Character Generation - Inborn Talents & "Bogeys" [28NOV08] c_talent.htm

Special Advantages/Disadvantages (from TG, C&S, Harn, AikiGhost's d100, D&D)  Optionally you may roll on the following table - but each roll for a Good talent must be balanced with a roll for a Bad one, or 'bogey'. (Bogeys may be cancelled for 1 CC, if GM allows).

d100 Details
01 Divine: The character has divine blood. (Accursed: The character has divine blood).
02 Divine Favour: Double chance for Divine Intervention. (Divine Scorn: No chance for Divine Intervention).
03 Mutant: Character has an extra/special body part - roll location. (Crippled: Character has a deformed body part - roll location).
04 Supernatural: Good supernatural creature in disguise, e.g. sylph. (Monstrous: Evil monster in disguise, e.g. were-wolf).
05 Rapid Healer: Natural healing occurs at double the normal rate. (Slow Healer: Natural healing occurs at half the normal rate.)
06 Mastery of a Skill: One weapon/craft skill starts at 90%. (Disastrous Skill: -90% penalty with one random skill).
07 Flair for a Skill: One weapon/craft skill gains double increase. (Blocked Skill: Never increase with one random skill).
08 Cunning Linguist: Double all language/script skill increases. (Tongue-Tied: Can only understand native language/script).
09 Arcane Aptitude: +5% bonus learning spells. (Arcane Ineptitude: -5% penalty learning any magical spells).
10 Arcane Specialism: +10% bonus learning spells of one school. (Arcane Aversion: -10% learning spells of one school).
11 Arcane Sensitivity: Magic Sensitivity skill at d3 x 10% plus INT-10. (Arcane Insensitivity: Can never have arcane Sensitivity).
12 Eidetic Memory: Character has perfect recall. (Unreliable Memory: Character forgets even quite important things, at GM whim).
13 Psionics: Character has psionic abilities - see Psionics system (+ Insanity: Character has a form of insanity - see Psionics system).
14 Animal Empathy: Get on well with all animals; rolls +30%. (Animal Antipathy: Animals dislike you; rolls -30%)
15 Animal Friends: Empathy and communication with one animal type. (Animal Enemies: Antipathy and hatred of one animal type).  
16 Racial Friend: Recognized as a friend of one humanoid race. (Racial Enemy: Recognized as an enemy of one humanoid race).
17 Monster Friend: Seen as a special friend by one monster type. ( Monster Enemy: Seen as a special enemy by one monster type).
18 Were-Friend: A special friend/relative of specific were-creatures. (Were-Enemy: Especially hated by all were-creatures).
19 Apparent Sincerity: Oratory, Fast Talk, Bargain etc Easy, x2. (Appears Insincere: Oratory, Fast Talk, Bargain etc Difficult, x1/2).
20 Spell Resistance: Character has a bonus of +d6 v mental attack spells. (Spell Vulnerability: Penalty of -d6 v mental attack spells).
21,22 Resist Poison: Rolls to resist the effects of poison are Easy, x2. (Poison Susceptibility: Rolls to resist poison are Difficult, x1/2).
23,24 Resist Petrification: Rolls to resist turning to stone are Easy, x2. (Petrification Susceptibility: Resistance rolls are Difficult, x1/2).
25,26 Resist Undead: Roll CONx5 to resist undead draining effects. (Undead Susceptibility: Suffer double effect from undead draining).
27,28 Resist Disease: Rolls to resist any form of disease are Easy, x2. (Diseased: Character has a serious chronic disease, like leprosy).
29,30 Drug Resistant:  Rolls to resist the effects of drugs are Easy, x2. (Addiction: You are addicted to a some drug.)
31,32 Able Drinker: Rolls to resist alcohol are Easy, x2. (Lush: Rolls involving resistance to alcohol are Difficult, x1/2)
33,34 Square-Jawed: Rolls to resist being knocked-out are Easy, x2. (Glass-Jawed: Rolls to resist being knocked-out are Difficult, x1/2)
35,36 Good Judge of Character: Insight skill at base INT-5 +20%. (Poor Judge of Character: Cannot gain Insight skill). 
37,38 Good Judge of Value: Appraisal rolls for mundane items are Easy, x2. (Poor Judge of Value: Appraisal rolls are Difficult, x1/2)
39,40 Sense of Direction: Character can tell compass direction, 90% accuracy. (No Sense of Direction: Gets lost easily, at GM whim).
41,42 Sense of Time: Character can judge passage of time, 99% accuracy. (No Sense of Time: Usually too late/early, at GM whim).
43,44 Sense of Distance: Character can judge ranges/distances traveled, 99% accuracy. (No Sense of Distance: Hopeless at ranges etc).
45,46 Sense of Numbers: Character can perform arithmetical calculations quickly, 100% accurately. (Can't Count: ...beyond their INT). 
47,48 Eat Like a Bird: Only needs to eat half the usual amount of food. (Eat like a Gannet: requires double the normal food intake).
49,50 Ultra-vision: Can see well in almost total darkness. (Blindness, d6: 1 Total; 2,3 Long-sight*; 4-6 Short-sight* [*x1/2 </> 10ft]).
51,52 Infra-vision: Can see sources of heat even in total darkness. (Colour-blindness, d6: 1 Total; 2,3 Blue/yellow; 4-6 Red/green).
53,54 Good Eyesight, d6: 1-3 Spot +10%; 4,5 +20%; 6 +30%. (Poor Eyesight, d6: 1 Spot -30% (myopic); 2, 3 -20%; 4-6 -10% ).
55,56 Good Hearing, d6: 1-3 Listen +10%; 4,5 +20%; 6 +30%. (Poor Hearing, d6: 1 Listen -30% (deaf); 2,3 -20%; 4-6 -10%).
57,58 Sensitive Touch: Picking Locks/Pockets etc is Easy, x2. (Poor Sensation: Picking Locks/Pockets etc is Difficult, x1/2).
59,60 Keen Smell: Scent/taste-related skill rolls are Easy, x2. (Nose is Dead: No sense of smell; taste-related rolls are Difficult, x1/2).
61,62

Born Leader: Command/Leadership skill at base CHA-5 +20%. (Born Follower: Cannot gain Command/Leadership skill). 

63 Honoured: Regarded as a hero in your home area. (Outlawed: Wanted for crimes in your home area, perhaps unjustly.)
64 Inheritance: Someone important has named you their heir. (Dispossessed: Someone has taken your family lands/wealth.)
65 Fleet-Footed: Run 1/3 quicker than normal for your race. (Club-Footed: Run 1/3 slower than normal for your race).
66 Never Fear: No fear of some chosen thing. (Phobia: Irrational fear of some random thing; all rolls halved when nearby.)
67 Lender: You loaned someone d6x1000sp and they have vanished. (Debtor: You owe a debt of 10 times starting cash.)
68 Loved: An important person has fallen in love with you. (Hated: An important person wants to cause you harm.)
69 Alliance: You have befriended an important person. (Vendetta: You hate an important person beyond all reason.)
70 Casanova: Seduction skill +50%, and a reputation to match! (Betrothed: Your marriage has been arranged, against your will.)
71 Master: You have a slave/servant who sees to your every need. (Slave: You are an escaped Slave/Serf/Bondsman on the run.)
72 Light Sleeper: Ready for action the round you are woken. (Heavy Sleeper: Take 3 rounds to be woken.)
73 Sure Footed: Any rolls rqd to stay standing are Easy, x2. (Bad Balance: Any rolls rqd to stay standing are Difficult, x1/2).
74 Firm Grip: Any rolls rqd to hold onto things are Easy, x2. (Weak Grip: Any rolls rqd to hold onto things are Difficult, x1/2).
75 Strong-Will: Rolls v mind attack/influence/fear are Easy, x2. (Weak-Will: Rolls v mind attack/influence/fear are Difficult, x1/2.)
76 Brush-up Well: +3 CHA if in expensive clothing, jewellery, make-up, etc. (Mutton as Lamb: -3 CHA if not similarly made-up).
77

Dwarfism:  STR +d6 and SIZ -d6. (Maimed: Character has had a body part severed - roll location & sub-location).

78

Gigantism: STR and SIZ +2d6. (Maimed: Character has had a body part crushed - roll location & sub-location).

79,80

Special Eyes: Each eye is a different colour. (Blind Since Birth/Youth: With biocompensation - other sense rolls are Easy, x2).

81-85 Skilled with a Weapon: Begin with a +10% x d6 bonus to a random weapon skill. (Inept with a Weapon: -10% x d6 penalty)
86-90 Skilled at a Craft: Begin with a +10% x d6 bonus to a random craft skill. (Inept at a Craft: -10%  x d6 penalty)
91-95 Underweight: By d6x10% (Overweight: By d6x10%; extra weight affects encumbrance; Serfs/Barbarians treat as underweight).
96-98

Nothing Special: No skill of measurable worth.

99

REROLL TWICE

00

REROLL THRICE

 

d100 Weapon Skill Groups
  01-07 Daggers/Knives; 08-12 Shortswords; 13-21 Broad/Longswords; 22-17 Greatswords; 28-33 Axes; 34-38 Maces; 39-42 Hammers; 43-45 Quarterstaves; 46-48 Flails; 49-54 Spears; 55-60 Polearms; 61-70 Bows; 71-76 Crossbows; 77-80 Slings; 81-85 Thrown Missiles; 86-88 All Missiles; 89 Whips; 90 Nets; 91 Bolas; 92-93 All Swords; 94 Pointed Weapons; 95 Edged Weapons; 96 Great Weapons; 97 Blunt Weapons; 98-99 Missile Weapons; 00 Flexible Weapons.
d100 Crafts
  Armouring, Blacksmithing, Bowyery/Fletching, Brewing, Butchery, Carpentry, Cobbling, Cooking, Coopering; Dyeing; Furniture-making; Glassblowing; Jewelling, Leatherwork, Limnery, Locksmithing; Masonry, Mining, Pottery, Silver/Goldsmithing; Tailoring, Tanning, Weaponcrafting, Weaving.
d100 Other Skills
  Horsemanship; Oratory; Leadership; Architecture; Calligraphy; Cartography; Artistry; First Aid; Entertaining; Teaching.
d100 Animal Types
  Equines (horses, mules, camels, etc); Avians (birds of all kinds); Rodents (rats, weasels, rabbits, etc); Canines (dogs, wolves, foxes, etc); Felines (cats both great and small); Bovines (cattle, oxen, buffalo, etc); Ungulates (deer, moose, antelope, etc); Anthropoids (apes, monkeys, lemurs, etc); Ovines (sheep, goats, rams, etc); Porcines (boars, elephants, rhinos); Ursines (bears, wolverines, etc); Reptiles (snakes, lizards); Amphibians (frogs, toads, etc); Arachnids (spiders); Insects (all other bugs); Saurians (dinosaurs, very large lizards); Cetaceans (whales, dolphins, etc). 
   
  Other ideas: Bad breath, Body odour, Parasites, Sterility, Allergy