Special Events

= Special Events = Special events reflect influences that may have affected a Character in his pre-game life. One roll is taken per 10 years the Character has lived, rounded up. If the Player opts to take these rolls, he must take every roll his age allows. He must add his Age-25 or zero, whichever is higher, to his roll. He is not required to risk rolling on this table.

Business Owner
You own a shop purveying some item consistent with a skill the character has. If none are really applicable, the shop is a tavern. Your income from it equals 1D10×your Coin Type each month. If you choose to actively run it, the income can be much more.

Contacts
A Contact is a friend that a Character has made by doing something to a NPC’s advantage and then influencing him to be a friend.

Curse
You ran afoul of a wizard or witch. The result is this curse. The Referee determines what was done, who did it and what must be done to break it.

Extraordinary Influences
Here, the Referee may assign whatever powers, disabilities and special circumstances he desires to the Character. The Character has been influenced in some exceptional way by an extremely potent influence. If the Referee does not wish to assign a value, the Player may select the rolls that he wishes to take as specified in the table.

Felons
The Referee should determine the severity of the crime committed. There is a 25% chance that the Character was falsely accused. Roll this chance and roll D100 on Table 2.14.

Table 2.14: Felony
*Roll on the Station table adding 10 to the roll to determine who the item was stolen from.

** Times the Station of the Victim

If a crime is felonious, it was committed against a person with a station of 4 or higher. In this case, the reward is Dead or Alive. In all other cases, the Felon must be returned alive. The authority that wants them will pay nothing for a corpse.

Geas
A Geas is a magical compulsion placed on someone to force them to do something. The effect of failure to perform the action has a disadvantageous and eventually fatal effect on the victim. The Referee will determine the parameters with this in mind. See Curse or Ban (Permanent Magics).

Gem Theft
Any gem theft by a Character is classed as Felonious Theft if the item taken is worth 1GC or more. There is a 30% chance that the authorities know who is responsible. Whether they do or not is unknown to the Player.

Native Ability
Increase The increase at the Native Ability level will increase Current Ability by the same amount and Maximum Ability by the amount times the assigned multiplier.

EXAMPLE — If Native Ability in Strength increases by 2, and a multiplier of 2.5 has been assigned to Strength, the Current Ability of the Character is increased by 2 and Maximum Ability is increased by 5.

Non-Human Reared
A Character that was raised among the Dwarfs, Elves or the Faerry may roll his Influence Chance. If he succeeds, he has a contact with his old friends. Partial Success indicates that he left under amicable terms. Failure indicates that he left under a cloud and has no advantage in future dealings with that race.

This roll is optional. The Player may opt to take Partial Success as his result without rolling.

If a Character has a contact in the race, he will start with one item of equipment from that race at no cost. What is given is left to the Referee’s discretion,

An Old Friend
There is no limit to what the old friend’s attributes can be. The size of the treasure that the friend holds the key to is rolled on the Map Table with 1D6+14. It cannot be found without the friend. The Referee will determine all parameters of his predicament and the urgency of his need for rescue.

A Pet
The animal was raised by the Character from birth. It obeys him and him alone. For all others, unless curbed by the Character, it reacts as a wild animal would.

Herbivores will obey 1D3 commands given by the Character. Other animals can obey 1D6+4 commands. The Referee may choose the animal, let the Player choose or roll randomly in the encounter section. The Referee will decide what, if any, special parameters or caution the Character must take in dealing with his animal.

Powerful Enemy
The money and experience gained were at the expense of this enemy. The Referee will determine what wrong the enemy feels he has suffered and if there is anything that the Character can do to make amends. Until avenged or placated, the enemy will take every opportunity to make the Character’s life miserable, or short.

Slave
The Referee determines the nature of the slave, attributes, sex and other factors. He will also roll 1D3*. If the result is a 1 the Character inherited the slave. On a 2 he acquired him or her in some way. On a 3 he stole the slave. There is a 5% chance the slave is non-human. Roll 1D3*. On a 1 it is an Elf, a 2 is a Faerry and a 3 is some other kind of non-human. If the slave’s value is more than ten GC someone will send agents to get the slave back or come for their property themself.

NOTE — If the game begins in an area where slavery is outlawed, such as Jaxon, owning this person will be a problem.