CULTURAL TRAITS: (Roll 1D20)
1) Dino Rider:
Your culture domesticates dinosaurs. You receive a bonus to riding dinosaurs. You will start with a young dinosaur that will start with 4 HD. It gains one HD per level you gain. Every 3 full lvls that you gain, your dino gets a +1 to DR, hit & +1D6 damage in it's main attack. It gains a mutant power when you reach levels 5,10 & 15. If it is killed you can try to locate & tame an equivalent stat dino via adventures. In most cases it will be far to large to enter buildings/dungeons with you. (Dino Rider +5 [Ride Specialization])
2) Bug Rider:
Your culture domesticates giant bugs. You receive a bonus to ride giant bugs. You can start with a young bug that will start with 3 HD. It gains one HD per level you gain. Every 3 full lvls that you gain, your bug gets a +1 DR, hit & +1D6 damage in it's main attack. It also gains a mutant power when you reach levels 5,10, & 15. If it is killed, you can try to locate & tame another equivalent stated giant bug via adventures. In most cases the bug will be to big to go into buildings/dungeons. (Bug Rider +5 [Ride Specialization])
3) Attack "Hound":
You start game with a loyal attack hound of some sort. You get a bonus to handle this particular type of animal/creature. It has 2+1 HD & every odd level, starting with LVL 3 it gains one extra HD, +1 DR, hit & +1D6 bonus damage. It gains a special attack form or mutant power attack when you reach levels 5, 10 & 15. (Hound [Specific Type] +5 [Ride Specialization])
4) Trained Mount:
You start game with some kind of Carcosan equivalent to a horse in this setting. It will be some weird type of creature. It won't be special, like Dino or Bug riders, in the fact that it won't level up with you, though starting with such a creature is a great benefit in this setting.
10 & 15. (Mount [Specific Type] +5 [Ride Specialization])
5) Trained Pack Animal:
You start game with some kind of Carcosan version of a pack mule in this setting. It will be some weird type of creature. It won't be special, like Dino or Bug riders, in the fact that it won't level up with you, though starting with such a creature will be of great benefit in this setting, as it will be able to carry your gear & loot! The problem will be that is might be somewhat slow.
10 & 15. (Pack Animal [Specific Type] +5 [Ride Specialization])
6) Important Cultural Weapon:
You were given, inherited or stole a weapon of great cultural significance to your tribe and/or family. Such a weapon will have a reputation that might make it recognizable in local legends to outsiders encountering you weilding it. Tribes who raid, enslave and/or trade with outsiders have a chance of recognizing it & the rumors/legends that surround it's history. It also has some power &/or curse...
(GM Determines the Cultural Weapon stats/type.)
7) Important Cultural Relic:
You were given, inherited or stole a relic of great cultural significance to your tribe and/or family. Such a relic will have a reputation that might make it recognizable in local legends to any outsiders encountering you weilding it. Tribes who raid, enslave and/or trade with outsiders have a chance of recognizing it & the rumors/legends that surround it's history. It also has some power &/or curse...
(GM Determines the Cultural Relic stats/type.)
8) The Last of Us:
You are one of the last survivors of your tribe. Some kind of horrible fate befell your people. You may be the last one left. Even if you are not, there will be no more than a dozen of you alive. You know of the fate of your people & may have witnessed it firsthand:
[Insert Chart/Modifiers here...]
9) Cultural Mutations:
NOTE: If your character is a Gaunt Man/Woman or Maggot Man/Woman, re-roll this result.
Your people have a number of mutations that to them seem perfectly normal. Outsider's without these mutations are considered to be mutants to your people. Even those of the same Race/Color are to be shunned or at least looked down upon. (Your character does not have to share this mindset.) It will seem strange to you when others try to claim that you are the mutant and not themselves.
See the Cultural Mutation link here: Cultural Mutations
10) Heretic:
You follow some diety/cult other than what is acceptable in your tribe. You have been cast out or fled for your life. Due to your devotion to this diety, if it is in fact real, you may choose it's cult ability/powers at suitable level as if you were a cultist of that diety, if you are not already. (Treat as if it were the "Starting Ability of another Class" option when leveling up at levels 5,10 & 15.)
11) Fleeing Sacrifice:
You were intended sacrifice to appease a local god, cult or sorcerer. Your running away may have caused horrible things to come to your tribe and/or family, who may trying to hunt you down to make good on the promised sacrifice, if not the agents of god, sorcerer or cultists who were promised your blood on the alter.
12) Necrophilia:
You are aroused by death, corpses, bones, etc.. You will also find Mummies, Bone Men and Gaunt Men arousing as well. (with gender preference taken into consideration.) If you are not a Bone or Gaunt man or woman, this does give you a +2 in reaction rolls and social skills, with those types, until they learn of why you are so friendly... If a situation would normally call for a sanity check related to the target of your character's necrophilia fetish, you make the check at half any applied penalties. If no penalties are applied you get a +2 to the check.
13) On the Run:
You deeply offended, stole something or killed one dear to the ruler of your settlement. They will be sending their people in pursuit of you. Each adventure there is a 1 in 6 chance of a random encounter being agents in pursuit of you. If from a high tech society the Alien Overlords wish to examine your tracking chip for useful data.
14) Resistant to Paralysis Poison:
Due to repeated intentional exposure to poisons that paralyze, (such as the Carrion Crawler) you have developed a high resistance to such poisons, receiving a +5 to any such rolls vs that specific type of poison. You also give you a +1 to any save vs other types of paralysis.
15) Addicted to Alchemical Drug:
NOTE: If your character is a Gaunt Man/Woman, re-roll this result.
Either from your tribe or from your travels, you came across a culture who uses an alchemical drug to control the masses, & have become addicted. You must seek out alchemists/artificers to brew the drug. Each day without is cumulative -2 to all combat/skill rolls. Each week you lose 1D4 SAN & CON until you die & melt into bubbling goo & bones. (This still affects you even if immunities state otherwise.)
You start game with 6D6 daily doses of the Alchemical Drug.
16) Trained by Master Archer:
In your travels you learned archery from one of the greatest bowmen/woman of the lands. As such, you gain weapon mastery in bows. Aside from those bonuses, you also gain +1 to hit with a bow at levels 3,6,9,12 & 15. At lvl 5 & 15 your critical hit with a bow drops by one & at levels 8 & 12 you do an additional +1D6 damage. You start with a high quality bow of a type common to various tribes of a certain region. GM rolls or chooses type from list.
Weapon Proficiency Gained: Bows [all]: Master
17) Secret Sorcery Cabal:
A secret group in your tribe dabbled in forbidden sorcery & you were a member. Even if you are not a Sorcerer, you can attempt rituals (but not spells) at a -5 penalty. (if applicable.) This gives some other bonuses, so it is useful if you are a full Sorcerer. Due to your untrained experimentation you have also gained a bonus to your Will saves as well as a random corruption from dabbling with dark energies.
Bonus Language: Serpent Man
Bonus Skills: Arcane + 1, Lore + 1
Bonus Power Points: +2
Saving Throw Bonus: Will + 1
Sorcerous Corruption: Roll or choose one.
Will know at least one Sorcerous Cantrip of choice: (This will be an additional one if you also rolled Background: Family of Sorcerers.)
18) Clone Experiment:
NOTE: If your character is Non-Human, re-roll this result. (Half-Humans are OK, EXCEPT Alien Hybrids)
At some point space aliens abducted you and implanted a consciousness uploading chip in your head. When you die you download into a new body and will be dropped off naked and unconscious somewhere near your allies/companions sometime in the next 24 hours, unless you die on another world/dimension in which case your character is permanently dead. When you resurrect, the GM (not player) rolls on the chart below to see what happens:
* Please note that if your character is a Sea Blood that has become a Deep One or Grave Kin that has become a Ghoul you will not resurrect.
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