Quirks and AntiQuirks
Hoody AD&D 1996
Table # 0: Number of Quirks & Antiquirks
========================================
D(100) # Quirks # Antiquirks
------------------------------
01-10 2 Antiquirks
11-39 1 Quirk
40-67 1 Antiquirk
68-75 2 Quirks 1 Antiquirk
76-87 2 Quirks 2 Antiquirks
88-94 1 Quirk 2 Antiquirks
95-97 1 Antiquirk (1/2
strength)
98-99 2 Quirks
100 3 Quirks 2 Antiquirks
Table # 1: Quirks
==================
D% Quirk
-----------
01 Appraise gems
02 Ambidextrous
03 NWP: Survival (choose appropriate
territory)
04 Quick mind: +2 bonus to initiative rolls
05 Good judge of character: Save vs. WIS to
know NPC alignment
06 Good with animals: +4 reaction with
animals, +2 to animal NWP checks
07 Mesomorph: +1 STR
08 Keen mental perception: Alertness NWP
09 Heals damage at twice normal rate
10 Innate direction sense (50% know
direction)
11 Keen senses: 25% bonus to find secret
doors
12 Keen intelligence: +1 INT
13 Natural Horseman: Riding, Land based
(Horses) NWP
14 Bonus foreign language
15 Imitator .sound like any animal PC has
heard (Opponent save vs WIS -8)
16 Good eye for quality: Appraisal NWP
17 Psychic awareness: Save vs. WIS to detect
negative plane entities / auras
18 Philosophic: +1 WIS
19 Strong swimmer: Swimming NWP
20 Well spoken, good orator: Public Speaking
NWP
21 Imitator: sound like any same sex same
race PC has heard (Opponent save vs WIS -
4)
22 Photographic memory: Save vs. INT to
memorise written / spoken material at a
glance
23 Natural magic talent: cast known spells
as 1 Ivl higher
24 Closed Psyche: inability to cast priest
spells, but Save vs. Mind spells @ +4
25 Excellent night vision: Infravision 30'
26 Excels at gaming: Gaming NWP
27 Natural lock picking knack: Pick Locks
+35%
28 Marksman: +2 to hit with missile weapons
29 Green thumb: Agriculture NWP
30 Fey: +1 WIS
31 Weapons Familiarity: Halve (round down)
weapon non proficiency penalties
32 Born Shopper: Purchase items @ 25%
discount
33 Natural talent +4 to any one NWP
34 Non-magical Persona: 20% Magical
Resistance, no spell casting allowed
35 Flexible: +1 DEX
36 Attractive: +1 CMS
37 Lie Detection: 20% Detect Lies (as spell)
38 Strong constitution: +1 CON
39 Toxin resistance Save vs. Poison @ +4
40 `Son of Gadget': bonus NWP of Gadgety
nature
41 Disease resistance: Save vs. Disease @ +4
42 Stronq will: able to fight @ (-d6) HP's
if Save vs. CON
43 Organised and efficient: +1 initiative
44 PC has a special NPC connection (DM's
choice)
45 Stronq Personality: +1 CHR
46 Hidden appeal: +2 CMS towards other sex
same race
47 Heroism: PC immune to fear
48 Good Lier: tells lies convincingly, NPC's
save vs. WIS @ -4 to realize
49 Swift: +2 base movement rate
50 DM chose from this table
51 Absolute Timing: has an accurate mental
clock, always knows time to nearest
second
52 Acute Hearing: racial % hear noise is +
30 %
53 Acute Taste & Smell: includes 25% detect
Poison if specificallv checked
54 Acute Vision: Range 120% racial, +10%
detect secret doors
55 Clerical Investment: PC has some lay
clerical office
56 Combat Reflexes: -1 AC -1 initiative -2
surprise
57 Danger Sense: roll vs. WIS to get a
warning if specificallv checked
58 Double Jointed: roll vs DEX to escape
from bonds
59 Empathy: Roll vs WIS. (Iike Deanna Troy,
ST-TNG)
60 High Pain Threshold: roll under WILL
{(INT + WIS + CHR) 3} to resist
61 Language Talent: each language costs 1/2
NWP slot
62 Lightning Calculator: PC may use
calculator at any time
63 Longevity: Live span X (1 + (d10 10)) ie:
1.1 to 2.0 times normal life span
64 Luck: 1 x day. may reroll any one roll
65 Musical Ability: bonus Musical Instrument
NWP
66 Peripheral Vision: No penalty vs flank
#'s, only -1 penalty vs rear #'s
67 Psionic Resistance: bonus Psionic Defense
mode (DM choice)
68 Reputation A good reputation in some
circles (DM choice)
69 Toughness: -2 AC
70 Unusual Backround (DM choice)
71 Wealth: x2 starting money, + 20% social
rank
72 NPC Companion: (DM choice)
73 NPC Patron: (DM choice)
74- Roll aqain OR DM s choice
100
Table #2: ANTIQUIRKS
=====================
D% Antiquirk
---------------
01 Disowned by family or orphan
02 Allergy to cats & dogs: Function @ -2
when exposed
03 Allergy to dust: Function @ -2 when
exposed
04 Allergy to flowers/ pollen: Function @
-2 when exposed
05 Allergy to one sort of food / drink
(DM's choice): d6 damage, bedrest for
2d6 hours
06 Deafness: can't hear high frequencies
07 Deafness: can't hear low frequencies
08 Poor immune system: Save vs. disease @
-4
09 Cheapskate
10 Poor toxin resistance: Save vs.posion @
-4
11 Heal damage @ half rate
12 Bad shot: -2 to hit with missile
weapons
13 Compulsive gambler: Save vs Spells to
quit
14 Slow learner -1 INT
15 Low Alcohol tolerance
16 Abhorrence to killing: -4 to attacks
which PC believes would kill recipient
17 'Gammy Leg': movement @ half pace
18 Clumsy:-1 DEX
19 Nervous: lose initiative first round of
combat
20 Poor sense of humour
21 Slow reactions: -2 initiative
22 Scarred or disfigured from birth: (-d3)
CMS
23 Visually impaired: Near sighted OR Far
sighted
24 No infravision (otherwise -2 to fight
at moonlight or less light)
25 Absent minded / forgetful
26 Obsessive / compulsive personality
traits
27 Non-musical: cannot have any musical
NWP's
28 Disliked by animals: -4 reaction with
animals, -2 to animal NWP checks
29 Cannot swim (need 2 NWP slots for basic
proficiency)
30 Scared of heights: will avoid, if
forced functions @ -2
31 Religious / Political fanatic with
intolerance for unbelievers
32 Red -green colour blind
33 Sickly:-1 CON
34 Bigot: dislikes all different races
35 Hydrophobic: fear of water / lakes /
sea . etc.
36 Gullible:-1 WIS
37 Poor manners: -1 CHR
38 Non-appeal: -2 CMS towards other sex
same race only
39 Anti- `Son of Gadget': No NWP of
Gadgety nature possible
40 Arrest warrant: There is an outstanding
warrant for PC (DM's choice
41 Poor vision in briqht sunlight: fight @
-2 if so exposed
42 Can't sleep unless in darkness, then
sleeps very soundly
43 Language disability: Cannot learn any
additional languages
44 Weedy:-1 STR
45 Hungry: PC needs x2 rations to survive
46 Xenophobic: -2 reaction towards new
NPC's
47 Odious Personal Habits: eg: body
scratching, B.O., spitting on floor
48 Poverty: x1/2 starting money, -20%
social class
49 Dependent: PC has responsibility for a
NPC
50 Criminal enemy: Persona has a deadly
foe (DM's choice)
51 Bad Reputation
52 Age: PC is equivalent of 50 human
years old
53 Albinism: stands out in a crowd,
easily sunburnt
54 Bad Sight: near or far sighted
55 Blindness: Blind, but bonus Acute
Hearing + Acute Taste & Smell Quirks
56 Colour Blindness: including -4 to
tracking, appraising
57 Dwarfism: 60 % of rolled height
58 Epilepsy
59 Eunuch: including immunity to
seduction
60 Fat: d4: 1=plump, 2=overweight,
3=obese, 4=grossly obese
61 Gigantism: 120% of rolled height
62 Haemophilia: PC has a bleeding
diathesis, loses 1 HP / round until
patched
63 Low Pain Threshold: roll under WILL
[= (INT + WIS + CHR) . 3] or succumb
64 Mute
65 Anosmia: PC has no sense of taste /
smell
66 One Arm
67 One Eye: +1 reaction, -2 missile
weapons
68 One Hand
69 Skinny
70 Stutterer
71 Youth: PC is under mature age (modify
stats accordingly)
72 Addiction to Drugs
73 Alcoholism
74 Beserk: after taken 3 hits, roll vs.
WILL or Beserk: see Complete Fighters
p 18
75 Bloodlust: want to see foes dead,
roll vs. WILL to resist
76 Bully: save vs. WILL to avoid
bullying whenever DM decides
appropriate
77 Combat Paralysis: when severe danger
imminent, save vs. WILL or "freeze
up"
78 Compulsive Behaviour: (eg: gambler,
sleeze, arguer), save vs. WILL to
avoid
79 Compulsive Lying
80 Cowardice: as Combat Paralysis,
except only roll when contemplating
combat
81 Delusions
82 Dyslexia: read @ 1/4 speed
83 Fanaticism: save vs. WILL to avoid
84 Gluttony: save vs. WILL to avoid
85 Greed: save vs. WILL to avoid
86 Gullibility: save vs. WILL to avoid
87 Honesty: save vs. WILL to avoid
88 Impulsiveness: save vs. WILL to avoid
89 Intollerance: racial or religious
90 Jealous Nature
91 Kleptomaniac: save vs. WILL to avoid
92 Laziness
93 Overconfident
94 Phobia: save vs. WILL to avoid
95 Pyromania: save vs. WILL to avoid
96 Shyness
97 Split Personaiity: roll 2 PC's !
98 Stubborn: save vs. WILL to avoid
99 Unlucky (DM will apply!)
100 Under Vow
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