The bogey table consist of attributes and abilities that modify a character. Most of the bogies benefit a character in
minor ways, although some will benefit them in extraordinary ways. Bogies are rolled only after the points have been
assigned to the character.
01-03 Stronger +1 PS
04-06 Dexterous +1 MD
07-09 Agile +1 AG
10-12 Brave +1 WP
13-15 Tough +1 EN
16-18 Astute +1 PC
19-21 Quick +1 TMR
22-24 Good hygiene +1 PB
25-27 Stamina +1 FT
28-30 Strong Resistance +5 to MR
31-32 Very Strong +2 PS
33-34 Nimble Fingers +2 MD
35-36 Fleet footed +2 AG
37-38 Courageous +2 WP
39-40 Good health +2 EN
41-42 Heightened Awareness +2 PC
43-44 Born Sprinter +2 TMR (Ground TMR only)
45-46 Naturally Attractive +2 PB
47-48 Increased Stamina +2 FT
49-50 Higher Resistance +10 MR
51 Inborn strength +3 PS
52 Gifted touch +3 MD
53 Quick paced +3 AG
54 Stouthearted +3 WP
55 Stalwart +3 EN
56 Inborn shrewdness +3 PC
57 Natural Runner +3 TMR
58 Charismatic +3 PB
59 High Fortitude +3 FT
60 Magical inclination +5 MA
61 Born Leader: Military Scientist at ½ the required exp. cost & +10% on all rolls. Twice the number of men
may be lead as body guards.
62 Animal Affinity: Beastmaster at ½ the required exp. cost & +10% on all rolls. Training animals takes half
the required time.
63 Cold hearted: Assassin at ½ the required exp, +10% to succeed at torture.
64 Experimenter: Alchemist at ½ the required exp, +10% on safety roll.
65 Mystic: Astrologer at ½ the required exp. cost & +10% on all rolls as well as only half the FT cost for
predictions.
66 Inventor: Mechanician at ½ the required exp.
67 Affable: Diplomat at ¾ the required exp.
68 Gifted Entertainer: Courtesan at ½ the required exp.
69 Exceptional memory: Sage at ½ the required exp.
70 Call of the Sea: Navigator at ½ the required exp, +10% on all percentages.
71 Call of the Wild: Ranger at ½ the required exp, +10% on all percentages.
72 Curiosity with no conscience: Thief at ½ the required exp, +10% on all percentages.
73 Natural swimmer: Swimming at ½ the required exp. cost & +10% on all rolls. The character may hold
their breath five times as long as normal..
74 Natural Healer: The character receives Healer at ½ the required exp. cost.
75 Natural brawler: Hands at ½ the required exp. cost & +5% +2 damage
76 Strong bodily endurance +2 EN +2 FT NA=4.
77 Berserker: Character may fight as a berserker for a number of pulses equal to his WP. +10% +3
damage +4 TMR +10% defense, resist pain. Character may use this power twice per day.
78 Eye of the Elf: Character has archery ability of a Grey Elf.
79 Brave heart: +6 WP, and immune to fright table & fear spells.
80 One weapon at ½ the required exp.
81 Immune to natural fires. (This includes grenados, but not breath weapons.)
82 Great health: Immune to infection, 3 X EN to resist natural poisons.
83 Knife Thrower: Character triples the range of his ability to throw daggers, +5% +1 damage. Character
also does automatic grievous damage if he scores an endurance or less.
84 Spearman: Same ability as above but applies to spears and javelins.
85 Natural nimbleness +10% to defense in melee.
86 Regenerate: Character regenerates 1 FT (But not EN) per turn.
87 Resist Pain: As Talent in College of the Mind
88 Heightened Stamina: +3 EN +4 FT (Roll under 3 X EN to resist poisons & diseases)
89 Giant Strength: +12 PS
90 Gifted with Languages: 3 languages at rank 8 speak, read & write. (However, these may not count toward
ranks for adventurer or hero.)
91 Will of Iron: +10 WP, immune to fear & fright, +15% to resist controlling spells
92 Wizardry: +12 (Not to exceed 25) MA, +5 WP, +30 MR, NA=4 +10% on starting base for spells.
93 Natural Mercenary: +2 PS, +2 AG, +3 WP, +2 PC, Military Scientist at ½ the required experience cost,
+10% on perceive tactics, +50% to rally troops, and begin with the subskills of dual weapons & instant dispatch.
94 Symbiotic Twin: See #1 below for an explanation of this bogey.
95 Apprenticeship: See #2 below for an explanation of this bogey.
96 Specialized Upbringing: See #3 below for an explanation of this bogey.
97 Unusual Birthright: See #4 below for an explanation of this bogey.
98 Heroic Bloodline: +3 PS, +3 MD, +4 AG, +4 WP. +4 FT, +3 PB, Immune to infections and diseases.
99 Juggernaut: +6 PS, +3 EN, +3 FT, +15 MR, NA=8. The character also has the talent of Resist Pain, +15%
to resisting spells that control or manipulate behavior.
100 Character may choose one bogey.
Skills may never be obtained for less than ½ their required exp, if a character already has a skill at ½ they must
reroll the bogey.
#1 Symbiotic Twins: You are able to form a unique bond with another character by the mingling of your blood. You
and another character must shake hands after having cut your palms. In doing so you each gain a heighten
awareness of each other and benefit from this symbiotic relationship. You may communicate telepathically as long
as you are within 500 feet of each other, you may transfer FT to your “twin” as long as they are within range on a 1
per 1 basis. You are allowed two rolls to resist magic, poison, infection, fright & being stunned but if both rolls fail
both “twins” are affected. Again this works only when they are within 500 feet of each other. So if one person is
immune to something, both share that immunity. If one of the twins happens to die the other person must roll
under 2 X EN of suffer a massive hear attack as described on the Fright Table, 107-110.
#2 Apprenticeships: The ability of the character was recognized at an early age and has received some training in a
skill before adventuring. The character will begin adventuring with rank 1 in this skill and will receive rank 2 at ½
the required exp, after that the skill will cost normally. Roll 1 d10 to determine skill that the apprentice learned. 1)
Alchemist 2) Astrologer 3) Beastmaster 4) Healer 5) Mechanician 6) Military Scientist 7) Navigator 8) Ranger 9)
Sage 10) Choose one
#3 Specialized Upbringing: Although the character was born into a social class, his family, a mentor or fate caused
them to be raised with a particular focus in mind. The character will have undergone some training in a particular
fighting skill. The character will begin adventuring with rank 1 in this skill. Roll 2d10 and add the result together to
determine specialized upbringing.
*Knights and Wild Rider's begin adventuring with rank 10 in horsemanship and this skill may not count toward
attaining Adventurer or Hero.
#4. Unusual Birthright: The character is the child of some more powerful being but was left in the care of the family
that raised them as their own. The GM may make this roll secretly if he chooses to do so.
01-20%: DEMONIC PROGENITOR
|
21-25%: KROVAN PROGENITOR 01-15: Jerrflick 16-50: Revesh-nov 51-85: Fremroak 86-100: Aquasmar
26-30% DIVINE PROGENITOR 01-20: Lutredomus 21-40: Mordav 41-60: Dealan-theil 61-100: Thaltain
31-35%: TITANIC PROGENITOR 01-10: Allestas 11-20: Dennmall 21-30: Halstead 31-40: Isen-kale 41-50: Luthien 51-60: Monhrash 61-70: Norfila 71-80: Threbriden 81-90: Torinth 91-100: Zaffron
|
01: Noctornalis
02-03: Astaroth
04: Buer
05-06: Raum
07-08: Andrealphus
09-10: Foras
11-14: Cruenbalur
15-16: Alloces
17-18: Bifrons
18-29: Malphus
21-22: Leraje
23-24: Zagan
25-27: Gardelas
28-29: Cimejes
30-31: Marbas
32-33: Bael
34-35: Palmon
36: Havroddin
37-38: Crocell
39-40: Uvall
41-42: Botis
43-46: Sallos
47-48: Purson
49-50: Bardoloc
51-52: Furcas
53-54: Zephar
55-56: Beleth
57-58: Andras
59-60: Haagenti
61-62: Zaalmerphon
63-64: Murmur
65-66: Amon
67-68: Balam
69-70: Savnok
71-74: Frothbazoss
75-77: Voalphon
78-81: Volac
82: Naberius
83-84: Shaz
85: Sirkorr
86: Thanphars
87-88: Fayton
89-90: Draxna
91-93: Erdriel
94-95: Afthar
96-97: Nautores
98-99: Simkarsh
100: Lashurthal
36-50%: DEMIGOD PROGENITOR
|
HUMAN 01-15: Arden 16-30: Cisearas 31-50: Dalrond 51-100: Forlane ELF 01-25: Arissi 26-50: Elendil 51-75: Perathiel 76-100: Lorendiel ORC 01-75: Grimmash 76-100: Pahhkoss DWARF 01-75: Tollinar 76-100: Nerin GNOME 01-75: Kaelin 76-100: Volinorse HOBBIT 01-50: Uril-gavel 51-100: Anyrdarth
|
WOLFEN 01-50: Fanggris 51-100: Howltraess KALRATHI 01-50: Rath 51-100: Kallion QUISSIAN 01-50: Burniquall 51-100: Serpetine SENDASHI 01-100: Qen-dal-baratooth DARVOTH 01-50: Rabine 51-75: Pugvox 76-100: Fleekott AVIAN 01-75: Laerwind 76-100: Aderra AQUARIAN 01-50: Isendra 51-100: Teamos ELDER 01-100: Earith
|
51-100%: OTHER PROGENITOR 01: Banthaess-kai 02: Mirer-agzad 03-04: Gold Dragon 05-06: Silver Dragon 07-08: Bronze Dragon 09-10: Brass Dragon 11-12: Copper Dragon 13-14: Red Dragon 15-16: Blue Dragon 17-18: Black Dragon 19-20: Green Dragon 21-22: White Dragon 23-25: Efreeti 26-28: Djinn 29-31: Dao 32: Madrid 33: Medusa 34-37: Nymph 38-40: Sylph 41-45: Nixie 46-50: Githzerai 51-100: Doppleganger
|
2) Chose A professional skill
3) Feral Child: Lord of the Wild
4) Nomadic Upbringing: Dervish
5) Guild Sponsorship: Dancing Knife
6) Tribal Upbringing: Berserker
7) Hunter’s Disciple: Bounty Hunter
8) Temple Background: Cleric
9) Monastic Background: Monk
10) Arena Raised: Pit Fighter
11) Noble Squire: Knight*
12) Religious Squire: Templar
13) Courtly Training: Cavalier
14) Plague Survivor: Hospitaler
15) Explorer’s Assistant: Deep Raider
16) Circus Raised: Acrobat
17) Necromancer’s Influence: Shadow Knight
18) Animal Affinity: Wild Rider*
19) Sylvan Influence: Forest Guardian
20) Chose a professional skill
What is a bogie?
A random modifier that might make a profound difference in your character.
Where did they come from?
Some little book on fantasy gaming that a friend of mine owned. It had a bogie chart in it that I liked and incorporated
into Dragonquest. It was sometime back in the mid 1980's. The original ones were a mix of good and bad character
possibilities. The chart has undergone revisions a number of times since then.
Why include them in the game?
Because they are fun. When a game ceases to be fun, it is finished. Many fail to recognize that simple reality.
Bogus Game Justification:
The Ancients blessed the world after their fall with special abilities and potentials.