Copyright © All rights reserved. Made By Serif. Terms of use | Privacy Policy FREAK TABLE - TABLE THREE (Neutral) 26/06/2012 - The Freak Tables have CHANGED. You may roll on this table only, or alongside the other two tables, whichever you prefer.

Roll

EFFECT

DESCRIPTION

Rules and Bonuses

1

Albino

Hair and skin lack pigmentation.

None

2

Allergy

PC has an allergy.

Roll D3:

1) A Common Substance

2) An Uncommon Substance

3) Magic

4) Alchemy

Speak to a ref re how serious the reaction is

3

Army Character

PC is a member of the Army. See the Military rules

None

4

Bad Reputation

PC is known for a specific thing to a group of individuals or to society at large for their actions, and people react badly when they recognize the PC or find out who they are. This can range from cheating at games, to womanizing, to betraying your nation, to killing people. Some of the people the PC is known to may even react well to their actions.

None

5

Birthmark

Obvious blemish.

Roll D3: 1)On Hands 2) On Neck 3) On Face

6

Blood Guilt

Extreme guilt upon slaying any of PC's race.

PC will feel terrible (almost suicidal).

7

Criminal Brand

PC has a criminal brand on face.

The PC will be a social outcast.

8

Curious

PC is very curious, and can't help but investigate and touch everything.

None

9

Dark Secret

PC has a terrible Dark secret

Roll D4:

1) member of a dark guild

2) commits serious crimes (murder/rape)

3) PC decision

4) Ref decision

10

Delusion

PC is completely convinced of something that has no bearing in real life. Possibilities are endless, including: carts are devices of great evil, your grandmother knew everyone named Roderick, the next door neighbours are aliens from another plane, you can build a cannon out of logs and nails, or you're only a character in a role-playing game. You can have a delusion about something that it actually true (the TPB is watching me), whether you know it or not, as long as your beliefs are not based on facts or logical inferences.

Speak to ref

11

Employee

PC works for an employer. If they do not get leave they will loose job.

Every month may roll 1d100 and earn that amount of money.

12

Favour

PC can only once call in a favour to get out of jail/custody free

None

13

Fisherman

PC likes to fish for a hobby.

PC gains Fishing Skill rank 1

14

Good Alignment

PC has a set of standards that are higher than average for their society that they abide by whenever possible, even if it is inconvenient to do so. This code may be one they have initiated on their own or it may be one that has been honoured by certain people for generations. The specifics of the code will vary radically from one code to another; examples include codes of honour for knights, gentlemen, pirates, thieves, samurai, and so forth. A code of honour does not necessarily mean they won't commit crimes, it just dictates there actions regarding which crimes they are willing to commit, under what circumstances, and what they will do with the proceeds (if any) once they're done. Mostly it's "doing the right thing" when it would be easier not to.

Nefarious' Skills cost plus 1 exp

15

Good Smell/Odour

PC smells good.

Plus 1 seduction rank. Can be followed by persons with the Acute Smell skill very easily

16

Identical Twin

PC has an identical twin. Can play the same character as your twin when you die.

None

17

Infamous Family

PC comes from an infamous family.

None. But PC is Known to anyone with City lore.

18

Infused with the Power of Light and darkness

PC is connected to the plains of Lightness and Darkness, and is able to use items for both plains, for good or bad (whichever they choose)

None

19

Look Alike

There is someone out there that looks the same as you.

None

20

Lycanthrope

PC is a Were.

See LYCANTHROPE rules.

21

Member of the Navy

PC is a member of the Navy

 See the Military rules

None

22

Member of the Watch

PC is a member of the Watch. PC choses city.

See the Military rules

None

23

Murdered Family

PCs family was murdered

Roll d4:

1) Knows who murderer was, but they have not been arrested.

2) Does not know who murderer was.

3) Murderer was arrested and convicted.

4) Murderer was arrested and released.

24

Offensive to Animals

For some reason, either mystical or mundane, animals just don't like you, and will generally make their reaction known in a variety of ways (refusing to obey your orders, growling at you, avoiding you, or attacking you).

Animal Empathy and Animal Handling skills costs plus 4 exp

25

Prejudice

PC has a deep irrational hatred for a race.

None

26

Secret

Something about you, either in your nature or in your past, that you don't want anyone else to find out. Revelation of this secret may cause anything from embarrassment to ostracism to imprisonment to death.

None

27

Sheltered Upbringing

PC was raised apart from the rest of society in a place where they were without worries, free to do as they liked. The "real world" is a strange place to them, the motivations of the people around you a mystery. How you react to the strange goings-on around you will vary.

None

28

Slow learner

PC takes a long time to learn new languages

PC takes double the time to learn languages

29

Surviving Friend

Someone you know (a friend, relative, employer, etc.) was working on something ... possibly a secret experiment or a big news story or the location of a hidden treasure ... when they disappeared. Now there are people interested in whatever your friend was working on, and they think you know something about it. Depending on the particular situation, you may have been questioned or your home searched. Things may even be escalating. Alternately, you were the last known contact of such a person - you didn't know them, but you were the last person they spoke to before they vanished.

None

30

Tinker

PC dislikes plants, and anything associated with them

Herbalist' skills cost plus 1 exp

31

Tongue Tied

PC has difficulty learning languages

Plus 1 exp cost to learn each rank of the Language skill

32

Wanted Criminal

PC is (D6: 1-3 Guilty 4-6 Innocent) of a crime.

Roll D6:

1) Murder

2) Banditry

3) Rape

4) Theft

5) Assault

6) PC decides

Discuss with Ref which land the crime was committed/accused in

33

Wart

A large growth dominates part of the face.

None

34

Wrath

PC has disfavour of a God, demi-God, Lord or Demon. He is being hunted by the cult of that god.

None

35

Barren

PC can never father/bear children

None

36

Black Sheep

PC is a member of a prominent family, but has turned their back on their relatives or they have turned their backs on PC. PC has none of the advantages associated with being part of a prominent family, and enemies of the family may take out their problems on PC ... or assume PC will take their part against there family.

None

37

Compulsive Behaviour- Trademark

PC feels compelled to leave their mark at the site of certain events, such as foiling a crime or committing one. This can range from leaving a card behind to shaving your victims head.

None

38

Diabolic Upbringing

PC was raised by devil worshipers, and while they may have renounced their evil ways, they still have vivid memories of there past. The forces of evil may be keeping an eye on you.

None

39

Enemies

Someone is out to get you - they may just want to make your life miserable, or they may want to capture or even kill you. This can be anyone from a single individual to a government.

None

40

Eunuch

PC has been deprived of that part of them which gives them their sex drive.

None

41

Extremely Competitive

The entire world's a contest, and all the people merely contestants. No matter what you do, or how good you are at it, you make a contest of everything - brawling with the enemy, downing pints in the tavern, fastest cart, or prettiest sentient being hanging on your arm. It is up to you if you lose gracefully or not.

None

42

Faithful Vassal

Player is a vassal to a Lord or Lady.

None

43

Knighted

PC has been knighted by Lord and serves as loyal vassal.

None

44

Large Family

PC is one of 1d8+2 brothers and/or sisters

None

45

Large Family Home

PC has access to family home.

Roll D3: 1) In a city 2) In a Town 3) In a Village.

Roll D4: 1) Destroyed/in ruins 2) Repossessed by someone else 3) In bad disrepair 4) OK

46

Mentor

PC is an Apprentice of a high level alchemist or Mage.

None

47

No Sense of Humour

PC doesn't understand jokes and certainly can't tell them. Penalties in some social situations.

None

48

Panzaism

PC sees extraordinary things as normal and mundane. Perceive most humanoid monsters as ordinary people, perhaps wearing odd clothes, and truly fantastic things you may not notice at all.

Player is immune to fear effect spells.

49

Parent

PC has 1d6 Children. If male can be from different mothers.

None

50

Poor

PC is almost broke.

Half Starting money

51

Prestigious Family

PC comes from a well-known family.

None. But PC is Known to anyone with City lore.

52

Quest

Player is on a quest

Roll D4:

1) Personal

2) Religious

3) Political

4) Magical.

When completed PC gains + 3 exp.

53

Quixotism

PC sees normal and mundane things as extraordinary. See passers-by as humanoid monsters, treasure in every old trunk, and windmills as dragons.

None

54

Squeamish

PC is bothered by bugs, blood, slime, and icky things in general. You don't have a full-blown phobia of any one of these things, you just aren't comfortable around things like that in general.

None

55

Age

PC is noticeably older than the norm for there society.

None

56

Architect

PC understands the principles of good architecture.

Able to utilise the History Skill on any building or architectural style.

57

Bastard

PC is a Fatherless Bastard

None

58

Blackmail

PC has some very dirty information about someone who doesn't want that information to get out. You are in a position to blackmail them, making them pay you or perform services for you.

None

59

Code of Honour

PC has a set of standards that are higher than average for their society that they abide by whenever possible, even if it is inconvenient to do so. This code may be one they have initiated on their own or it may be one that has been honoured by certain people for generations. The specifics of the code will vary radically from one code to another; examples include codes of honour for knights, gentlemen, pirates, thieves, samurai, and so forth. A code of honour does not necessarily mean they won't commit crimes, it just dictates there actions regarding which crimes they are willing to commit, under what circumstances, and what they will do with the proceeds (if any) once they're done. Mostly it's "doing the right thing" when it would be easier not to.

Player must agree with ref and dictate code prior to playing

None

60

Conscripted

PC has been conscripted into the Army

None

61

Debt

PC owes someone money,

1d100x10 gelt.

62

Fairie Experience

PC has crossed to the faerie realm as a child. They still have good relations and while asleep can talk to any faeries within 20'.

None

63

Favourite Colour

PC likes a colour to excessiveness. PC always tries to dress in that colour, and will go out of there way to own an item in that colour.

None

64

Forbidden Love

PC is in love out of station or against racial acceptances.

None

65

Free Passage

PC has earned a free passage on a ship/boat/wagon etc. One use only but can take up to 10 friends free of charge.

None

66

Hidden Past

For some reason known only to the PC, they have changed there identity to that of another person or someone they have made up, or they have just made there background (or parts of it) very difficult to uncover. They will generally avoid situations that require any investigation into there background.

None

67

Impossible Dream

PC has a dream to achieve an impossible goal. Discuss with ref. If achieved PC gains 10exp.

None

68

Intolerant

PC looks down on people of a different race, religion, age group, sex, sexual preference, profession, social class, etc. than your own. Can be intolerant of a specific group, or just anyone who's not like you. In some circumstances, may believe what you've been told and you are intolerant of a group that you DO belong to.

None

69

Longevity

PC comes from a line of long-lived people - you will live twice as long as a normal person unless fate intervenes.

None

70

Lost Love

PC was once truly in love with someone, and then they lost that love. Don't enjoy yourself very often, because life's just not the same without your love. When you do enjoy yourself, you later regret it because you were not with your love.

Roll D4: 1) They are far away 2) in the arms of another 3) drastically changed due to misadventure 4) dead.

71

Obsession

PC has an obsession

Roll D6:

1) A person

2) Hobby

3) Violence

4) Belief

5) Magicks

6) PC Choose.

72

Orphan

PC is an Orphan. Has no family, either blood or adopted or anything similar. PC was raised either in an institution or on the streets, and has no family-type bonds to rely on in times of trouble.

None

73

Outcast

PC has been outcast and Brought up by another race

PC will have the initial skills of the chosen race.

74

Outlawed

PC is a known and wanted outlaw.

1d100x10 bounty on head

See Ref to create a 'Wanted' poster

75

Plague Bearer

PC is carrying a social disease (PC is immune and shows no sign of infection)

None

76

Pledged

PC is pledged in marriage

None

77

Press-ganged

PC has been forcibly conscripted into the Navy

None

78

Secret Hiding Place

PC knows of a secret place where they can hide things (including themself) and no one will find them. Your location is protected form the elements as well as from intrusion from nosy people, and may be set up to protect you for a long time.

None

79

Servant

PC is/was a servant to a dignitary.

Gain etiquette skill

80

Slave

PC is a run away slave.

PC starts with no items or money. May choose any one extra skill free of exp. Cost

81

Strange Mark

PC was born/branded with an unusual mark

None

82

Unknown History

PC has no memory of his past. Earliest memory was 1 hour before starting their first adventure.

None

83

Dancer

PC enjoys dancing

PC has the Dance skill rank 1

84

Entomology

PC is fascinated by bugs

PC gains insect lore�

85

Farm Upbringing

PC was brought up on a farm.

PC gains Farming Skill rank 1

86

Sea Dog

PC was brought up on the docks or at sea

PC gains Ship Lore

87

Direction Sense

PC always knows where he is.

PC gains Orientation skill

88

Quick Learner

PC picks up languages very quickly

PC can learn languages in half the usual time

89

Versatile Sleeper

PC can fall asleep in almost any position, under almost any circumstances. This negates the need for a solid block of sleep at night  you can get your eight hours in snatches here and there throughout the day.

Gain the 'Sleep' Skill

90

Sea Dog

PC was brought up on the docks or at sea

PC gains Ship Lore

91

Law

PC has had various experiences with the law

PC gains Law skill

92

Good Balance

Player can walk along thin poles and ropes.

Get the tight rope walking skill.

93

Cult Object

PC has stolen/found/inherited a Cult Object

See a ref re what the Cult object is

94

Night Vision

PC can see in an natural darkness (can not see in complete darkness, or magical darkness)

None

95

Direction Sense

PC always knows where he is.

PC gains Orientation skill

96

Discovery

PC has discovered something Unique or Special

Roll D4:

1) Place

2) Building/Ruins

3) natural phenomenon (i.e. Gravity)

4) secret tunnel/passage

97

Natural Swimmer

Can swim naturally.

PC gains Swim Skill rank 1 & 2

98

Poor Magic item

PC has acquired a poor magic item

Begins with almost useless magical item.

99

Analytical mind

PC can work puzzles really well; call time freeze and ask ref for clue.

Gain rank 1 Accountancy

100

Noble Background

PC has been in and around society and face is known at court in a minor way.

PC gains Heraldry and Etiquette skill