Character Afflictions (d100)

d100 Affliction Description

1

Blindness

Character cannot see. He must be led around by someone. Their other senses become more acute than those of sighted persons. Reduce difficulty by 2 levels any check involving hearing, smell, taste, or touch.

2

Epilepsy

Character is prone to seizures with convulsions, especially if surprised or placed in a stressful situation - such as having a difficult task to perform, or even just from combat. Save vs. Resilience to avoid. Seizures last for 1 round and require 2 additional rounds to fully recover. GM should roll 1d10 to determine the severity (likelihood) of the condition and keep that to himself to use as he sees fit.

3

Birth Defect

Suffers from the following Birth Defect: Roll on "BirthDefect"

4

Efficiency

The ability to be naturally accurate when wielding a weapon. This allows the character to hit twice per moment instead of just once. If a character has Dual Weapon or ambidextrous skills, he can attack 4 times per moment! This only gains one extra attack per hand, so, if in future the character is somehow able to strike more than once, Efficiency only adds one more attack, not 2 more.

5

Secretive

Character has 60% chance of keeping all information secret or he cannot stand knowing someone is keeping information from him. If he is the former he will try to gather as much information about what the party seeking but will share none of it that information and when asked he will say he found out nothing at all. If he is the latter type he will demand to know everything everyone else knows. If he suspects someone is holding back information (which is most of the time) he will threatened to fight that individual to get it. Saver vs System Shock or a fight will occur.

6

Telekinesis

The ability to move objects with his mind. The weight of the object that can be moved is up to 3x­ his Mind score. There is no limit to distance as long as it remains in visual range nor is there a time limit. Character must concentrate the entire time. If concentration is broken, object stops moving and if it was suspended in the air, it drops.

7

Empathy

The ability to experience another beings’ emotions or feelings. This works with all creatures and allows the character to know if that creature is angry, happy, sad, hungry, etc. Doubles initial Negotiation skill score.

8

Xenophobia

Fear of strangers and unfamiliar areas. Must save vs Determination twice before he can be around new people or enter a strange, new area. Failure means character will keep away from strangers, walking away from them (at least 50 feet) or he will refuse to go into a new area. Character can retry the saves each round.

9

Masochist

The character seeks pain, humiliation, domination, and abuse. He dreams of being abducted and tortured by some cruel group, or to be captured and sold into slavery. In combat, he will rush into battle, look for the strongest foe and fight him. If he is a better fighter than his chosen foe, he will actually allow himself to get wounded. Once wounded, the character will fight even harder, in hopes of being wounded again. At this point, the character gains an additional AD, allowing him to pick the 3 AD that hit.

10

Eagle Eyed

Exceptional vision. Increase Perception by 40%. On ranged attacks, Long Range attacks are also successful if a Medium Range attack is rolled. Medium Range attacks are also successful if a Short-Range attack is rolled. There is no benefit to Short Range attacks.

11-12

Short

Subtract 12 inches from height and 25 pounds from weight.

13-14

Nearsighted

Able to see clearly only that which is less than 10 feet away. This will preclude him from using ranged weapons.

15-16

Hears Voices

Character hears voices no one else can hear, they are, of course, all in his head. It is up to the GM as to what the voices say. The voices can be malignant (evil, 70%) or benign (good, 20%) or even impartial (neutral, 10%). Character must make a Resilience check or obey what the voices tell them to do.

17-18

Halitosis

Character has extremely bad breath. Reduce Charisma by 10%, as well as all associated Sub-Abilities. Any skill requiring speech; Negotiation, Bartering, Debate, Deception, etc. are always one level harder than normal when performing a skill check.

19-20

Agoraphobia

Fear of public or open spaces. Prefers to stay indoors; can go outside in dark conditions and when no other people are present. Save vs. 1/2 Determination score any time character is in an open or public space in daytime or other people are present. Failure indicates character refuse to move from his present location unless it is in the open as well in that case he will seek shelter. Save can we be attempted once per turn, always at 1/2 Determination score.

21

Control Freak

Character MUST impose his will on others. Will do irrational things to force others to do things his way. Prefers to lead a group but even when not the leader, he will endeavor to force his will upon everyone else. Anytime the group makes a decision, if they do not choose 'his way', he will complain and attempt to lead the group to go or do things his way. This will be such a distraction; all combat will be degraded (characters must reroll their best AD). This will continue until others in the group agree to follow the control freaks' lead/directions. When the group follows the control freaks' lead, all saves are done at +1 to difficulty.

22-23

Smoker

Addicted to tobacco. Must always have a supply of tobacco. Reduce Endurance by 25%, lower Agility by 15% as well as the related sub-abilities. Reduce Attack Bonus by 1, System Shock by 15%, Magic Resistance by 10% and Carry and encumbrance by 30%. Also reduce Move by 35% Run by 40%. If they go without tobacco for more than 12 hours, they’ll become angry, irritable, will eat constantly and function as though their abilities are 20% less than normal (recalculate all sub-abilities except those already modified above) If they survive two weeks of this, their Abilities and Sub-Abilities return to normal and they are no longer a smoker.

24-25

Giantism

Character is much taller than normal for his race; increase height by 33% and weight by 20%. Increase Strength and Endurance by the percentage character's weight exceeds the racial maximum. (Maximum racial Weight/Actual Weight) x 10 = % to add

26-27

Claustrophobia

Character is afraid of small or narrow spaces and prefers wide, open spaces. Crowds can also cause a panic attack. Save vs. 1/2 Determination anytime character enters a small or closed in space. The smaller the space, the harder the check should be. Failure indicates character will have trouble breathing and will make any physical check one difficulty level harder. He will want to leave the area to a larger area immediately. Once he is in a larger space, it will take 1d6 rounds for him to calm down, after an additional 1d10 rounds, he may try to reenter the small space with the same Determination check.

28-29

Allergies

Roll on "Allergy"

30-31

Flat Footed

Tires easily when walking, must take a break every 6 Turns of a 5-round duration. There is no save for this. Reduce Max weight by 33%.

32-33

Dyslexia

Character cannot read, either letters or numbers, no matter the language. He just can't read correctly. Cannot use Spell Scrolls. Increase last AD by +1 and add 2 to Problem Solving as nature’s compensation.

34-37

Loner

Character prefers to be alone and shuns the company of others. Though he will realize that some things require more than one person to accomplish, he will always feel mistrust for others around him. Whenever possible, he will go off by himself, eating alone, camping away from the main group, even maintaining his own fire. When travelling with a group, he will both take the lead and move far ahead of the main group, or he will trail behind. He will always keep a distance that he can quickly make up in case he is needed for any reason.

38-39

Gambler

Character always has the urge to gamble on just about anything. He cannot resist card or dice games. Anytime he is in a disagreement he will challenge with "Bet!". He will always be asking to borrow money and then try to get out of repaying the debt with a "double or nothing" bet. If he can't get money to gamble with he will start selling off equipment. Small items at first, things that won't be noticed as missing until needed, and then claim he lost it, or it must have been stolen. Once the smaller equipment is gone, he will start selling livestock, armor and finally weapons. GM's should give large XP bonuses if this Affliction is played well.

40-41

Birthmark

Has a Roll on "Birthmark Sz" birthmark on his Roll on "Birthmark Loc"

42-43

Entomophobia

Only applies to normal sized insects. Strangely, giant-sized insects do not frighten those with a fear of insects. When a normal insect is seen, character will try and run away. If the insect comes towards him, or land on him, he will scream and yell, swat incessantly at the bug and generally dance around until the insect is gone or killed. There is no save against this.

44-45

Narcissist

Character is an extremely self-centered person who has an exaggerated sense of self-importance and is overly concerned with his or her physical appearance. They always think they are right, no matter the subject. This tends to lead to arguments and may fracture the expedition. They must wear the latest fashions and get very upset should they get dirty, especially if they get blood on their clothes!

46-52

None

Character has no Afflictions

53-56

Dual Affliction

Roll 2 more times on the Afflictions Table, with both Afflictions taking affect. If Dual Affliction is rolled again, 2 more Afflictions are rolled, etc., etc. Roll on "Character Afflictions" 2 times (unique results only)

57-58

Thrill Seeker

Loves danger and excitement. Character always picks the most dangerous way of doing anything. Prefers to take risks rather than taking the easy route. When bored, he will challenge others to duels, wrestling or boxing. Character is likely to start a riot just for the thrill of it.

59-60

Cross Eyed

Roll all ranged attacks on the next higher range table. This makes Long Range attacks impossible. In melee combat, add 1 to the first AD rolled if a 1 or 2 is rolled, -1 to a roll of 3 or 4. This only effects the first AD, not all 3. This also causes the character to be unable to cast a scroll spell, but component magic is unaffected.

61

Power Trip

Similar to control freak, except the character must always be in charge. When he is in control of the group, he will be happy and easy to get along with so long as people obey his commands. When he is not the leader, he will be withdrawn, sullen and uncooperative as well as openly opposed to the group leader. Insulting his decisions as stupid and pointless, will use every mistake the current leader makes as proof as to why he should lead the group.

62-63

Nyctophobia

Character must always have light nearby after dark. This means that a fire must stay lit all night, or when indoors, a lantern must be kept on all night long. Other characters must save vs. Determination (adjust for Fatigue level) or they will be awake all night long from the brightness of the light. If the light goes out, for whatever reason, the affected character will begin having nightmare which will eventually wake him. Once he realizes how dark it is, he will panic and begin to scream until light is restored. There is no save against this. Characters who do not sleep will not heal, recover SP, or recover Combat fatigue nor exhaustion.

64-65

Hairy

Character is extremely hairy. Massive amounts of thick, coarse hair, on his face, head, back, chest, arms, and legs. Reduce Charisma by 20%, adjust Sub-Abilities accordingly.

66-67

Asthma

May have difficulty breathing in smoky, dusty areas, or after heavy exertion. Save vs. Resilience with a +1 to the roll.

68

Homosexuality

Character is attracted to members of their own sex. If any other characters in the group of this character's sex has a Charisma of 70 or more, the affected character must make a check vs. Perception or fall in love with them.

69

Oversexed

Roll on "OverS"

70-71

No Common Sense

May be highly intelligent but may fail to see the potential consequences of certain actions. When finding a ring he will put it on, when finding a trap, he will try to see what sets it off, when finding a potion he will immediately drink it etc., etc.

72-73

Ambidexterous

May use a weapon in either or both hands at once with no penalty.

74-75

Arachnophobia

Afraid of anything that looks like a spider. They can be tiny or huge, the fear is the same. Must role a Fright check as though the spider has a fright factor of 10 and the character has a courage of 2.

76-77

Dwarfism

Does not mean character becomes a Dwarf by race! Indicates abnormally short stature. Use the Dwarf racial height table to determine height but use standard weight tables for the character's actual race. Disproportionately large head, feet and hands are distinguishing characteristics. Reduce Charisma by 20%, Agility by 25% as well as their respective Sub-Abilities.

78-79

Alcoholic

Lower IQ score by 30%, lower problem-solving by 3, add 1 HP to each body area in his Damage Allocation, raise determination by 25%. Must always have alcohol nearby, and must drink every day, spends part of everyday drunk, if he isn't drunk, he is hung over. When hung over will not want to do anything but sleep, when drunk you'll be one of the following: Roll on "Alcoholic"

80

Music Hater

Dislikes all music and distrusts all musicians, especially Bards. Feels music is a work of evil and that musicians must therefore be minions of devils and demons. Will argue strongly against the inclusion of any musicians in the group, even if they only possess a music skill! Also, will refuse to go anywhere music is being played. If any skill is being used or while in combat, if the character hears music it will increase the difficulty of any skill check by one level, and he will have to roll 4 AD, choosing the worst 3 AD for the hit.

81-82

Acrophobia

The fear of heights. Anytime character is faced with any open height such as a cliff or balcony, he must save at 1/2 Determination or he will refuse to move closer to the area in question. Most times he will move to where he cannot see that he is above ground. Even heights as low as 3 feet will cause a need to roll a saving throw. The save can be tried again every turn but always at 1/2 Determination.

83-84

Hircismus

Character has horrible body odor. Never completely goes away, no matter how many times he may bathe or changes clothes. Makes it hard to be around character in closed, unventilated places. Exposure to the character in such an environment for more than 2 Turns will cause those near him to become nauseated and sick.This will add 10 to their Combat Fatigue score unless they pass a Resilience check.

85-86

Hard of Hearing

Character has difficulty hearing any sound that is more than 1 hex away and fairly loud. Moving Silently around the character is an Easy task to achieve. Character gains 10% to Perception as compensation.

87-88

Farsighted

Able to clearly see only those objects 60ft (20 hx) or more, away. When using a ranged weapon on a target in Range 1, at least two 1's are needed to hit the target, all other results indicate a miss or fumble.

89-90

Obese

Extremely overweight. Roll 3d100+50 and add to the current weight. Increase strength by 15% and adjust related sub-abilities except for Carry and all encumbrance weights, which are cut by 50%. Reduce Move by half and Run by 60%. Double the cost of clothing and armor do to custom sizes needed.

91

Paranoia

Suspects everyone is out to get him. Never trusts anyone and will feel the smallest slight toward him as an indicator of a personal threat. May be quiet and wary or vocal in his distrust. Prefers to keep a wall to his back and usually trails the party group, not allowing anyone behind him. Will always feel everything is done to hurt him no matter how fair it is.

92

Zoophobia

Deathly afraid of any and all animals. Animals include mammals and birds, but not insects, reptiles, fish, or anything that is better described as a "monster". Humanoids are also excluded from this list. Save vs. Fear as though Fright level is 10 against any animal. Failure causes character to flee the area. After a full Turn, character can try to conquer his fear again at the same level.

93

Sadist

Derives pleasure from inflicting or observing pain. Prefers to kill slowly fighting until the opponent is near death and then torturing them until they die. This affliction means character must have a Predilection of Cruel or Wild.

94

Charm Fixation

Character is very superstitious and must carry a good luck charm at all times, sometimes carrying more than one for extra protection. If it is lost, he will panic and not rest until it’s found. Also believes that certain conditions or events portend future events; such as eating before sunrise is bad luck, or putting stockings on before putting on pants will give you a bad day, etc.

95

Equinaphobia

Fears horses, mules, donkeys, and anything else that may look like a horse (i.e. zebras, Pegasus) Will refuse to be near them and will never ride one, or even be in a vehicle being pulled by them. No Save available.

96

Telepathic

The ability to read other people’s minds. Roll 1D100, 1-60 character has no control over this ability and will hear the thoughts of others at all times, 61-100 indicates character can choose who and when he reads another’s mind. Both results allow limited communication with others through mental means.

97

Albino

The character is devoid of any pigment; hair is white, skin is deathly pale, and eyes are red. Character must keep covered in direct sunlight and bright light will hurt their eyes. As little as 10 turns in direct sunlight will cause a 1st degree burn (causing 2 HP of damage to CHP). Reduce Charisma by 30%. Strangers view character with mistrust and suspicion.

98

Beastling

While awake is a man, but while asleep or in a trance, transfers his soul into an animal. Roll on "Beastling Type" He will experience all that the chosen animal experiences; sights, sounds, smells, tastes, emotions, pain, joy, excitement, etc. The character will remember all of these things but rarely make the connection that they live the life of another creature at night and will discount the memories as "odd dreams". Sometimes the animal they become will be known to the character, the animal will know the connection and will never hurt the character. However, the character will not realize the connection exists and could kill his Beastling soul keeper. Should this happen, the character will go into a deep depression, the odd dreams will stop, and he may even become suicidal. All actions are done one difficulty level higher than normal if the Beastling soul keeper is killed.

99

Visions/Dreams

Subject to certain visions or very clear, meaningful dreams. They may predict the future in some way or indicate a quest they will take or sometimes must take. Most visions and dreams can be interpreted in several different ways.

100

Deafness

Character cannot hear. His other senses are more acute than that of those who can hear, add 20% to Perception and +20% to any roll dealing with taste, smell, or touch.


Subcharts

Alcoholic (d20)

d20 Result Effect

1-4

Happy

Will think everything is funny and will talk constantly. If asked to be quiet, he will agree, be quiet for a moment, then start talking loudly again. He will not be able to take anything seriously and will put off major events or issues as trivial.

5-9

Angry

Will argue any point, no matter how trivial and never agree with anyone, even those who are arguing for his cause! He will threaten to fight those who disagree with his viewpoint, but they will have to throw the first punch.

10-12

Depressed

Will refuse to do anything - even move away from danger. He will feel he is destined to fail, or to die stupidly. Nothing he has done was ever worthwhile and all his possessions are worthless. He is quite easy to take advantage of.

13-15

Combative

Will actively seek to start a fight. Disagreeing with him results in getting punched, or weapons drawn.

16-20

Fearless

Ready to do anything, confident in his own success! Any skill rolls are treated as Hard or Difficult, even if they would normally be considered Easy.

Allergy (2d12)

2d12 Allergy Effect

2

Allergy to Shellfish

Any contact with shrimp, lobster, scallops, oysters, mussels, or crab requires a Resilience save. Failure results in character losing consciousness for 1d6 turns. If a 6 is rolled, character must roll another System shock roll, if failed, character dies.

3-4

Allergy to Insect Bites/Stings

Applies to any insect that can bite or sting. Character must make a save vs. Resilience, failure means the body part bit/stung swells up to 3x normal size and is unusable for 1d6 hours. If the save failure was a critical failure (roll of 5 or less) character passes out for 1d6 hours.

5-7

Allergy to Nuts

Any contact with peanuts, cashews, hazel nuts, walnuts, pecans or pistachios requires a Resilience save. Failure results in character losing consciousness for 1d6 turns. If a 6 is rolled, character must roll another System shock roll, if failed, character dies.

8

Allergy to Eggs

If character eats anything made with eggs; cakes, pastry, some breads, pasta, and even meat dishes (to name a few), a Resilience check must be made. Failure results in character passing out for 1d6 hours. If a 6 is rolled, character must make a Hard Resilience check. This time failure results in death.

9-10

Allergy to Dust

Anytime character is in a dusty environment, such as a dry dirt road, an unclean room, etc. He will sneeze constantly, his nose will run, his face will get puffy and his eyes will water. All actions are done 2 difficulty levels higher than normal under dusty conditions.

11-13

Allergy to Pollen

Anytime character is outdoors and in an area with large amounts of Roll on "Pollen Type" he is allergic to, he will sneeze constantly, his nose will run, his face will get puffy and his eyes will water. All actions are done 2 difficulty levels higher than normal under pollen conditions.

14-15

Roll Twice

Roll two more times on this table. Ignore duplicates except for Roll Twice, which adds another two rolls!

16-17

Allergy to Dander

Allergic to animal smells in close quarters. Dogs and cats when indoors, horses, cows, mules, donkeys, buffalo, and oxen when outdoors. He will sneeze constantly, his nose will run, his face will get puffy and his eyes will water. All actions are done 2 difficulty levels higher than normal when animals are nearby..

18

Allergy to Wheat

Cannot eat any items made with wheat. Breads, hard tack, cakes, and most baked goods. If eaten, requires a Resilience save. Failure results in character losing consciousness for 1d6 turns. If a 6 is rolled, character must roll another System shock roll, if failed, character dies.

19-21

Allergy to Mold

Wet, dank areas where mold thrives will trigger a reaction. He will sneeze constantly, his nose will run, his face will get puffy and his eyes will water. All actions are done 2 difficulty levels higher than normal under moldy conditions.

22-23

Allergy to Milk

Cannot eat or drink any dairy products or items that include dairy products such as milk, cheese, many foods, and baked goods. If he does, he will become violently ill, vomiting until all milk products are expelled (1d4 hours) after which he will be immovable for 2d6 hours.

24

Allergy to Leather

Anytime leather comes in contact with the character's skin, he will break out in hives and severe itching. Once leather is removed, character will recover in 1d4 hours. This causes all saves and checks to be two Complexity levels higher.

Pollen Type (d6)

d6 Result

1-2

Grass Pollen

3

Tree Pollen

4-6

Flower Pollen

Beastling Type (d12)

d12 Result

1-4

Wolf

5-6

Bear

7-9

Eagle

10-11

Crow

12

Fish (whatever is common in the nearest body of water)

BirthDefect (d6)

d6 Disability Effect

1

No Arms

Character cannot cast Component spells, use handed weapons or shields, but can use ranged weapons small enough to be thrown with the feet. Typically, under 1/3 of a hex.

2

No Legs

Characters move is reduced by 60% and cannot run. In order to ride any animal, they must be tied to it.

3

Leg length discrepancy

One leg is shorter than the other. Must use a cane to walk, move reduced by 30% and run (more of a lope) by 50%

4

Cleft Lip/Palate

Reduce Charisma by 40% as well as adjusting all related Sub-Abilities. Must talk with a lisp and may be hard to understand at times.

5-6

Spine Curvature

Reduce Carry and Encumbrance by 60%, reduce Agility by 30% as well as adjusting all associated Sub-Abilities.

Birthmark Sz (d6)

d6 Result

1

Tiny (1")

2

Small (2")

3-4

Medium (4")

5-6

Large (8" or more)

Birthmark Loc (d8)

d8 Result

1-2

Neck

3

Arm

4

Back

5

Shoulder

6

Head

7-8

Face

OverS (2d12)

2d12 Behavior Effect

2-3

Bisexual

Will have sex with either men or women

4

Beastiality

Prefers sex with animals

5-7

Flasher

Enjoys exposing his genitalia to others, likes to shock people when doing so.

8-10

Nudist

Prefers to wear nothing but will dress for protection such as cold weather or combat, etc.

11-12

Nymphomaniac

Especially for females; must have sex 6 or more times per day. If no willing partners are available, they will masturbate instead.

13-17

Compulsive Masturbator

Will masturbate anytime they are bored or not doing much, as when traveling. They will attempt to keep it private, but the act is more important than modesty.

18-19

Prostitute

Always willing to sell sexual favors to anyone willing to pay.

20-21

Swinger

Always wants to join others for sex. Will swap partners for a night, organize an orgy, etc.

22-23

Trysexual

Will try anything even remotely sexual, just for the thrill.

24

Necrophilia

Becomes aroused by the dead and will try to use any available corpse for sex.