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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