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Extra Starting Bonuses

Posted: Sat Jul 03, 2010 12:48 pm
by zacharythefirst
For a long time now, regardless of system, I love making up a random ability chart. Some abilities are minor, some are decent, but all give the character a little something extra when starting out. No, the list isn't balanced, but it's part of the fun (coming from a Palladium background, exact balance usually isn't on my list of big concerns).

I've got two slots left at the bottom, which I thought it might be fun to entertain suggestions for! We're looking for something that gives a small-to-moderate bonus:
Starting Bonuses

Roll d66 below twice to see what Starting Bonuses you attain. Duplicate results are rerolled. Results may be traded amongst players.

11) Wealthy: Double Starting Wealth

12) Minor Magic Item: Gain one minor magic item, per Castle Keeper's discretion.

13) Quick: +1 Initiative Bonus

14) Inheritance (Weapon): Gain +1 Masterwork weapon (upon CK approval)

15) Perceptive: +1 to any sort of attempt to notice, search, detect a lie, or spot something

16) Inheritance (Item): One free item worth 50 GP or less

21) Vision Upgrade: One greater type of vision than your race would normally possess

22) Arcane-Resistant: +2 save vs. Magic/Illusion

23) Hardy: +4 vs. Poison/Disease

24) Cagey: +4 vs. Traps

25) Steel Trap: +4 vs. Charm/Confusion

26) Extra Step: 5' faster than racial norm

31) Drinker: +4 on Intoxication checks

32) Blind-Fight: In combat, every time you miss due to concealment, you may reroll once

33) Ready To Go: +2 when checking if Surprised

34) Well-Rounded: Gains knowledge of an additional profession at +2.

35) Special Weapon Training: Gains proficiency in one normally restricted/exotic weapon

36) Arcane-Blooded: Knows and may cast 1 0-level spell from the Wizard list (daily)

41) Divinely Touched: Knows and may cast 1 0-level spell from Cleric list (daily)

42) Duelist: +2 to Disarm

43) Hand to Hand: +2 to Grapple

44) Brawler: +1 to Unarmed Strike Damage

45) +1 STR attribute

46) +1 DEX attribute

51) +1 CON attribute

52) +1 INT attribute

53) +1 WIS attribute

54) +1 CHA attribute

55) Pet: Gain a pet of Castle Keeper's discretion

56) Diehard: You do not lapse into unconsciousness at 0 Hit Points, but until death at -10.

61) Strangeblood: Choose one racial trait from another race.

62) Innate Trickster: Knows and may cast 1 0-level spell from Illusionist list (daily)

63) Tough: Add +3 HP/level

64) Haggler: 1-25% chance of getting 1-25% item discount

65)

66)
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Posted: Sat Jul 03, 2010 2:03 pm
by serleran
Prehensile Tail -- make an additional off-hand attack with a light weapon (anything weighing less than 3 pounds), but suffer standard penalties for it, even if you otherwise do not (such as being a median-level monk.)

Kleptomaniac -- +3 bonus on pick pockets; once per day, able to "retrieve" a stowed nonmagical, common, item having a GP value of under 1.5 (1 gold, 5 silver) with no knowledge of where it came from.

If you're interested, you should take a look at the Arduin books.
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Posted: Sat Jul 03, 2010 2:27 pm
by zacharythefirst
serleran wrote:
Prehensile Tail -- make an additional off-hand attack with a light weapon (anything weighing less than 3 pounds), but suffer standard penalties for it, even if you otherwise do not (such as being a median-level monk.)

Kleptomaniac -- +3 bonus on pick pockets; once per day, able to "retrieve" a stowed nonmagical, common, item having a GP value of under 1.5 (1 gold, 5 silver) with no knowledge of where it came from.

If you're interested, you should take a look at the Arduin books.

It's been some time, but Arduin books were fun for that sort of thing, weren't they? True kitchen sink.
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Posted: Sat Jul 03, 2010 2:40 pm
by serleran
The only thing that even approaches Arduin in sinkiness is The World of Synnibar and RIFTS, with every single book Palladium ever made, and then, it falls far short.

But, yes. Fun, if you're into the weird gonzo wackiness stuff. Arduin rocks.
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Posted: Sat Jul 03, 2010 3:33 pm
by Go0gleplex
Looks a bit like the old Swanson Tables.
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Posted: Sat Jul 03, 2010 5:08 pm
by zarathustra
From my point of view, no, not in my game.

Posted: Sat Jul 03, 2010 5:17 pm
by zacharythefirst
zarathustra wrote:
From my point of view, no, not in my game.

I'm sorry?

I'm not advocating, just explaining/sharing what I'm doing. That's the beauty of C&C--it's easy for tinkerers to, well, tinker.
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Posted: Sat Jul 03, 2010 7:04 pm
by Relaxo
Could be fun.

Consider adding:

Ambidexterous (no game effect unless it comes up, like in the duel in the Princess Bride)

Holds his drink +1 to save vs drunkenness

Male pattern baldness -1 Chr for women, though 1in 10 women are +2 Chr (some women love bald men)

((ok, yes, I totally ripped off Hackmaster with that last one))

BTW: Some fun stuff like this in Hack master.

Posted: Sat Jul 03, 2010 10:54 pm
by serleran
There is another game, called Fantasy Wargaming, that has what it calls a Bogey Chart. Of course, you can roll crap like Homosexual, Homophobic, and Bisexual... so, maybe not the best way to go.
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Posted: Sun Jul 04, 2010 1:32 am
by zacharythefirst
serleran wrote:
There is another game, called Fantasy Wargaming, that has what it calls a Bogey Chart. Of course, you can roll crap like Homosexual, Homophobic, and Bisexual... so, maybe not the best way to go.

Yeah...I still remember the Palladium chart with Homosexuality as a mental illness. That was taken out of future editions.
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Posted: Sun Jul 04, 2010 3:21 pm
by Lurker
Quote:
No, the list isn't balanced, but it's part of the fun (coming from a Palladium background, exact balance usually isn't on my list of big concerns).

So that is where I get my outlook on "proper balance to game race/class/bonuses !
Quote:
Ambidexterous (no game effect unless it comes up, like in the duel in the Princess Bride)

You beat me to that one
Quote:
Male pattern baldness -1 Chr for women, though 1in 10 women are +2 Chr (some women love bald men)

I'm lucky I found one of the 1 in 10 You know I never thought of adding that to a game ...
Quote:
I still remember the Palladium chart with Homosexuality as a mental illness

Good lord I'd forget about that ... It caused me to drop out of a group way back in the day, I rolled that and when I said I don't want to play that kind of character the GM smirked and said you rolled it you keep it. Of course I made the point that this was a game and was supposed to be fun, it wouldn't be fun for me (I knew the DM was way into bringing in personal relationships etc into the game and would at times go over the decency line on a normal character, much less with my archer -gay Robin hood as he put it when the "illness" came up-) He stuck with the you rolled it your stuck with it, then made a big deal about making a couple of NPCs that I was lovers with. The character got torn in half and I walked out ... A few months later we bumped into each other and he invited me back to start a new campaign in the group. His was winding down etc. Sorry about chasing that rabbit, it had been years since I'd thought about that!

Ok here are my ideas

Friend/Foe of Fortuna/Lady luck -Friend +1to 2 on any gambling attempts and reroll any dice once a day keeping the higher of the 2 rolls. Foe -2 on all gambling attempts and reroll any max score on any dice (its worse to be on the wrong side of luck than on the good side)

Connoisseur - Has a well developed taste for the finner foods/drink and has the ability to talk like an expert to those that specialize in the areas. Where others taste a good wine/coffee/steak etc etc you can tell if it was from the best year, location, etc
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Posted: Sun Jul 04, 2010 3:31 pm
by Go0gleplex
Skeptic...+2 to save vs illusion

Kleptomaniac...+2 to pick pockets

Tinkerer...+2 to open locks & disarm traps

Paranoid...+2 vs surprise & find traps
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The obvious will always trip you up FAR more than the obscure.

Baron Grignak Hammerhand of the Pacifica Provinces-

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Posted: Sun Jul 04, 2010 6:54 pm
by hedgeknight
Great list and ideas! Here's a few more:

Musical Talent (Singing) - +2 to Charisma reaction - has a nice voice and can carry a tune enough to be entertaining.

Musical Talent (Instrument) - +2 to Charisma reaction - has learned basic musical ability on an instrument of choice - lute, lyre, flute, etc.

Swimmer - grew up around water and swims like a fish! Gains +2 on swim checks and can hold breath x number of rounds longer than normal.

Climber - climbs like a squirrel and no fear of falling! Gains +2 on dexterity checks when climbing or traversing dangerous terrain (cliffs, catwalks, bridges, etc).

Posted: Mon Jul 05, 2010 2:02 am
by zacharythefirst
Man, what a lot of great ideas here! Thanks for the input thus far!
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Posted: Mon Jul 05, 2010 2:23 am
by serleran
Gambler -- +1 on any check of choice, -2 on any other check of the Castle Keeper's choice

Faithless -- +3 vs divine magic; cannot be raised/resurrected or reincarnated (obviously, character cannot be cleric, druid, or paladin.)

Profiler -- +2 case target ability; if does not have, may still add level (but does not get the +2)

Runt -- reduce size by one category (reduces movement by 10 feet) except for small which gains +1 AC.

Peerless -- does not need to train (only useful if training rules in effect)
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