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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 conscious: 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.
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01: Noctornalis 02-03: Astaroth 04: Buer 05-06: Raum 07-08: Andrealphus 09-10: Foras 11-14: Pyremius 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
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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
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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
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