Each pez created may have a trick that they have been taught, but only trained or bred pez may have these tricks. Wild pez may not have tricks until they have been trained.
Generally the more intelligent a particular pez, the more likely of gaining a trick. Each pez type will explain the chance of that pez having a trick.
Once decided a trick is possible, roll on the table below to determine which trick is chosen, some pez may have more than one chance at a trick so roll once for each trick. If two of the same tricks are rolled for, either chose a different twist to the one already chosen or re-roll. If a roll results in a bad habit then roll or pick from the Bad Habit Table as appropriate. If a trait is rolled for, then roll or pick (as appropriate) on the Trait Table. Re-roll Twice on this table means roll twice and take both results, remembering the options for getting the same roll result.
TRICK TABLE |
|
1D100 |
TRICK |
1-8 | Whistle Call |
9-14 | Waits |
15-20 | Plays Dead |
21-26 | Counts |
27-33 | Charge |
34-36 | Dance |
37-40 | Hind-Leg Walk |
41-44 | Pick-Up Rope |
45-47 | Danger Warning |
48-51 | Noise Hard |
52-54 | Walk Backwards |
55-62 | Jump Hurdle |
63-69 | Jump Gap |
70-72 | Climb Stairs |
73-77 | Fire Brave |
78-80 | Sign Language |
81-83 | Multi-Lingual |
84-86 | Pick a Bad Habit |
87-89 | Roll on Bad Habit Table |
90-93 | Pick Trait |
94-95 | Roll on Trait Table |
96-97 | Re-roll twice on Tricks |
98-99 | Pick one from Tricks |
100 | Pick two from Tricks |