescience, Protection, Movement
Description: Whether by forming a magical barrier around them, or turning their skin into flexible metal, or perhaps give them divine insight, you increase a willing creature’s Guard.
Effect: A willing creature’s Guard defense is increased for as long as the boon is sustained. The Increase depends on Power Level.
Power Level 3 - Guard is increased by 2
Power Level 6 - Guard is increased by 4
Power Level 8 - Guard is increased by 6
NOTES: I want a better name for this boon. Protection is already the name of an attribute and people could easily get confused.
Also yeah, if you haven’t noticed, this and the following 2 boons are opposites of the 3 banes listed before, and also acts as a different version of Resistance.
I just wanted a different option of increasing defenses. These 3 boons are weaker than Resistance but this along with Resistance provide players different options.
From how I’ve seen, neither of these banes or boons make Resistance obsolete, or Resistance is good enough that these boons are worthless.
Harden -
Duration: Sustain Persists
Invocation Time: 1 Major Action
Power Level: 3/6/8
Attributes: Alteration, Creation, Learning, Protection
Description: You increase an ally’s immunity systems, whether it be a specially designed drug, or a changing of ones anatomy, you make an ally tougher than usual
Effect: A willing creature’s Toughness defense is increased for as long as the boon is sustained. The Increase depends on Power Level.
Power Level 3 - Toughness is increased by 2
Power Level 6 - Toughness is increased by 4
Power Level 8 - Toughness is increased by 6
NOTES: None
Elucidate -
Duration: Sustain Persists
Invocation Time: 1 Major Action
Power Level: 3/6/8
Attributes: Influence, Presence, Prescience, Perception
Description: By calling out a bluff or through some intense pep talk, you increase an ally’s resolve.
Effect: A willing creature’s Resolve defense is increased for as long as the boon is sustained. The Increase depends on Power Level.
Power Level 3 - Resolve is increased by 2
Power Level 6 - Resolve is increased by 4
Power Level 8 - Resolve is increased by 6
NOTES: None
Enhancement -
Duration: Sustain Persists
Invocation Time: 1 Major Action
Power Level: 3/4/5/7/9
Attributes: Alteration, Creation, Energy, Learning, Logic, Movement
Description: Through divine blessing, creative use of the environment, manipulation of the senses, a powerful drug, or an arcane boosting spell. You temporarily grant your allies an extra boost in their abilities.
Effect: The target’s attribute scores are increased. The amount in which and how high they can increase is determined by power level. The target’s Hit Points, Guard, Toughness, and Resolve scores are affected by these changes
PL3 - Increase the target’s attribute scores by 1 with a maximum of 5. This way of increasing attribute scores does not grant the target access to higher power level banes and boons, It only increases the dice they roll.
PL5 - Increase the target’s attribute scores by 2 with a maximum of 7
PL7 - Increase the target’s attribute scores by 3 with a maximum of 9. This boon can now grant the targets access to higher power level versions of banes and boons the target could already inflict except for this boon.
PL9 - Increase the target’s attribute scores by 4 with a maximum of 10
Special: You can use this boon to increase more than one attribute, to do so you must spread and allocate the increase equal to the power level’s limit.
For example, at power level 5, you can increase a single attribute by 2, or increase 2 different attributes by 1.
NOTES: This is Shapeshift at the higher power levels, but without the shape changing.
It’s a boon version of Debuff, and a different flavor of Shapeshift I guess, just like Debuff.
This also hasn’t seen any playtesting yet.
Diving
Duration: Sustain persists
Invocation Time: Major Action
Power Level: 3/4/6/7
Attributes: Alteration, Movement
Description: The target gains the ability to traverse the waters without hindrance. Either by magically imbuing their body with fins, or attaching propellers to their limbs.
Effect:
PL3 - The target gains a swim speed of 15’. This does not grant them the ability to breathe underwater if they were already unable to.
PL4 - The target gains a swim speed of 30’
PL6 - in addition to a swim speed, the target gains the ability to breathe underwater if they previously possessed no capabilities to do so.
PL7 - The target gains a swim speed of 60’
NOTES: Theres a boon that grants characters the ability to fly, but there isn’t any for providing swimming speed! What!? So I made this.
I looked at the Flight boon when making this and judged accordingly.
Unlike flying, swimming is a lot less overpowered and is more situational so I thought it made sense that it requires lower Power Levels to get access to them. But what do you think?
Accelerate
Duration: Sustain persists
Invocation Time: Major Action
Power Level: 3/5/6
Attributes: Movement
Description: You enhance a creatures already existing movement capabilities further. By creating a gust of wind for them to follow, implanting modding devices to their legs, or magically enhancing their stamina.
Effect: Choose a mode of movement the target already has access to - Ground, Air, or Naval.
The target’s speed using that mode of movement is increased as determined by power level.
PL3 - The target’s speed in the chosen mode of movement is increased by 15’
PL5 - The target’s speed in the chosen mode of movement is increased by 30’
PL6 - The target’s speed in the chosen mode of movement is increased by 45’
NOTES: A minor variation and flavour of the Haste Boon. Haven’t playtested, just thought this made sense and was balanced as is. It doesn’t grant extra major actions or move actions. It literally just makes someone move faster at a specific type of movement that they already have access to. So I think the boon is justified the way it is but I could be horribly wrong…
Reactionary
Duration: Sustain persists
Invocation Time: Major Action
Power Level: 5/7/9
Attributes: Movement, Protection
Description: Perform more interrupt actions in 1 turn
Effect:
PL5 - The target can take one extra interrupt action this round, however the second interrupt action suffers disadvantage 2.
PL7 - The target can take two extra interrupt actions this round, however the second interrupt action suffers disadvantage 2 and the third interrupt action suffers disadvantage 4.
PL9 - The target can take two extra interrupt actions this round, however the third interrupt action suffers disadvantage 2.
NOTES: A minor variation and flavour of the Haste Boon. Haven’t playtested, just thought this made sense and was balanced as is.
This boon lets someone make more interrupt actions, with subsequent interrupt actions suffering disadvantage. I looked at the various defensive feats and haste when making this boon and this was how I thought I could make it balanced and fun.
Sharp Shot
Duration: Sustain persists
Invocation Time: 1 Major Action
Power Level: 3
Attributes: Logic, Perception, Prescience
Description: By taking a deep breathe and steadying themselves, taking a moment to properly calculate trajectories, or by using their psychic powers to determine the proper way to fire. The creature has an enhanced aim and can attack at longer distances.
Effect: The target has enhanced precision and better aim. Your range is doubled for all ranged attacks.
NOTES: I just turned longshot into a boon!
I just wrote this on a whim, not sure how balanced it actually is.
FINAL NOTE:
Most of these I made because I thought they were cool ideas. But…
So the reason why I made most of these was because I wanted to give players a reason to invest their attribute points on things other than certain attributes that see way more play than others.
Apart from Will, my players ignore Learning, Logic, and Perception a lot and always make stupid characters.
And when choosing among the Extraordinary attributes, my players almost always exclusively choose Alteration, and/or Entropy as they are the most versatile.