Post by dragonblaze99 on Nov 30, 2011 16:47:55 GMT -5
Special Aptitude Bonuses Palladium Fantasy
01-7% Sure shot: +2 strike with all projectiles from thrown knives to bows. Furthermore, the usual penalties for being off balance, moving etc., are half. Bonuses do not apply with guns, energy weapons, spells, or explosives.
8-14% Natural Horsemen: +8% to horsemanship skill or exotic horsemanship, +5% to animal husbandry, +1 initiative, +1 strike when mounted, +1 roll with impact when knocked off mount
15-21% Natural Monster Hunter: +1 initiative, +1 strike, +1 dodge when battle one type of monster (i.e. dragons), +2 save vs. horror factor, +5% tracking, and +5% vs. coma and death
22-28% Natural Hunter (animal) +5% track and trap animal, +5% skin and prepare animal hides and +5% cook game animals, +1 strike and critical on 18-20 vs. game animals
29-35% High perception and solid gut instincts: +1d4 on perception rolls (rolled once at character creation)
36-42% Quick Reaction time: +1d4 on initiative rolls (rolled once at character creation)
43-49% Strongman +1d6+3 to PS attribute and +1 pull punch
50-56% Fast learner and Jack of many trades: 1d4+2 Elective skills without the benefit of the usual bonuses for them (other than IQ)
57-63% Quick Reflexes: +1 attack per melee round and +1 dodge
64-70% Fearless +1d4+2 save vs. horror factor rolls (rolled once at character creation)
71-77% Charismatic/charmer: +1d4+2 to MA
78-84% Light sleeper: +5% detect ambush, player can roll a detect ambush to awake full and alert
85-91% Weapon affinities: +1 strike, parry and 1d6 damage with ONE style of weapons (ie battle axes, but not thrown axes or hand axes)
92-98% Natural Climber: +10% to climb and repel and climb most surfaces in ½ the normal time
99-00% Mighty endurance: +1d6+1 to PE and +2d4 HP
01-7% Sure shot: +2 strike with all projectiles from thrown knives to bows. Furthermore, the usual penalties for being off balance, moving etc., are half. Bonuses do not apply with guns, energy weapons, spells, or explosives.
8-14% Natural Horsemen: +8% to horsemanship skill or exotic horsemanship, +5% to animal husbandry, +1 initiative, +1 strike when mounted, +1 roll with impact when knocked off mount
15-21% Natural Monster Hunter: +1 initiative, +1 strike, +1 dodge when battle one type of monster (i.e. dragons), +2 save vs. horror factor, +5% tracking, and +5% vs. coma and death
22-28% Natural Hunter (animal) +5% track and trap animal, +5% skin and prepare animal hides and +5% cook game animals, +1 strike and critical on 18-20 vs. game animals
29-35% High perception and solid gut instincts: +1d4 on perception rolls (rolled once at character creation)
36-42% Quick Reaction time: +1d4 on initiative rolls (rolled once at character creation)
43-49% Strongman +1d6+3 to PS attribute and +1 pull punch
50-56% Fast learner and Jack of many trades: 1d4+2 Elective skills without the benefit of the usual bonuses for them (other than IQ)
57-63% Quick Reflexes: +1 attack per melee round and +1 dodge
64-70% Fearless +1d4+2 save vs. horror factor rolls (rolled once at character creation)
71-77% Charismatic/charmer: +1d4+2 to MA
78-84% Light sleeper: +5% detect ambush, player can roll a detect ambush to awake full and alert
85-91% Weapon affinities: +1 strike, parry and 1d6 damage with ONE style of weapons (ie battle axes, but not thrown axes or hand axes)
92-98% Natural Climber: +10% to climb and repel and climb most surfaces in ½ the normal time
99-00% Mighty endurance: +1d6+1 to PE and +2d4 HP