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Pregnancy In Roleplay

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Ceinwyn ab'Arawn
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PostPosted: Wed Dec 19, 2007 5:53 pm Post subject: Pregnancy In Roleplay Reply with quote

While scouring the internet for an elven pregnancy resource, I came across the following, a guide to pregnancy in Roleplay. It appears to be based on D+D, but I'm not sure. Of course, with slight alteration it can be adapted to UO.

I know from time to time in the course of our character's lives, they may or may not settle down or get knocked up. This guide is by no means set in stone and there is no law saying you have to abide by it. However, it is very useful and at times, humorous. So enjoy, I hope this is helpful to someone.

GUIDE GAME MECHANICS



The rules presented are intended for any RPG. Because of the
variance between games, the mechanics used in this guide are explained
here.



The guide uses eight attributes for a character. These attributes
are as followed:

Physical Strength - physical power.

Intelligence - knowledge and wit.

Wisdom - judgement and common sense.

Constitution - heartiness and "spirit".

Charisma - allure, charm, and leadership.

Dexterity - prowess and quickness.

Luck - fortune and fate.

Attractiveness - comeliness and physical looks.

Number references to attributes use the 3 to 18 scale which is common
among RPGs. Some RPGs use a percentile scale for attributes, if this is
desired merely multiple the number listed by 5.56 to get the
percentage.


Most systems have some system for characters to get out or save
themselves from dangerous situations. Systems vary but the following
categories are used here:

paralyzation, poison, death magic, demon/deity power and other
really nasty stuff.

rod, staff, wand, and other powerful magic-items (no artifacts).

petrifaction, polymorph, and other magics that severely alter the
body.

breath weapon and other powerful natural attacks.

spells, and other common magical effects.


Spell levels are only provide as a measure for the spells in this
guide. The spell levels don't represent spell levels of any given RPG
system. Compare the power of the spells presented in this guide with
the level of spells in your game system and adjust the level
accordingly.


A sub-class is a standard class that provides more specific
detail. The sub-class sections have the following info:

Introduction/Description/Role - Information.

Qualifications - Requirements.

Specialty - Another name for the class.

Preferred Schools/Barred Schools - For clerics and mages, these
are the magic schools. There are a variety of schools in many
systems so the most popular ones are used here. Schools are
necromancy, alteration, enchantment, invocation, evocation,
conjuring/summoning/thaumaturgy, illusion, deviation, abjuration.

Chosen Disciplines/Sciences/Devotions - Most psionics in RPGs are
broken down into a hierarchy of powers. In this guide devotions
are the powers at the bottom.

Secondary Skills - Other abilities.

Weapon Skill - Requirements and suggestions for weapons.

Nonweapon Skill - Requirements and suggestions for non-weapon
abilities.

Equipment - Suggested and banned equipment.

Special Benefits/Special Hindrances - The mechanics that make the
sub-class.

Wealth Options - Monetary information.

Races - Races allowed.

-----------------------------------------------------------------------


THE WILD-THING RULES

(There's one in every bunch!)


NOTE: These rules are not necessarily suppose to be taken
seriously. If anything, they are provided for your amusement. It seems
people will make rules for anything. Before throwing this guide a way
because of this section, you might want to read the whole guide and
then only throw out sections like this one. And if you keep sections
like this one, you may want to seek counseling Smile

There comes a time in an adventurer's life when he/she wants to
engage in the act of sex. Unfortunately, most RPG rule books avoid the
subject for obvious reasons. A player rolls dice from pottery to
dancing, so why not sex.

At first glance, it may seem that a character can have sex for
quite a long time. This is true for player characters. They have
superior attributes and thus can perform better (that's why they're
great adventurers). However, an average character would have attributes
between 9-12. Using the below rules, an average character (10 or 11 in
all attributes) could go a minimum of 10 or 11 minutes (rounds) and
might be able to go an additional 10 or 11 minutes if very, very luck
(dice deities willing, but don't bet on it).
Some GMs may feel that certain races should be more adept at sex
than others. Many arguments can be made for every race. The one race
that most people feel should have modifiers is the dwarf race. However,
since theses rules are based on constitution and since initial
character generation gives bonus or penalties to Constitution (dwarves
get +1), it is not necessary to give additional modifiers to race.

The following is the steps to go through to see if a character can
continue having sex:

1) A character can initially last a minimum of rounds equal to his/her
Constitution with certain modifiers. Table 1 lists modifiers to
Constitution by dexterity (remember: it's how you use it). Table 2
lists modifiers to Constitution by strength (gotta be able to keep up).
Table 3 lists modifiers to Constitution by the partner's Charisma
(charismatic partners really enhance sex, even if their Attractiveness
isn't high). If he/she wishes to continue, then he/she must make
Constitution checks (Step 2).

2) After the initial rounds pass, the character must make a
Constitution check for each round he/she wishes to continue. Modifiers
to this check are from Table 1 and Table 2 And Table 3, plus cumulative
modifier of -1. The character also needs to make a time to climax (TTC)
check. A 1 on a 1d6 for males and a 1 on a 1d10 for women indicates
such an occurrence. An additional TTC roll is made and a result of 1
indicates multiple orgasms (keep rolling while 1s come up). Of course,
males could have trouble continuing after this, but the player can make
such decisions.

3) A failed check means the character lost interest for whatever
reason.

NOTE: In most cases it take two to tango, so remember to keep track of
all participates.


Table 1: Dexterity Modifier

A. Score Modifier
03-05 -4 <-- not much fun
06-08 -2
09-12 0
13-15 +2
16-18 +4 <-- someone could get hurt


Table 2: Strength Modifier

A. Score Modifier
03-05 -4 <-- wears out easily
06-08 -2
09-12 0
13-15 +2
16-18 +4 <-- nasty


Table 3: Partner's Charisma Modifier

A. Score Modifier
03-05 -4
06-08 -2
09-12 0
13-15 +2
16-18 +4

-----------------------------------------------------------------------


INTER-SPECIES FERTILITY

Amongst races, there are four varying breeding relationships
listed in Table A.


TABLE A: Relationships

Relationship - Example
Identical - human vs. human
Similar - human vs. elf, human vs. halfling
Related - human/horse vs. centaur, human/elf vs. half-elf
Different - human vs. eagle, human vs. horse


Whether or not two individuals can produce offspring depends on
the relationship and conditions given in Table B.


TABLE B: Relationships Based on Conditions

Relationship: Identical
Additional Requir.: None
Chance of Fertility: As normal
Result: As per race

Relationship: Similar
Additional Requir.: None
Chance of Fertility: As the lesser fertile of the two races
Result: Half breed

Relationship: Related
Additional Requir.: None
Chance of Fertility: As the lesser fertile of the two races
Result: Produce pure breed of the race the size of the female (see
below)

Relationship: Different
Additional Requir.: Magical or divine intervention
Chance of Fertility: 0% (without intervention) or 100% (with)
Result: Produce a new race that may be fertile and breed true


Size (of the creature you filthy minded churl) may play a part in
some crossbreeds. For example, in human/horse/centaur pairings. The
result depends, in part, on the physical size of the parents. Consult
Table C.


TABLE C: Size

Relationship - Race of Father - Race of Mother - Race of child
Similar - Human (Elf) - Elf (Human) - Half-elf
Related - Human (Half-elf) - Half-elf (Human) - Human or Half-elf
Related - Elf (Half-elf) - Half-elf (Elf) Elf or Half-elf
Different - Human - Horse - Centaur (with interv.)
Different - Horse - Human - None (or a dead woman)
Related - Human (Centaur) - Centaur (Human) - Human
Related - Horse (Centaur) - Centaur (Horse) - Horse


There is one interesting exception, humans and halflings. While
they are fertile with each other, such a pairing will only produce one
or the other race. This may be because they are so similar that there
can be no half breed race. Consult Table Cb.


TABLE Cb: Halfling-Human Size

Relationship - Race of Father - Race of Mother - Race of child
Similar - Human - Halfling - Halfling
Similar - Halfling - Human - Halfling or Human


For some specific races, the relationships are given on Table D.


TABLE D: Specific Races

Race - Relationship - Examples
Centaur - Similar - None
Related - Horse, Human.
Different - Most other races
Elf - Identical - Elf (all varieties)
Similar - Human
Related - Drider
Different - Most other races
Half-elf - Similar - None
Related - Elf, Human
Different - Most other races
Human - Similar - Elf, Halfling, Ogre, Orc (and variations)
Related - Centaur, Half-elf, Half-orc, Minotaur, Satyr
Different - Most other races


On the specific case of and elf and a centaur use the following
suggested rules:

- Elves and centaurs relate as "different", therefore there is no
fertility without intervention.

- Elves are "similar" to humans who are "related" to centaurs, but
this two part relationship still translates into "different".


These rules are not complete but hopefully gives the GM a good
base to develop specific rules for inter-species breeding.

-----------------------------------------------------------------------


CONCEPTION: WHAT ARE THE ODDS?


Sure characters screw around, but it never seems like they get
anybody pregnant or get pregnant themselves unless on a whim of the GM.
UNTIL NOW! Below is a very simple system to make the decision fairly.
To start, get the base chance for each character (Table 1) that
participated in sex and add the appropriate Constitution modifiers
(Table 2). Then roll percentile dice for each person. A successful roll
indicates fertility. If both are fertile than conception has occurred.
Of course, this assumes that both characters are of compatible race and
are at age where conception can occur (GM's judgment), and it is the
female's fertile time of the month. Some GM's may allow all races to
reproduce offspring. Other GMs may limit which races can breed
together. This decision should remain that of individual GMs, but
suggestions are given in the previous section.


Table 1: Base Chance

Base
Race - Chance
Dwarf - 22%
Elf - 13%
Gnome - 20%
Half-Elf - 54%
Halfling - 50%
Human - 77%

NOTE: The maximum age for each race was divided by 100. This number was
divided into 100% to get the base chance (fractions rounded). This
gives an accurate representation of how fertile an overall race is. If
a GM wishes to add more races, all that would be needed is the maximum
age of that race.


Table 2: Constitution modifiers

A. Score Modifier
03-05 -6%
06-08 -4%
09-10 -2%
11-12 +2%
13-15 +4%
16-18 +6%


PROTECTION FROM PREGNANCY

The base chance can be reduced by half if the popular technique of
coitus interruptus (pulling out by the male). The male must make an
ability check against (Wisdom+Dexterity)/2 where Wisdom is the
willpower required to stop the fun when it gets better and Dexterity is
the quickness to accomplish the mission. Only if the check is made will
the chance be reduced (even if successful there is always the chance of
pregnancy).
Natural condoms made of various materials could be commonly used.
These include condoms made with vegetable fibers or animal tissue which
would be quite rare and expense (around 10 silver pieces). Such condoms
would only be effective in preventing pregnancy 25% of the time.
Another option would be to lower the chance of pregnancy by 75%.


AGE

Some may argue that age should play an important role in
fertility, but age isn't represented in these rules. However,
Constitution plays a role in fertility and Constitution is used here. A
character's Constitution fluctuates because of age in most RPGs. Thus,
age is taken into consideration because of Constitution changes due to
age. To make any more modifiers would be double jeopardy.

-----------------------------------------------------------------------


PREGNANCY IN A RPG?


-------------------


LENGTH OF PREGNANCY


With mammals, gestation period is usually dependent on size.
Instead of making things complicated, size is not dependant on
gestation in these rules but rather maximum age. This will be explained
after Table 1.
Table 1 lists the length of pregnancy for each race. Also, it
lists the duration of each stage of the pregnancy. The length of each
stage is given as well. Half-elf pregnancies could last as long as 24
months or as little as 9 months depending on how much human or elf the
unborn child is. The number given is for GMs who don't want to bother
with complicated inter-racial percentages.


TABLE 1: Pregnancy

Total Length - Duration of
Race - of Pregnancy - Each Stage
Elf - 24 months - 2 months 20 days
Gnome - 16 months - 1 months 24 days
Dwarf - 15 months - 1 months 20 days
Halfling - 7 months - 0 months 24 days
Human - 9 months - 1 month 0 days
Half-Elf - 12 months - 1 months 10 days


NOTE: The length of pregnancy was derived from the assumption that
an elf's pregnancy lasts 24 months and that the elves life span is 750
years. 750 divided by 24 yields the number 31.25. 31.25 was then
divided into the life spans of all races to get the length of pregnancy
with the exception of humans. Since human pregnancy in an RPG can have
real-world basis, the length is given as 9 months. 14.44 (derived from
dividing 130 by 9) could have been used rather than 31.25 but the 31.25
is based on the fantasy elf race and so that number was used for the
other fantasy races. GMs may alter the list as they wish.


TWINS OR BETTER


For those GM's who want to add a little spice to the pregnancy,
Table 1b gives the chance of more than one child being born based on
race. For example, a human has a 1 in 10 chance of having twins while a
dwarf has a 1 in 100,000 chance of having twins. This can also be
interrupted as 1 in 10 humans having twin sibling while 1 in 100,000
dwarfs have a twin sibling.
These chances are only suggestions and GMs may adjust the table as
he sees fit for his campaign.


TABLE 1b: Chance of more than one child

Race - Twin - Trip - Quad - Quint - Sex
Human - 10 - 100 - 1,000 - 10,000 - 100,000
Halfling - 100 - 1,000 - 10,000 - 100,000 - 1,000,000
Half-Elf - 500 - 5,000 - 5,000 - 50,000 - 500,000
Elf - 1,000 - 10,000 - 100,000 - 1,000,000 - n/a
Gnome - 10,000 - 100,000 - 1,000,000- n/a - n/a
Dwarf - 100,000 - 1,000,000- n/a - n/a - n/a


STAGES OF PREGNANCY

Each stage of pregnancy is listed below with the effects that the
pregnant character will suffer. Refer to the effects section for
specifics. Elf pregnancies are quite nice and comfortable. Therefore,
GMs may forgo certain unpleasant effects for pregnant elves.


1st Stage

- Check for mood swings at 55% chance.
- Check for morning sickness (20%).
- Lower constitution by 1 because of increased fatigue.

2nd Stage

- Check for mood swings for this stage at 65% chance.
- Check for morning sickness (25%).
- Lower constitution by an additional 1 for a total of -2 to
constitution because of increased fatigue.
- Increase in urination output.

3rd Stage

- Check for mood swings for this stage at 75% chance.
- Check for morning sickness (30%).
- Danger during spell-casting.
- Increase in urination output.

4th Stage

- Check for mood swings for this stage at 45% chance.
- Check for morning sickness (10%).
- Noticeable weight gain. Increase weight appropriate to race.
- Food cravings: Friends may be sent on wild treks to find exotic
food to curb the pregnant women's cravings.
- Lower dexterity by 1 due to loss of agility.
- Thief skills Climb and Move Silently suffer a -5%.
- +5% chance of spell failure due to discomfort.

5th Stage

- Check for mood swings for this stage at 35% chance.
- Check for morning sickness (05%).
- Weight gain. Increase weight appropriate to race.
- Food cravings.
- Lower dexterity by an additional 1 for a total of -2 to
dexterity because of lack of agility.
- Thief skills Climb and Move Silently suffer an additional -5%.
- +1d6% chance of spell failure due to discomfort.

6th Stage

- Check for mood swings for this stage at 25% chance.
- Weight gain. Increase weight appropriate to race. Adjustment to
armor size is likely and probably expensive.
- Food cravings.
- Lower dexterity by an additional 1 for a total of -3 to
dexterity because of lack of agility.
- Thief skills Climb and Move Silently suffer an added -1d10%.
- +1d6% chance of spell failure due to discomfort.

7th Stage

- Check for mood swings for this stage at 35% chance.
- Check for backache.
- Lower dexterity by an additional 1 for a total of -4 to
dexterity because of lack of agility.
- Speed cut by half. Must rest triple the normal amount of times.
- +1d6+6% chance of spell failure due to discomfort and lack of
concentration.

8th Stage

- Check for mood swings for this stage at 45% chance.
- Check for backache.
- Lower dexterity by an additional 1 for a total of -5 to
dexterity because of lack of agility.
- Speed cut by half. Must rest triple the normal amount of times.
- +2d6+3% chance of spell failure due to discomfort and lack of
concentration.


9th Stage

- Check for mood swings for this stage at 55% chance.
- Check for backache.
- Lower dexterity by an additional 1 for a total of -6 to
dexterity because of lack of agility.
- Speed cut by half. Must rest triple the normal amount of times.
- +3d6+2% chance of spell failure due to discomfort and lack of
concentration.
- Develops nesting habits (i.e. desire to make a warm, cozy home
and prefer not to go anywhere).


EFFECTS


BACKACHE

The formula to check for backache is as followed: 50% - (Strength
+ Constitution) + 5 for every previous stage of backache. The backache
lasts for 2d4 days. If a woman has a backache, she is in great pain.
She should get rest and not engage in strenuous activity. If she
decides to, the GM may want to impose a 1d4 hit point loss for every
turn of strenuous activity to simulate the agony.
Usually in the last three stages of pregnancy, backache is
constant, so GMs may wish this upon the character. GMs may desire to
make a temporarily (until pregnancy is over) drastic reduction of hit
points to simulate the constant agony of the woman.


MOOD SWINGS (THE wench RULE)

The following are the steps to develop a moody female:

- The female character must roll 1d6 every eight waking hours for
an attitude.

- The female may reroll if a situation has been unusually
stressful (i.e. after melee, during an argument, etc.).

- Any person who comes in contact with the female (ex. other
player characters) may request a reroll once per day. Only one
reroll may happen each day. The reroll represents people who
influence the female thereby changing her moods (for better or
for worse).

- For a roll of 6 on Table 2, roll 1d6 again. A 1 indicates
an obsessive behavior. Thus, she becomes obsessive about
whatever the party is doing at the moment to the point of not
letting anyone or thing in her way of trying to accomplish her
goal.


TABLE 2: Moods & Attitudes

Die
Roll Moods & Attitudes
1 happy, cheerful, optimistic, helpful, friendly
2 self-pity, unhelpful, brooding, pessimistic
3 pissed off, vengeful, cruel
4 depressed, sullen, feeling inadequate
5 depressed. brooding, pessimistic
6 restless, impatient, takes control, urge to get on with
things, roll 1d6 for obsession check


Needless to say, running a character with all of these different
attributes which change all of the time tests the player's ability to
roll play to a maximum.


MORNING SICKNESS

Roll d% on Table 3 to get the level of morning sickness. If the
woman continues to have morning sickness from a previous stage, then an
additional rule on the table isn't necessary.
Mild morning sickness consists of 1 to 2 hours of nausea a day.
Moderate morning sickness lasts 1d4 hours a day after which check for 1
to 2 hours of nausea with-1 penalty. Chronic morning sickness lasts
2d4 hours a day after which check for 1d4 hours of nausea with -2
penalty.


TABLE 3: Level Of Morning Sickness

Die
Roll - Level - How Long
01-60 - None - n/a
61-80 - Mild - 3 stages
81-98 - Moderate - 5 stages
99-00 - Chronic - 9 stages


NAUSEA

A character has nausea if a constitution ability check is failed.
A person with nausea feels like vomiting. The character has difficulty
concentrating and therefore has a -05% chance of spell failure for
every hour of nausea. Furthermore, she suffers a -1 to dexterity and
strength for the duration of nausea.

CHARISMA, ATTRACTIVENESS, AND PREGNANCY



Some feel that there should be a charisma penalty imposed to a
pregnant character. Supposedly, pregnant women find themselves fat,
ugly, and undesirable. Thus, they don't give of an aura of coolness,
magnetism, leadership, and determination. Not to many will follow a
moody, weak woman. This "ugly" state would also be reflected in
attractiveness.
Others feel that a pregnant character should get a bonus to
charisma. Supposedly, pregnant women "glow with motherhood". Being
pregnant is the essence of womanhood and many males find this
attractive. In fact, a pregnant woman can get people to wait on her
beckon call because she seems so helpless. This "natural beauty" can be
reflected in attractiveness.
Given these completely different views. A GM should make charisma
adjustments based on the individual views of those that the pregnant
character meets. Thus, one NPC may find her attractive and thus she
gains a bonus to attractiveness and charisma. On the other hand, an NPC
can find her repulsive and thus she suffers a penalty to attractiveness
and charisma.

DANGEROUS EFFECTS ON A UNBORN CHILD


SPELL-CASTING

A pregnant mage or cleric can cause weird things to happen to an
unborn child if she casts spells after the 2nd stage of pregnancy.
Magic is the ability to shape, control, harness, and utilize natural
forces that infuse the world and surround the character. When a mage or
cleric uses her magic ability, this force can influence the development
of an unborn child.
Every time a mage or cleric casts a spell after the 2nd stage of
pregnancy, there is cumulative chance equal to the spell level that an
effect has occurred.
For example, Roxanne The Mage is in her 3 stage of pregnancy. She
casts a 2nd level spell. There is a 2% that the unborn child is
effected. The player rolls a 25 on the percentile dice and thus nothing
happens to the unborn. Then, Roxanne casts a 3rd level spell. Now there
is a 5% (2+3) chance of the unborn child to be effected. But the
percentile dice show a 56 and the child is safe.


PSIONICS

A psionicist shapes, controls, harnesses, and utilizes natural
forces that infuse her own being. The essence of a psionicist is mind
and body. Since the unborn is in the body, psionic powers that are
manifested can greatly effect the unborn child.
For every psionic strength point (PSP) used by the psionicist
after the 2nd stage of pregnancy, there is cumulative chance equal to
the number of expended PSPs that an effect has occurred.


EXTRAPLANAR TRAVEL

Each time a pregnant character travels to another plane after the
2nd stage of pregnancy, there is cumulative chance that an effect has
occurred.
Going to the elemental planes gives a cumulative 5% chance of an
effect occurring.
Going to the ethereal plane gives a cumulative 25% chance that an
effect has occurred.
Going to the astral plane gives a cumulative 50% chance that an
effect has occurred because of the strain.
The effects of going to the outer planes is relative to alignment.
For each difference in alignment there is a cumulative 2% chance that
an effect has occurred. Thus, a lawful good character visiting a
chaotic evil outer plane will give the unborn child a 12% (lawful ->
neutral -> chaotic = 3 or 6%, good -> neutral -> evil = 3 or 6% for a
total of 12%) chance of an effect.


LEVEL DRAINING

Every time the pregnant woman loses a level for whatever reason
after the 2nd stage of pregnancy, there is cumulative chance equal to
the number of levels drained multiplied by 10 that an effect has
occurred. If an effect does occur, minus 5 to the die roll on the Type
of Effect Table for each level drained.


MAGICAL AGING

If any aging effect is inflicted upon the pregnant woman (such as
a Haste spell), the aging effect is split between the mother and child
equally. This, of course, may cause immediate labor and birth of the
child. Due to increased development rate, the child must make a system
shock roll based on its mother's constitution. Failure indicates that
an effect occurs.


If there is an effect roll on the following table (subtracting the
stage of pregnancy, i.e. add 10 if in the 5th stage of pregnancy) to
decide if the effect is positive or negative (use appropriate
modifiers).


TABLE 4: Type of Effect

01-25 - Positive; roll on Positive Effects Table 5
26-00 - Negative; roll on Negative Effects Table 6


TABLE 5: Positive Effects (ROLL 1d10)

1: Born with infravision which enables child to see up to 60 feet in
the dark. If the child's race already has the benefit of infravision
than add 20 feet to the range.

2: Born with a +1 bonus to all saves vs. paralyzation, poison, or death
magic.

3: Born with a +1 bonus to all saves vs. rod, staff, or wand.

4: Born with a +1 bonus to all saves vs. petrifaction or polymorph.

5: Born with a +1 bonus to all saves vs. breath weapon.

6: Born with a +1 bonus to all saves vs. spell.

7: Born with 10d10 - 5 % magic resistance.

8: Born with a lifetime regeneration ability. The child will be able to
naturally (subconsciously) regenerate 1 hit point every turn.

9: Born with a natural (subconscious) ability to "turn" 1 Hit Die
undead. Great potential for child to grow up to be a infamous cleric.

10: Born with a psionic wild talent. If the effect was created due to
psionics, then two wild talents develop.


TABLE 6: Negative Effects (ROLL 1d12)

1: Born with a -1 penalty to all saves vs. paralyzation, poison, or
death magic.

2: Born with a -1 penalty to all saves vs. rod, staff, or wand.

3: Born with a -1 penalty to all saves vs. petrifaction or polymorph.

4: Born with a -1 penalty to all saves vs. breath weapon.

5: Born with a -1 penalty to all saves vs. spell.

6: Unborn is mutated into a demon. Possible possessed by the evil
intelligence of a demonic creature. The GM should decide what type of
demon the child shall be.

7: Radically different coloration of skin. The color change can either
be advantageous or disadvantageous to the child, depending on whether
the new color will give him/her a camouflage appearance or make him/her
a laughing stock. A child's color can change to any other color. The
color change is left to the GM and is limited only by the imagination.

8: The child's eyes are much different than normal. Roll 1d6 to
determine the types of eyes: 1 = huge and protruding; 2 = small and
stalked like a crab's; 3 = large ad turreted, move independently like a
chameleon; 4 = appear normal but child has 1d4 additional eyes; 5 =
multifaceted like an insect's; 6 = the child appears to have no eyes
(any eye sockets are empty, but the child moves and reacts like one
with normal vision).

9: The child's eyes appear and function normally except for their
color: 1 = solid black; 2 = blank white; 3 = glowing red; 4 = glowing,
venomous green; 5 = putrid pink; 6 = opalescent.

10: The skull or head of the child is adorned with unusual outgrowths.
While it is possible for a child to attack with these outgrowths (when
he/she grows up), this mutation does not give the child an additional
attack per round. Roll 1d4 to determine the type of adornment: 1 =
antlers, as a small deer, that do 1-2 hp slashing and rendering damage
each; 2 = horns, as a small bull, doing 1-3 hp stabbing damage each; 3
= single horn, like a small unicorn horn without magical properties,
doing 1-4 hp stabbing damage; 4 = curved horns, like a ram, that can be
used to butt an opponent for 1-4 hp damage.

11: The child has a tail. While it is possible to use the tail for
attack, this does not give an additional attack per round. Roll 1d4 to
determine the type of tail: 1 = short, useless, and non-functioning; 2
= long and prehensile, can be used to hold a shield or other object but
cannot be used in attack; 3 = long and segmented, ending in a
nonpoisonous stinger that does 1-4 hp damage; 4 = long and whip-like,
can be used to inflict 1-2 hp damage.

12: REROLL

-----------------------------------------------------------------------


WHEN DOES THE STORK COME?


Normally, labor will occur 36+1d4 weeks after conception for
humans, elves, and half-elfs. Labor will occur 38-1d4 weeks after
conception for dwarves and halflings.


MISCARRIAGES

When a character suffers over 50% of total hit points in damage,
there is a chance that she suffers a miscarriage based on how long she
has been pregnant. For the first three stages (1,2,3) the chance of a
miscarriage is 50%. For the second three stages (4,5,6) the chance of a
miscarriage is 25% The woman has 3d4 hours to get to a cleric for a
Cure Critical Wounds to save the child. Of course, the child must make
a system shock based on its mother's constitution to survive. In the
case of a miscarriage, there is a 25% of hemorrhaging. Hemorrhaging
causes 3d6 points of internal damage to the character.
For the last three stages (7,8,9) instead of a miscarriage there
is a 50% chance for a premature birth.


LABOR & BIRTH

When a women has her first child, she will be in labor 4d6 hours.
Subsequent labors will be for 1d10 hours.
The chance for a successful birth is based on the following
formula (use mom's stats): success % = System Shock + (2 * Strength).

The GM has two options for an unsuccessful birth. Kind GMs can
make the mother make a system shock/2. If she succeeds then the child
makes a roll to check for failure on the table based on the following
formula: (system shock/2) - 1 for each day premature. (NOTE: subtract
10% from the table for each day the child is premature.) This option
gives the character and child a second chance. A more sinister GM can
require a roll on the table without any second chances.


TABLE 7: Failed Birth (Roll 1d%)

01-40 - child dies
41-80 - mother dies
81-98 - both dies
99-00 - Both live (one last chance for success)

GMs may adjusted the table based on their own campaign.


RECOVERY FROM BIRTH

The mother must spend 1d6+3 days in recovery. If the character
wishes to engage in strenuous activities rather than recover, the GM
can implement penalties to abilities (i.e. strength, constitution,
dexterity). The wench rule should remain in effect for an additional
1d4 weeks after birth.

-----------------------------------------------------------------------


SPELLS FOR THE MOTHER


Level 1
Detect Pregnancy Prevent Nausea
Summon Midwife

Level 2
Assist Labor & Birth

Level 6
'Irnar's Poloroidic Pregnancy


Detect Pregnancy (Divination)

Class: Cleric
Level: 1
Sphere: Divination
Range: Touch
Components: V, S
Duration: 1 round/level
Casting Time: 1
Area of Effect: 1 creature
Save: None

This spell enables the priest to detect pregnancy in any creature.
The priest will also know the day of conception, stage of pregnancy,
estimated day of birth, and gender of child.


Prevent Nausea (Abjuration) Reversible

Class: Cleric
Level: 1
Sphere: Healing
Range: Touch
Components: V, S
Duration: 6 turns/level
Casting Time: 1
Area of Effect: 1 creature
Save: None

This spell will prevent the woman from getting nausea for the
duration of the spell. The reverse of this spell will cause nausea to
the victim, male or female.


Summon Midwife (Conjuration/Summoning)

Class: Cleric
Level: 1
Sphere: Summoning
Range: 30 yards
Components: V, S
Duration: none
Casting Time: 1
Area of Effect: 1 creature
Save: None

This spell will summon the nearest midwife. The midwife will get
the summons. She is under no obligation to respond to the summons, but
very few midwifes will ignore it unless unfortunate circumstances
prevail.


Assist Labor & Birth (Necromancy)

Class: Cleric
Level: 2
Sphere: Healing
Range: Touch
Components: V, S, M
Duration: none
Casting Time: 2
Area of Effect: 1 creature
Save: None

This spell has multiple functions to assist the mother in labor
and birth:

Epidural - Produces a numbing of the lower back and pelvis to
reduce stress on the mother during labor.

Push - Assists mother in pushing the child out. Will cut the time
of labor by 1d4 hours.

Turn Baby - Will position the child correctly during labor for
proper birth.

The material components of this spell are boiling hot water and towels.


'Irnar's Poloroidic Pregnancy (Necromancy)

Class: Mage
Level: 6
Range: Touch
Components: V, S
Duration: permanent
Casting Time: 6
Area of Effect: 1 creature
Save: Neg.

This spell will speed up the pregnancy of a woman from 9 stages to
9 hours (1 hour for each stage left until birth). The pregnant woman
must make a system shock when its time to give birth. Success indicates
that the birth is successful, failure indicates that child dies and the
woman suffers a permanent -1 reduction to constitution.
'Irnar is still researching, but the priestesses of the Mother
Goddess are doing their damndest to hunt him down and destroy his
research, it is a violation if their creed.




Some parental mages have created a few useful cantrips. Below is a
list of them. They have a small description and should not need
additional explanation.

Burp - causes the infant to pass gas.
Create Cheerios and Milk - creates a healthy portion of cereal w/ milk.
Gallager's Food to Mush - transfers food to edible mush for infants.
Turn Toddler - keeps a whinny kid at bay.

-----------------------------------------------------------------------


FETAL ALCOHOL SYNDROME



Alcohol has a very bad effect on the developing brain of the
fetus. In some areas, the brain may never totally mature. In addition
to reduced learning capabilities, a person has little or no sense of
"right or wrong". He/she has little sense of time, so that a potential
long jail term means little to him/her, and he/she doesn't see the
benefits of saving money today to spend next year, or to study today
for a test next week. These symptoms can range anywhere from almost
unnoticeable to very pronounced, and facial disfigurement (small,
misshapen eyes and a flatter nasal area) can even occur.
Some Fetal Alcohol Syndrome victims are somewhat socially inept.
Not in a "nerdy" manner, but they seem to be unable to have healthy
friendships. They are attracted to dangerous elements, such as the
other troublemakers (unable to separate right from wrong, etc). They
can't seem to resist peer pressure, and if pressured, will drink,
steal, etc.. Their work ethic is bad, unable to see the future as
imminent. The awful thing is, it's not their fault!
Therefore, if a woman drinks at ANY time during pregnancy (even if
she doesn't know she's pregnant) and if she consumes even a small
amount of alcohol, there is a risk of Fetal Alcohol Syndrome. The more
often she drinks, the greater the risk and the greater the possible
effects. The player should roll 1d100 when the baby is born, with a
cumulative possibility of having Fetal Alcohol Syndrome of +5% for
every time the mother had two or more alcoholic drinks (in one sitting)
during the pregnancy. If the result is Fetal Alcohol Syndrome, then the
GM has two options in deciding on the results:

1: The player rolls 1d100 with a cumulative +5% for every time the
mother had two or more alcoholic drinks (in one sitting) during
the pregnancy. Then consult Table 1.

2: The player rolls 1d12 with a cumulative +1 for every time the
mother had two or more alcoholic drinks (in one sitting) during
the pregnancy. Then consult Table 2. Note that the character has
all of the symptoms up to and including his/her die roll. That is,
if the player rolls a 6 then the character has results 1, 2, 3, 4,
5, and 6.


Table 1: Fetal Alcohol Syndrome Results

Die
Roll Effect
01-03 Intelligence is 4d4.
04-06 Intelligence is 3d4.
07-09 Intelligence is 2d4.
10-12 Intelligence is 1d4.
13-15 Wisdom is 4d4.
16-18 Wisdom is 3d4.
19-21 Wisdom is 2d4.
22-24 Wisdom is 1d4.
25-27 Strength is 4d4.
28-30 Strength is 3d4.
31-33 Strength is 2d4.
34-36 Strength is 1d4.
37-39 Some facial disfigurement. Charisma is 4d4.
40-42 Some facial disfigurement. Charisma is 3d4.
43-45 Extreme facial disfigurement. Charisma is 2d4.
46-48 Extreme facial disfigurement. Charisma is 1d4.
49-51 Weak. Constitution is 4d4.
52-54 Weak. Constitution is 3d4.
55-57 Very Weak. Constitution is 2d4.
58-60 Very Weak. Constitution is 1d4.
61-63 Learns at 1/4 speed.
64-66 Learns at 1/2 speed.
67-69 Learns at 3/4 speed.
70-72 Cannot have a lawful alignment.
73-75 Must have a chaotic alignment.
76-78 Must have a neutral alignment.
79-81 Unable to save money, destitute. Always gets rid of money.
82-84 Unable to save money, poor. Wastes money on frivolous things.
85-87 Never able to cast spells.
88-90 2d20+8 % magic resistance. Roll ignoring any result above 87.
91-93 Two problems. Roll twice ignoring any result above 87.
94-96 Three problems. Roll thrice ignoring any result above 87.
97-99 Four problems. Roll four times ignoring any result above 87.
00-00 Five problems. Roll five times ignoring any result above 87.


Table 2: Fetal Alcohol Syndrome Results

1 Intelligence penalized -1d4.
2 Wisdom penalized -1d4.
3 Strength penalized -1d4.
4 Some facial disfigurement. Charisma penalized -1d4.
5 Weaker. Constitution penalized 1d4.
6 Learns at 1/4 speed.
7 Cannot have a lawful alignment.
8 Must have a chaotic alignment.
9 Must have a neutral alignment.
10 Unable to save money, poor. Wastes money on frivolous things.
11 Never able to cast spells.
12 2d20+8 % magic resistance.

----------------------------------------------------------------------


ON THE SUBJECT OF A SHAPECHANGING MOTHER AND CHILD


When a female who can naturally shapechange has a child, the
relationship between mother and child is complex. Specifically, what
shapechanging -if any- does the child undergo? There are some rules to
remember:


Nursing Stage

- While the mother is in her natural form, the child is in its natural
form.

Examples: If a dragon mother is in dragon form, the child also is in
dragon form. If a centaur druid mother is in centaur form, the child is
in centaur

- Until the child is weaned, it "echoes" the form of its mother. This
occurs continuously whether or not the mother is actually in the
process of nursing the child.

Examples: If a dragon mother is in human form, the child also is in
human form. If a centaur druid mother is in bear form, the child is in
bear form regardless of what its original form was.


Weaned Stage

- After the child is weaned, it regains its normal form.

Examples: If a dragon mother is in any form, the child also is in
dragon form. If a centaur druid mother is in any form, the child is in
centaur, horse or human form as appropriate.

- From weaning until puberty, the child will always remain in its
natural form.


Adulthood

- If the child is not of a shapechanging race, it will never
shapechange again.

- If the child is of a shapechanging race, it will gain its
shapechanging powers with the onset of puberty.

-----------------------------------------------------------------------


THE BABY IS HERE! WHAT YA' GOT?


CHARACTERISTICS


Baby's Sex

Probably the most popular topic of a new born child is its sex.
Roll percentile dice to determine the race of the child. Generally the
probability of having a female is slightly greater than a male. Thus
there is a 52% of having a male and a 48% of having as female child.
Note that GMs may wish to adjust this number in their campaigns for the
various races. Also, the GM may let the character influence the chance
one way or the other through magic, divine intervention, etc..


Attributes

This system will give you the attributes that the baby will have
once he reaches adulthood (which is usually a few years after puberty).
Of course, as a child the baby will show potential or problem areas if
stats are high or low; especially in areas of intelligence and wisdom.
To figure out the attributes, the first step is to average each
attribute of the parents which will give you the "genetic" bases. To
make the baby a bit different from its parents, a random factor is
added to the process. First, add 1d4 to each genetic base and then
subtract 1d4 to that number. This means that each of the baby's stats
can be up to 3 above or 3 below its parents' average. If the result
isn't an integer, there is a 50% chance to round up and a 50% to round
down.
Example: A baby is to be born, but what will his Strength be? His
father's Strength is 17 and his mother's Strength is 14. This averages
to 15.5 which becomes the genetic base. Before figuring in the random
factor, we know that the baby's Strength will fall between 12.5 - 18.5.
On the first 1d4, a 3 is rolled and added to the genetic factor giving
us a 18.5. On the second 1d4, a 2 is rolled and subtracted from the
18.5 giving us a Strength 16.5. Well decimals are unacceptable so on
the percentile roll, a 23% is rolled causing the Strength to be rounded
down to 16. The baby's Strength will be 16 when it reaches adulthood.
The same process is followed for the remanding attributes.
Note that the baby's attributes must still obey its race's
minimum/maximum limits. For example, no human can be born with more
than 18 or less than 3 in any attribute.


Height

To figure out what the baby's adult height will be, the first step
is to average the parents height (in inches). Next, add the modifier
based on race found on the height table below. Finally, add the
adjustment found on the height table if it is a male, subtract the
adjustment if it is a female. The result is the baby's adult height in
inches.


TABLE: Height

Race Mod. Adj.
Dwarf 1d6 1
Elf 1d6 2.5
Gnome 1d4 1
Half-elf 1d6 1
Halfling 1d8 1
Human 1d10 1



Weight

To figure out what the baby's adult weight will be, the first step
is to average the parents weight. Next, add the modifier based on race
found on the weight table below. Finally, add the adjustment found on
the weight table if it is a male, subtract the adjustment if it is a
female. The result is the baby's adult weight.


TABLE: Weight

Race Mod. Adj.
Dwarf 2d10 12.5
Elf 2d6 5
Gnome 2d4 2
Half-elf 2d8 12.5
Halfling 2d4 2
Human 2d20 20


Alternative Sexist Height & Weight

This system emphasizes the relationship between the sex of the
child and the size of the parents. Big men with small wives will have
small daughters and strapping sons. Small men with big wives will have
large healthy daughters and puny sons. To summarize, this system will
have daughter's size favor mothers and son's size favor fathers.
Although this system for figuring out height and weight is good,
it is given as an alternative. Unless the GM plans the size of the
parents ahead of time, a small mother would have a small daughter and a
small father would have a small son. This seems reasonable, but if
players are looking for player characters out of the baby, having the
baby small might not be a good idea.
To figure out what the baby's adult height will be, the first step
is to calculate height in inches as per your RPG rule book. Take the
height of the parent that is the same gender as the child and multiply
it by 1.5. Take the height of the other parent of the child and
multiply it by 1.5. Add those three numbers then divide by 3. The
result is the baby's adult height in inches. To summarize:

ht = [calc. ht. + (1.5 x same gender parent) + (.5 x other parent)] / 3

To figure out what the baby's adult weight will be, the first step
is to calculate weight in inches as per your RPG rule book. Take the
weight of the parent that is the same gender as the child and multiply
it by 1.5. Take the weight of the other parent of the child and
multiply it by 1.5. Add those three numbers then divide by 3. The
result is the baby's adult weight in inches. To summarize:

wt = [calc. wt. + (1.5 x same gender parent) + (.5 x other parent)] / 3


Personality

Sooner or later, the parents will learn that the baby has a
distinct personality. The player should roll on a personality table of
his GM RPG rule book. The GM may wish the player to roll on the table
once the baby reaches childhood, reaches puberty, and finally reaches
adulthood. Of course, once adulthood is reached, the "baby" may be
considered a PC rather than a NPC if the player desires to pursue this
avenue. Thus, the player develops the character as desired.
It should be emphasized here that role-playing personality is only
relevant if the baby is intended as an NPC. Babies who are to become
PCs shouldn't roll this so the player may have absolute freedom in
creating the character.


"DADDY'S LITTLE GIRL" SYNDROME

A female child should has a percentage chance (60 + her Charisma -
father's Wisdom) of charming her father. The charmed father will always
think of his daughter as pure and innocent. He will always protect her
and blame everybody else for anything that happens to her even if it is
obviously her fault.


THE FIRST BORN

When these baby rules were being developed, GM Mizar and one of
his players started to roll up the baby's stats and due to a sequence
of unbelievably lucky rolls they created a wonder girl:

P. Strength: 18
Intelligence: 15
Dexterity: 17
Wisdom: 16
Constitution: 18
Charisma: 12
Attractiveness: 17
Luck: 14

-----------------------------------------------------------------------


SEXUAL TENDENCY


Some GMs may like totally random factors in a character's
generation thus this sexual tendency optional rule is presented. Roll
1d100 on Table 1 to get the sexual tendency of the character using the
appropriate social class modifier from Table 2. The reason for the
social class modifier: the upper classes have more access to
culturally-accepted sexual information and are under strict "moral"
guardianship.


TABLE 1: Sexual Tendencies

Die Roll Tendency
01-80 heterosexual
81-90 bisexual
91-00 homosexual


TABLE 2: Modifiers Due To Social Class

Social Level Modifiers
Lower Lower Class 0
Middle Lower Class 0
Upper Lower Class 0
Lower Middle Class -1%
Middle Middle Class -2%
Upper Middle Class -3%
Lower Upper Class -5%
Middle Upper Class -7%
Upper Upper Class -9%

-----------------------------------------------------------------------


THE wench RULE


The wench Rule is an option that makes a female PC or NPC very
moody. GMs may make this a requirement for all females. Other
alternatives are making it an insanity, disease, or curse. The wench
Rule works best for chaotic characters because they seem to have what
it takes to work.

The following are the steps to develop a moody female:

- The female character must roll 1d6 every eight waking hours for
an attitude.

- The female may reroll if a situation has been unusually
stressful (i.e. after melee, during an argument, etc.).

- Any person who comes in contact with the female (ex. other
player characters) may request a reroll once per day. Only one
reroll may happen each day. The reroll represents people who
influence the female thereby changing her moods (for better or
for worse).

- For a roll of 6 on the table, roll 1d6 again. A 1 indicates an
obsessive behavior. Thus, she becomes obsessive about whatever
the party is doing at the moment to the point of not letting
anyone or thing in her way of trying to accomplish her goal.


TABLE: Moods & Attitudes

Die
Roll Moods & Attitudes
1 happy, cheerful, optimistic, helpful, friendly
2 self-pity, unhelpful, brooding, pessimistic
3 pissed off, vengeful, cruel
4 playful, energetic, daring, foolhardy, practical joker
5 vain, proud, lazy, bored, omnipotent feeling
6 restless, impatient, takes control, urge to get on with
things, roll 1d6 for obsession check


Needless to say, running a character with all of these different
attributes which change all of the time tests the player's ability to
role play to a maximum.

The wench Rule initiated in Salina, a chaotic neutral human.
Because of her great contribution to the game, a profile of her is
below.

Salina - 9th level mage

Physical Appearance: Salina is 5' 6" brunette with grey eyes. She has
remarkable stats (all above 10, INT 17, DEX 1Cool (honest, that's the way
she rolled it...). She is a real "babe". The longer you are in her
presence, however, the more you realize that her charisma is not quite
up to her atractiveness.

Family & Childhood: Her mother died in childbirth. Her father is a
rich/feared/respected merchant/trader/smuggler who bought his title and
measures affection in monetary terms. To increase Salina's value, she
was educated by private tutors and given anything money could buy. She
discovered books and power as a substitute for friends and affection.

Reasons to Adventure:
* Boredom; looking for a thrill
* Companionship (though she would never agmit it to herself) * To
gain greater powers and a sense of self away from Daddy * To get
away from Daddy's immediate grasp so he doesn't marry her
off to secure a trade agreement or something

General: She lives whim to whim. She has chronic PMS mood swings (aka
The wench Rule). She is self serving. All of her likes and dis-likes
are subject to change at any time, though a respect for books and
talent and an attraction to jewelry are pretty consistent. She tends to
dislike being dirty and loathes stupid people unless they have
something she needs from them. She is a sort-of female Q (from Star
Trek TNG). The party puts up with her often dangerous moods because
she is a really good mage.

Adventure examples: Has a casual but regular relationship with 'Irnar
(a NPC mage who "pops" in every now and again to stir up trouble with
the characters). She keeps the relationship for what she can get out of
him and because he learned some pretty INCREDIBLE moves after being
abducted by a goddess of love. 'Irnar is totally into the physical
aspect of a relation and since Salina is a mage with the best
atractiveness in my campaign, she wins out. Salina has been known to
disappear (teleported by 'Irnar) during the middle of her night watch
and reappear with melting snow in her hair. Or completely soaked with
water, or in one case with grass stains and rope burns. The party has
yet to find out what she does on her little side trips. One time she
disappeared for three days then reappeared with no explanations, but
she was in such a good mood that the party counted their blessings and
did not press the questions. Besides, they desperately needed her since
they were about to do battle with an Orcish army.

One time, another mage in the party got Salina mad at him, so he cast a
Globe of Invulnerability around him for protection. Salina, recognizing
the spell promptly threw a dagger +2 at him as a "subtle way of saying
"get out of my face" and continued on her way without losing hardly a
beat.

Another time the party had to pay a toll of one magic item each to a
very old black dragon (I was sorta hoping they'd try to fight the
thing) and Salina, in her helpful, cheery mood promptly offered the
other mage to the dragon saying "If you let us pass, I'll give him to
you" (note: said with a disgustingly cheery voice). The other mage had
to do some quick talking to get out of that one. He did get some help
from the good cleric who was "appalled" that Salina could do such a
thing.

The party encountered a pool of whimsy healing water once. Salina got
mad at one of the party members for being stupid, and promptly pushed
him in. (The party at the time did not know the effects of the water.)
Well, the fighter immediately got healed of all of his hit points, got
a whimsy (I don't recall what it was) and drowned because he was
wearing metal armour. Two members of the party finally fished him out,
but they had a dickens of a time resuscitating him. The episode ended
by everyone having a pool fight and pushing someone else in. (All went
in except Salina.)

In another adventure, the party was right in the middle of battling an
awesome mage (Le Morte by name) and Salina suddenly got bored and sat
down to do her nails. The party, without a mage to help them out,
really got whomped on, had to give in to Le Morte's demands, and lost a
Horn of Dwarf Summoning they had spent several months (real time)
trying to get in order to call the Dwarves to battle against the
impending evil of a powerful anti-paladin (Sheol) who is still trying
to take over all of the land.

Well. There you have some of the endearing characteristics of Salina.
The party she runs around with may not like her all that much, but with
players like her, the GM's job of making things difficult for all the
players is made a little easier. ("With characters like her," quipped
the Cleric named Candice Preach, "who needs adventure?")

This background is brought to you by
Morgan the Slightly Chaotic

-----------------------------------------------------------------------


THE RACK CRITICAL HIT CHART: FOR MEN ONLY


Female characters are cursed with The wench Rule, so how can the
males be equally punished. Well, at long last, it's here. The Rack
Critical Hit Chart.
"Rack" is a term that refers to a shot to the groin. As most guys
will tell you, a hit to the body or face is invulnerably more welcome
and less devastating than a blast to the crotch.
The rack can either be a called shot to the groin, part of a
normal critical hit chart, or (to get more use of it) if the attacker
rolls five higher than the necessary to hit roll (modified or natural),
it is now considered to be a rack.

The rack chart is as follows:

0-70 Man drops weapon, clutches privates, and loses next 1d4 rounds
of initiative.
71-80 Man is blinded by tears and cannot defend or attack for the next
1d6 rounds.
81-90 Man is stunned for one round and then goes into a berserker rage
for 1d10 rounds. Rules for berserk rage applies.
91-95 Man's voice is permanently altered to 1d4 octaves higher,
dropping his charisma by 1d4. Also stunned for 1d4 rounds.
96-98 Man is permanently rendered impotent. Stunned for 1d6 rounds.
99 Man loses consciousness for 1d10 rounds. (System shock roll can
be made at -50%, if successful, man is only unconscious for 1d4
rounds.)
00 Man goes into shock, no save, and dies. All men within a viewing
distance must make a constitution save at -5 or they clutch
themselves and remain stunned for 1 round.


NOTE: GM's may enforce the rule that any time a man sees another man
getting racked he must make a constitution check to see if he is
stunned for one round. Exception, see 00.

FINAL NOTE: Due to the amount of protection a male will go through to
protect his "family treasure", his AC for his privates is 2 better than
his overall AC. He also gets +2 to his dexterity at any attempt to
dodge. *evil grin*


Last edited by Ceinwyn ab'Arawn on Wed Dec 19, 2007 6:34 pm; edited 4 times in total
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Tia-Setri
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PostPosted: Wed Dec 19, 2007 6:02 pm Post subject: Reply with quote

A gestation period may be interesting. When I looked it up elves carry for 2 yrs but the results were not consistant.
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Ceinwyn ab'Arawn
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PostPosted: Wed Dec 19, 2007 6:35 pm Post subject: Reply with quote

Yeah that's what this one says. I think I made Lee's eyes pop out with that fact ingame lol.
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PostPosted: Wed Dec 19, 2007 6:37 pm Post subject: Reply with quote

I've seen 2 yrs, 3 yrs, 4 yrs and same as a human. I used 2 yrs for Ishtar as that seemed to be the most common asnwer I found. perhaps we can research and agree on what would be appropriate.
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PostPosted: Wed Dec 19, 2007 6:39 pm Post subject: Reply with quote

It's not important enough to me. This guide is just that, a guide. It is by no means mandatory, and I'd like to believe most people in this forum have creative license to write their own fiction.
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Tia-Setri
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PostPosted: Wed Dec 19, 2007 6:47 pm Post subject: Reply with quote

Having an estimate, tends to simplify things and avoid confusion. This is great info.
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Darrien Church
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PostPosted: Wed Dec 19, 2007 7:00 pm Post subject: Reply with quote

I have seen over the years so many different kinds of elves RPed, from traditional Tolkein or D&D elves to totally unique creations from a specific player's own invention.

While we should encourage people keep to a certain standard (don't RP white-wyrms/champ-spawns/dungeon-bosses/Gods/Minax's half-sister) It's really not our place to deem a standard for things like pregnancy or age...

So long as people keep within relative scope (not having one child a week/not being 10,000 years old ect...)

While some RPers may have story-lines or ethnic-traits/skills that are to say the least in poor taste, hardly going to watch the insanity of trying to police them.

This is a guide, like any other guide here. Someone trying to attempt a new sort of character for themselves should look to guides or ask people who have RPed it for suggestions.
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Ceinwyn ab'Arawn
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PostPosted: Wed Dec 19, 2007 7:01 pm Post subject: Reply with quote

Well said, Darrien, that was what I was trying to say. I bow to your verbal eloquence.
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Teh Glouris Lrod Kujabis
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PostPosted: Thu Dec 20, 2007 11:15 am Post subject: Reply with quote

That looks D&D based but they have 'luck' and 'attractiveness' down... The latter is supposed to be tied to charisma somewhat, and the former isn't really a stat in D&D. It does say it is intended for any RPG though, one hell of a gigantic resource.

Honestly, my only 2ยข in regards to roleplayed pregnancy would be consistency. Pick a non-ridiculous amount of time and everyone should go with it, give or take. Meaning, no two week pregnancies, or children that are 18 in one real life month.

At the same time though, while I do not see the draw too strongly myself, I understand many are drawn to roleplaying 'second generation' roleplay children, so I suppose I can't scream realism and insinuate that people should wait 1-2 real years before the child character is playable.

Just keep in mind that time is butchered in most roleplay mediums; if your child is born in two weeks and 18 in a month more, you are suggesting that the characters in the community that have been around a while should be like 1,000 years old. This is a minor inconvenience to the 50% of the characters in the community that are not immortal. <.<

I leave you with this old quote:



<Nothus> Oh, Kuja... I got to meet the worst roleplayer in MMORPGs last night
<Mithaniel> uh oh
<Dragoona> Robby, or William?
<Nothus> This lady is like both combined
<Nothus> I was RPing in a tavern in WoW... and like this lady comes up.. her name was "Princesstorm" and she began to roleplay a pregnant lady out of the blue, saying she was a queen from a faraway land...
<Dragoona> Hahahahahhaha
<Nothus> Then
<Nothus> This is what she said to me: "wuld u like to feel teh baby? :)"
<Nothus> I died on the inside.
<Mithaniel> lol noth
<Mithaniel> thats funny
<Mithaniel> but thats not the worst
<Mithaniel> at least she didnt like... try to give birth
<Mithaniel> and was like
<Mithaniel> OMG
<Mithaniel> I AM GOING
<Mithaniel> INTO LABOR
<Mithaniel> HUFF HUFF
<Mithaniel> :(
<Mithaniel> OMG
<Mithaniel> HELP
<Dragoona> laughing irl
<Mithaniel> HUFF HUFF
<Nothus> Oh god.
<Mithaniel> that would be so funny
<Nothus> Oh god.
<Nothus> Oh god.
<Nothus> Oh god.
<Mithaniel> im laughing too at the mental image
<Mithaniel> hahahah
<Mithaniel> ahahaha
<Nothus> ................................................
<Mithaniel> OMG HELP LABOR :( :(
<Mithaniel> ORLFOROFROTLORo
<Nothus> "U FAGET, GET MY HUSBAND" HUFF HUFF
<Mithaniel> that has to be in your next community flash dragoona
<Drag> hehe
<Drag> Maybe
<Nothus> No!
<Aless> OMFG WTF HERE IT CUMS.. HELP!
* Aless laughs
<Mithaniel> Miss Falcon needs to give birth to a daemon baby in poets or something
<Mithaniel> she will be like
<Aless> OMG HELL NO!
<Mithaniel> OH NO NOT ENOUGH ATTENTION
<Mithaniel> then she will be like
<Mithaniel> OMG I AM GIVING BIRTH HELP
<Aless> no babies being born in my tavern dammit!
<Mithaniel> and people will be like 'you were pregnant'
<Mithaniel> she will be like ITS A DAEMON BABY AND I NEED TO BE DRUNK TO GIVE BIRTH or something
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audrina
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PostPosted: Thu Dec 20, 2007 3:48 pm Post subject: Reply with quote

We're suppose to be rolling dice?
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Darrien_Church: he asked what was the church of england based on
Darrien_Church: so I raise my hand and go "The lustful loins of Henry the VIII"
Darrien_Church : apparently not the right answer
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Aeloth Nazduin
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PostPosted: Thu Dec 20, 2007 4:20 pm Post subject: Reply with quote

Hahahahaha!

rofl @ Centaur

Anyone want to RP that with me? lmfao!
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Lee
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PostPosted: Thu Dec 20, 2007 7:19 pm Post subject: lee's eyes Reply with quote

Oh, yes. Ceinwyn did have Lee's eyes open wide! heheh

Lee has comtemplated and Lee and Daz will have a baby at some point. But, I can guarantee you that two years will equal however long it takes me to get tired of playing a pregnant character. Smile
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Ceinwyn ab'Arawn
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PostPosted: Thu Dec 20, 2007 7:22 pm Post subject: Reply with quote

we have Rped injections ingame that cause increased growth rates..
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Teh Glouris Lrod Kujabis
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PostPosted: Thu Dec 20, 2007 7:51 pm Post subject: Reply with quote

Well, thats whats funny. A kid that is super aged would not learn that much faster; you'd have a lot of 18 year old kids that have the world experience and knowledge of a 5 year old. You'd be changing their diapers still, sheesh.

Yeah, centaur... I've seen it done using a horse mount. I swear up and down that I couldn't look at those characters without wanting to war them and dismount them and see how they roleplayed it out.
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Grignag
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PostPosted: Thu Dec 20, 2007 8:29 pm Post subject: Reply with quote

Hahah. That is brilliant Steve. The twink drama queen in you just wanted out soooo bad, didn't it?
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