| 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 |