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Rulebook

Chapter 9 — Boons & Banes

Boons and Banes are short descriptive tags that represent specific edges and vulnerabilities your character has accumulated — things too narrow to be skills but too real to ignore at the table. They are the most flexible way the fiction of who your character is reaches the dice.


Index§


Boons§

A Boon is a short tag describing something your character is especially good at, knowledgeable about, or suited for. When a Boon is relevant to a roll, you may gain Advantage on that roll by spending 1 Momentum — half the 2 Momentum a characteristic charges for Advantage. Because Advantage never stacks, a Boon that overlaps a characteristic you already have at Advantage still earns its keep: you activate the Advantage through the Boon and pay 1 instead of 2. See Chapter 7.

Cost: 5 XP per Boon, purchasable during character creation or between sessions.

Boons are freeform — you write what fits. A few examples:

  • Drone Nerd — spend 1 Momentum for Advantage on rolls involving drones
  • Raised on Wanderstar — spend 1 Momentum for Advantage when navigating underground environments
  • Former Seeder Grunt — spend 1 Momentum for Advantage on tests involving Seeder military culture or organization
  • Keen Reader of People — spend 1 Momentum for Advantage when sizing someone up for the first time

The GM has final say on whether a Boon applies to a given roll. A well-written Boon is specific enough to feel meaningful but broad enough to come up in play.

Banes§

A Bane works exactly like a Boon, but in reverse: when it is relevant to a roll, you suffer Disadvantage instead.

Cost: None. A Bane is a drawback, not a purchase — you never spend XP to take one. Your first two Banes, taken at character creation, each grant +5 XP up front (see Starting Banes below). Banes beyond those two — added at creation or between sessions — grant no up-front XP, but every Bane earns its keep in play:

At the end of each session, you gain 1 XP for each Bane that was invoked during that session. Banes that never came up pay nothing — but Banes that shape your play consistently pay for themselves.

Removing a Bane: A Bane can be bought off for 10 XP, between sessions, when the fiction supports it — a wound finally heals, a debt is cleared, a fear is faced down. The GM has final say on whether a Bane can be retired and what it takes in the story. Removing a starting Bane is allowed but a net loss: it granted 5 XP up front and costs 10 to clear.

A few examples:

  • Bad with Authority — Disadvantage when deferring to or negotiating with figures of institutional power
  • Afraid of Open Sky — Disadvantage on rolls made in exposed outdoor environments
  • Conspicuous — Disadvantage on rolls to avoid notice in a crowd

Starting Banes§

When first creating a character, you may add up to two Banes and earn 5 XP each for doing so. This XP goes directly into your starting pool. Taking starting Banes is voluntary — it is a way to lean into a character concept while offsetting some of the XP cost of early purchases. The full creation procedure is in Part III.

Because that 5 XP is paid up front and unconditionally — unlike a later Bane, which pays only on the sessions it is actually invoked — a starting Bane must clear the same bar the GM holds a Boon to: specific enough to matter, broad enough to come up in play. The GM should turn down a flaw chosen to be harmless — a fear of something the campaign will never feature, a debt to someone a thousand light-years away — since it earns its keep by biting, not by sitting on the sheet.

Boons, Banes, and Advantage/Disadvantage§

Boons and Banes interact with the standard Advantage/Disadvantage rules. If a Boon and a Bane both apply to the same roll — or if a Boon applies but the relevant characteristic is Disadvantage — they cancel out and the roll is made normally; no Momentum is spent or gained. See Chapter 6 for the full cancellation rule, and Chapter 7 for the resource that powers Advantage.

Rolling a Random Boon or Bane (D66)§

When you want a Boon or a Bane but don't have one in mind — building a character on the clock, taking a starting Bane for the XP, or buying a Boon between sessions — roll D66 (one die for tens, one for units) and read the column you need. The two columns are independent lists: a roll gives you one Boon and one Bane to consider; take whichever you came for. Reroll or pick a neighbor if a result doesn't fit your character, and always reword the tag to match your fiction — the entries below are prompts, not fixed wording. The GM has final say on scope, exactly as with a written tag.

D66BoonBane
11Drone Nerd — anything that flies, crawls, or watches on your behalfBad with Authority — deferring to or bargaining with institutional power
12Tunnel-Sense — finding your way through underground worksAfraid of Open Sky — acting in exposed outdoor environments
13Cold-Weathered — enduring cold, dark, and exposureConspicuous — going unnoticed in a crowd
14Quick Hands — fast draws, sleight, and deft fingersSlow to Trust — warming to a new contact or offer
15Reads the Room — sizing up a space and its moodsOld Wound — sustained strenuous exertion
16Gearhead — repairing and jury-rigging machineryHot Temper — keeping cool when provoked
21Void-Steady — moving and working in zero-gSoft-Hearted — doing the cold, ruthless thing
22Silver Tongue — talking a tense moment downHonest to a Fault — bluffing or selling a lie
23Field Medic's Eye — triage and quick patchingTone-Deaf — reading what people actually feel
24Hard to Rattle — holding nerve under fearTight Spaces — composure in cramped, closing-in places
25Light Sleeper — never quite caught off guard at restShaky Hands — delicate, precise fine-motor work
26Born Trader — haggling and reading a dealNotorious — the wrong people remember your face
31Crack Shot — ranged marksmanshipIn Debt — someone holds leverage over you
32Crowd-Wise — blending into and moving through crowdsTech-Shy — modern computers and unfamiliar gear
33Old Voyage Lore — Wanderstar history and the crossingSeasick in Void — functioning in zero-g
34Animal Kinship — rapport with beasts and Companion stockSqueamish — blood, wounds, and the messy work of medicine
35Iron Stomach — eating, drinking, and surviving anythingHeavy Sleeper — caught flat-footed when resting
36Lockbreaker — bypassing locks and securityLoud — keeping quiet when stealth matters
41Dead Reckoning — navigating without instrumentsStubborn — changing a plan or taking an order
42Patient Stalker — tracking, ambush, and the long waitFrail — endurance, illness, and exposure
43Improviser — making do with junk and scrapsSuperstitious — holding steady when omens turn bad
44Honeyed Lie — deception and misdirectionGlass Jaw — staying composed once genuinely rattled
45Strong Back — lifting, hauling, and brute workReckless — showing restraint or caution
46Camera Eye — recalling detail you've seen onceOutsider Accent — passing as a local
51Steady Pilot — flying or driving under pressureBad Knees — running, climbing, and hard footwork
52Frontier Cook — feeding and heartening a crewEasily Distracted — sustained focus and vigilance
53Code-Slinger — computers, networks, and intrusionGullible — seeing through a con
54Cool Under Fire — composure in a firefightHaunted — Mental tests when the quiet sets in
55Streetwise — the underworld and who to askGreedy — resisting a bribe or an easy score
56Sure-Footed — climbing, balance, and bad groundClumsy — handling fragile or finicky things
61Diplomat's Calm — de-escalating a standoffBad with Faces — placing people you've met
62Scrounger — finding supplies where there are noneSickly — fighting off disease and infection
63Echo-Reader — sensing the shape of a dark spaceProud — asking for help or backing down
64Quartermaster's Memory — logistics and inventoryForgetful — recalling names, dates, and detail
65Persuasive Performer — swaying a crowd with a showStage Fright — performing or speaking in public
66Trouble's Friend — rapport with rough and dangerous folkMarked — a powerful faction wants something from you