Adult: GUCK development forum IV

Welcome to the fourth topic here at the EnWorld forums devoted to the production of a definitive d20 conversion for the Guide to Unlawful Carnal Knowledge. These editing threads have proved some of the most popular at EnWorld, drawing a myriad of contributors to help the GUCK reach this point. My thanks to you all, past and present, for helping this task along and offering your thoughts, ideas, suggestions, criticisms and adulations.

Indeed, beneath this post I have included the recently compiled Full Mechanics (v2.0), including rules for skills, feats, carnal arts, sexual alignment, kinks, conception, pregancy, childbirth and not least the sexual mechanics themselves (which have had a brief polish). Once these have been approved, we can smugly claim the mechanical half of the GUCK complete. Congratulations to all of you who have laboured over game balance, probabilities, reality issues, simplicity and appropriateness to bring this less glamorous half to bear. From now on we are free to cast our imaginations over ideas for clever, witty or racy spells, magic items, monsters, diseases and background ideas.

Contributions are welcome from anyone and everyone who reads this thread, provided they remain within the topic of discussion. Read through the Full Mechanics below and voice your concerns or concurrence. Thanks to you all and I hope your support remains with us throughout.

Cheers,

DbS

PS. The Full Mechanics below lacks the wonderful demonstration of mechanics put together by brevdravis, out of concern for Eric's grandmother. To see it, please visit out site at www.netbook-of-uck.net.
PPS. VVrayven, if you have another set of spells ready, the time is more than apt to post them for discussion. Thanks.
 

log in or register to remove this ad

Full Mechanics v2.0 part I

GUIDE TO UNLAWFUL CARNAL KNOWLEDGE – FULL MECHANICSV2.0

The d20 Conversion of the Guide to Unlawful Carnal Knowledge. A hefty title, and an equally large task to do it justice. The fruit of many arduous seasons, the full mechanics below, is here for your perusal and ponderage.

My most heartfelt thanks go to the contributors at the EnWorld forums who have helped the Guide along; they have done so with no promise of reward but with a dedication and determination that impresses me still.

I’d also like to accredit you, the reader, for taking the time to enjoy the Guide so far. If you have enjoyed our work, visit www.netbook-of-uck.net or our fourth development forum at enworld.cyberstreet.com for th chance to contribute something of your own. The most exciting and enjoyable parts of the Guide are yet to be pieced together, and any help is warmly received.

Cheers,

Death By Surfeit, on behalf of VVrayven, Sorn, Alzrius, Brevdravis, Asher, Kolvar, Bastoche, Gez, Anabsterconian, Loren et al.

July 2003


STATUS CONDITIONS
The following are additions to status conditions as found in Chapter 2 of the DMG. Physical arousal and mental horniness only affect those creatures with an active sexual alignment – constructs, elementals, plants, undead and vermin are immune to the following unless specifically stated otherwise.

PHYSICAL CONDITIONS (AROUSAL)
These conditions overlap (do not stack) with each other; a given character only suffers penalties for the most profound of them. For the purposes of rules text, Peaked, Climaxed and Ecstatic characters are also considered ‘Aroused’, as Peaked, Climaxed and Ecstatic are stronger forms of Arousal.

Aroused
Aroused characters are physically aroused and ready for congress, males having become erect and females lubricated. Unless compensated for somehow, any attempts at conventional intercourse without being Aroused beforehand incur a -5 circumstance penalty on the Prowess check. Aroused characters suffer a -2 arousal penalty to all non-sensual attack rolls, skill checks and saves for five minutes (one minute if in inappropriate situations, including combat). Successful spellcasting requires a Concentration check (DC 10 + spell level). An Aroused character that is not yet Horny must make a Will save (DC 5) each round or become so. A successful Spot check (DC 15 male, 20 female) will give away this condition in another person.

Peaked
Peaked characters are in a heightened state of arousal; their skin flushes with blood, their heart rate and breathing accelerates and they are on the approach to climax. The vivid sensations coursing through their bodies cause Peaked characters to suffer a -4 arousal penalty to all non-sensual attack rolls, skill checks and saves for one minute. When this period expires, characters are Aroused instead. They require a Concentration check (DC 20 + spell level) to cast spells successfully, and if not Horny require a Will save (DC 10) each round to avoid becoming such. A successful Spot check (DC 5 male, 10 female) will give away this condition in another person.

Climaxed
Climaxed characters are overcome by waves of pleasurable sensation, either held in the rapture of an orgasm or teetering on the cusp of one. They are considered Helpless whilst the condition lasts (usually one round) unless they can make a Fortitude save (DC 30). If they are successful, they may act as if slowed but with a -8 arousal penalty to all non-sensual actions. Spellcasting requires a Concentration check (DC 30 + spell level) to be successful. The condition is obvious to all onlookers.

Ecstasy
Not all orgasms are equal and these are the best of them: an Ecstatic character is lost to courses of blissful pleasure, lost to the world and held deeply in the rapture of exquisite sensation. They are considered Helpless whilst the condition lasts (usually one round) unless they can make a Fortitude save (DC 40). If they are successful, they may act as if slowed but with a -16 arousal penalty to all non-sensual actions. Spellcasting requires a Concentration check (DC 40 + spell level) to be successful. The condition is obvious to all onlookers.

MENTAL CONDITIONS (HORNINESS)
These conditions overlap (do not stack) with each other; a given character only suffers penalties for the most profound of them. For the purposes of rules text, Lustful and Delirious characters are also considered ‘Horny’, as Lustful and Sexually Delirious are stronger forms of Horniness. The penalties incurred by arousal and horniness do not stack; a given character only takes one set of arousal penalties and makes one Concentration check for spellcasting, taking the most severe value in each case. A character that is Horny may become Aroused as a free action: this condition lasts as long as they remain Horny, unless maintained by some other means.

Horny
Horny characters are mentally psyched up and raring to go. Characters can typically become Horny by their own discretion unless extenuating circumstances prevail; DMs should feel free to set a Will save in such circumstances.

Unless they can make a Will save (DC 10) for each minute they remain in this state, characters will approach any desirable partners present with advances, regardless of how out-of-place their comments may seem. They need a similar check each round to abstain from sexual activity should the opportunity present itself.

Indecent thoughts cloud the mind of a Horny character, causing them to suffer a -2 arousal penalty to all non-sensual attack rolls, skill checks and saves for five minutes (one minute if in inappropriate conditions such as combat), and twice this amount to saves against arousal effects, seduction and spells with the [Arousal] descriptor. Successful spellcasting requires a Concentration check (DC 10 + spell level). A successful Sense Motive check will give away this condition in another person (DC 20).

Lustful
A Lustful character not only desires sex, they crave it - their mind is consumed by lust and they seek to lose themselves in the sweet dreams of a libido without bounds. Such powerful desire seldom has a mundane basis, and can typically only be brought about by powerful sexcraft, carnal magics or exotic substances.

Unless they can make a Will save (DC 20) each minute they are in this condition, a Lustful character makes moves toward any possible partners, in accordance with their sexual alignment. If rebuffed, characters of evil alignments or low wit may attempt to rape the subjects of their attentions; others are likely to masturbate until they find relief. A successful check allows them to act normally, but with the penalties listed below. Should an opportunity arise, the character needs to make a similar Will save each round to avoid indulging.

Lustful characters suffer a -4 arousal penalty to all non-sensual attack rolls, and twice this amount to saves against arousal, seduction and spells with the [Arousal] descriptor. Lustfulness typically lasts ten minutes, regardless of circumstances, before residing to Horniness. If the condition is brought about by a spell effect with a fixed duration, Lustfulness lasts that long. Successful spellcasting requires a Concentration check (DC 20 + spell level). A successful Sense Motive check (DC 10) gives away the condition in another person.

Delirious
A Delirious character is beyond the reach of the world and lost in a private world of sensuality, devoid of the will to do anything but satisfy an all-consuming desire for base pleasure. This is not by any means a natural state - only through the machinations of powerful enchantments and potent sensual techniques can a character enter it.

Unless the character succeeds in a Will save (DC 30) each round, they are considered Helpless, incapable of taking any action beyond seeking out the nearest source of sexual relief and indulging themselves They lack the awareness to make seduction attempts, instead throwing themselves at whatever looks most satisfying - sexual alignment plays a role where there is a choice of partners, but beyond that a Delirious character will consent to pretty much anything and anyone. They fail any saves they are required to make, and are suggestible as if hypnotised.

If the check is successful, the character may act with a -8 arousal penalty to all non-sensual actions (twice this amount to saves against arousal, seduction and spells with the [Arousal] descriptor), spellcasting only being possible with a Concentration check (DC 30 + spell level). They will remain in this state until the spell’s duration expires (if the condition was caused by a spell effect), more likely, they pass out through over-exertion. A Delirious character’s condition is obvious to the most casual look.

OTHER CONDITIONS

Unwilling
If a character does not wish sexual activity, they may declare themselves Unwilling as a free action. All arousal and horniness resulting from checks against the character are resisted with an unwilling bonus of between 1 and 20 or more (according to the campaign setting) for as long as the condition lasts. Becoming horny negates the mechanical benefits of being Unwilling.

Fatigued
In addition to standard penalties to Strength and Dexterity, the DC for Prowess checks to arouse a Fatigued character is increased by 2.

Exhausted
In addition to standard penalties to Strength and Dexterity, the DC for Prowess checks to arouse an Exhausted character is increased by 6. As Exhaustion overlaps Fatigue, only apply the largest penalty of the two.

Recovery
When a male falls from a Climaxed or Ecstatic state, he goes into a period of Recovery. The DC for Prowess checks to arouse him is increased by 8. Recovery overlaps Exhaustion and Fatigue, so only apply the highest penalty of the three. This state lasts for five minutes, or until the character becomes Aroused again.


THE PROWESS SKILL
This skill is in addition to the skills normally available to characters, as found in Chapter 3 of the PHB.

PROWESS (Cha)
Use this skill to bewilder your sexual partners with an array of exotic techniques. Prowess is a class skill for all characters.

As with the Perform skill, each rank in Prowess grants you a sexual proficiency, either physical or mental, within which you can apply your rank bonus to checks - you may not use your Prowess rank bonus for any application for which you do not have the appropriate proficiency.

For example, three ranks in prowess could allow a character to be proficient with Masturbation (Male), Penetrative (Matrimonial), and DSM (Domination). These three proficiencies would allow the character to add their +3 rank bonus to a Prowess check; all other proficiencies would be with a +0 rank bonus instead.

Special: Regardless of circumstances, it is impossible to take 10 or take 20 on a Prowess check, due to its unpredictable nature.

PROFICIENCIES
Below is a concise list of the different proficiency groups covered by the GUCK, followed by individual proficiencies in brackets. Some proficiency groups end with an ‘etc.’, in which case you are free to concoct additional proficiencies, provided they remain in the nature of the group. Below each proficiency group is a brief description of what it entails, and the modifiers for different Prowess DCs (see The Prowess Check for details).

Physical Proficiencies:

Caress (By type - Breasts, Erotic Massage, Stroking etc.)
Gentle touches, brushes and strokes of the anatomy.
Aroused -0, Peaked -2, Climaxed -10, Ecstatic –10

Exotic (By orifice - Anus, Breasts, Thighs etc.)
Intercourse involving a nonvaginal orifice.
Receiver: Aroused -10, Peaked -2, Climaxed -0, Ecstatic –0
Thruster: Aroused –5, Peaked –10, Climaxed –10, Ecstatic -10

Masturbation (Male, Female)
More forceful manipulation of the sexual organs, with some limited stroking of erogenous zones.
Aroused -5, Peaked -0, Climaxed -0, Ecstatic -5

Oral (Cunnilingus, Fellatio)
The application of oral sex on women and men, respectively.
Aroused -5, Peaked -0, Climaxed -0, Ecstatic -5

Penetrative (By position - Cross, Frontal, Half-facing, Inverted, Matrimonial, Negresse, Rear, Riding, Scissors, Standing etc.)
Vaginal intercourse, separated by specific position.
Aroused -10, Peaked -2, Climaxed -0, Ecstatic -0

Toys (By item - Dildos, Fruit, Wands, Wizards' Staffs, etc.)
Similar to masturbation, but with the use of an item.
Aroused -10, Peaked -2, Climaxed -0, Ecstatic -0

When a partner is using a Penetrative or Exotic technique against them, characters always make a Prowess check back, if only by virtue of just lying there (this is regardless of whether or not the partner wishes to). If they do not add their rank bonus to this reflexive roll, this ‘passive’ check is considered a free action and does not impose any penalties against any other Prowess checks they may wish to make that extended round.

Prowess checks using the ‘Toys’ proficiency require an appropriate item for use as a sexual aid. Using an inappropriate item incurs a –2 circumstance penalty for poor quality tools and may incur consequences under the Size Matters rules, whereas using an ideal item for the job gives a +2 circumstance penalty for excellent tools.

Exotic proficiencies are listed as having two sets of modifiers: the ‘Receiver’ set is used as a modifier for Prowess checks made against the thruster, and the ‘Thruster’ set is used as a modifier for Prowess checks made against the receiver.

Mental Proficiencies:

Bondage (By type - Contortion, Hanging, Inverted, Ties etc.)
5 or more ranks in Use Rope provide a +2 synergy bonus to this proficiency. Subjects may be bound with a successful (DC 10/11) use of this proficiency. They then receive the kink modifiers associated with bondage for further arousal.

DSM (Domination, Submission)
5 or more ranks in Intimidate provide a +2 synergy bonus to the Domination proficiency; 5 or more ranks in Sense Motive provide a +2 synergy bonus to the Submission proficiency. Subjects may be turned on by your dominating or submissive performance with a successful (DC 10/11) use of this proficiency. They then receive the kink modifiers associated with domination or submission (respectively) for further arousal.

Dirty Talk (By approach - Filthy, Sweet, Poetic, etc.)
5 or more ranks in Innuendo provide a +2 synergy bonus to this proficiency, and 5 or more ranks in Diplomacy provide an additional +2 bonus; these bonuses stack.

Erotic Dance (By type - Lapdance, Poledance, Striptease, etc.)
5 or more ranks in Perform (dance) provide a +2 synergy bonus to this proficiency. If you incur a –4 penalty, all people within 30ft with clear line of sight may be affected by your check.


THE PROWESS CHECK

Prowess is used to induce a state of physical arousal or mental horniness upon another creature, or even yourself. To do so requires one minute (ten combat rounds) of devoted attention to make a single check.

The Extended Round
Where detail is necessary (such as simultaneous congress and combat), it is best to imagine minute-long ‘extended rounds’ broken up into ten combat rounds each. Prowess checks are declared at the beginning of each extended round, and (unless interrupted) resolved at the end of each.

Within each extended round, the first combat round may be used to change position, cast a performance-enhancing spell or some other action; this is time in which to prepare for further activity.

Each character must then declare which proficiency they are using, and against whom. Where you have a rank bonus in the proficiency, declare how much of that bonus you are using at this point.

The remaining nine combat rounds must be spent pleasuring your partner with the proficiency you stated (a full-round action incurring attacks of opportunity). Should you stop during any point in the nine rounds, the check automatically fails.

At the end of each extended round, work out the effects of Prowess checks against each individual involved, using the modifiers listed on Table 1-03: Prowess Check Modifiers. Consult Table 1-01: Arousal DCs or Table 1-02: Horniness DCs, and adjust the status condition for each character to that appropriate for the highest DC reached.

Where a character has been the subject of multiple Prowess checks, take the highest result (after modifiers) as the basic roll. Each further roll sufficient to maintain or raise the character’s arousal or horniness adds +2 to this roll; each one rolling below this deducts –2 instead. Where physical and mental proficiencies have been used on a character, resolve this process for each.

Multiple Partners
It is possible to make physical Prowess checks against multiple partners, provided that they are all within easy reach and you each have sufficient appendages for the task, although a cumulative –4 penalty to all checks made is imposed for each Prowess check after the first. You may not make more checks simultaneously than (1 + your Dexterity modifier).

The tables below show the DC to increase a character’s arousal or horniness according to their present condition, and their gender (male characters use the numbers before the slash, females the number afterward). The highest DC acheived represents the new state of the character. Where the roll fails to acheive any listed DC for the character’s present condition no change takes place, and existing arousal or horniness may expire (according to its duration).

Conditions
Any circumstance, spell or other effects active for at least five rounds of this period will be included when determining the Prowess check. Should a character take damage over the course of the extended round, take the most damage inflicted during a combat round as the value to use when determining applicable modifiers.

Table 1-01: Arousal DCs
Current Arousal - None - Aroused - Peaked - Climaxed - Ecstatic
None -/- 13/16 26/32 52/64 104/128
Aroused -/- 7/9 14/18 28/36 56/72
Peaked -/- -/- 8/10 16/20 32/40

Table 1-02: Mental Arousal DCs
Current Arousal - None - Horny - Lustful - Delirious
None -/- 10/11 50/55 90/99
Horny -/- 1/1 30/33 70/77
Lustful -/- -/- 10/11 50/55

Table 1-03: Prowess Check Modifiers
Subject Status
-2 when subject of check is Fatigued
-6 when subject of check is Exhausted
-8 when subject of check is in Recovery
Proficiency
-2 unusual proficiency
-5 inappropriate proficiency
-10 very inappropriate proficiency
-4 per additional Prowess check made during extended round
Circumstances
-2 awkward circumstances (eg. in public)
-5 dangerous circumstances (eg. in combat)
Fetishes & Frets
+fetish bonus (according to fetish) when used on a partner with the fetish
-fret penalty (according to fret) when appropriate
Damage
-total damage received in round if subject is not masochistic
+total damage received in round if subject is masochistic
+total damage dealt to partners in round if subject is sadistic
Compatibility
-2 subject is of an unpreferred gender
-2 character is of the subject’s unpreferred gender
-5 subject is of an unaccepted gender
-5 character is of the subject’s unaccepted gender
-4 subject is of a different creature Type.

Resisting Prowess Checks
Having Prowess checks made against you is not a passive process. When a physical or mental proficiency is used against them, characters are entitled to a Fortitude or Will save respectively to resist the effects. If a character is Unwilling, they will attempt this save against all checks used against them, adding their Unwilling bonus to the result.

This check is only made against mundane Prowess checks; arousal or horniness arising from spells and other supernatural means are resisted as described in the spell or ability descriptions.

Table 1-04: Arousal Resistance DCs
Rise to Aroused DC 10
Rise to Peaked DC 15
Rise to Climaxed DC 20
Rise to Ecstasy DC 25

Table 1-05: Horniness Resistance DCs
Rise to Horny DC 10
Rise to Lustful DC 20
Rise to Delirious DC 30

Climax and Ecstasy
When a check result indicates that a character has become Climaxed or Ecstatic, the next extended round for them is handled differently, as their partner(s) try to prolong or intensify the character’s rapture. They are in a Climaxed or Ecstatic state for the first round, but thereafter Prowess checks are made against them at the end of each round, to the DCs set out below. Should the checks fail to meet either at these DCs, the character’s arousal immediately resides to Aroused (if female) or None (if male), with no resisting save.

Table 1-06: Extended Climax DCs
Round Climax DC - Ecstasy DC
1st 24/25 - 32/40
2nd 32/30 - 48/50
3rd 40/35 - 64/60
4th 48/40 - 80/70
5th 56/45 - 96/80
6th 64/50 – 112/90
7th 72/55 – 128/100
8th 80/60 – 144/110
9th 88/65 – 160/120

Sexual Fatigue
Undergoing climax is exhausting both mentally and physically, and as such characters are limited to how long they can remain in this state. Every round spent in Ectasy deals 1 point of temporary Wisdom damage from mental fatigue; physical fatigue goes as follows:

Characters can sustain (1 + Con bonus) rounds of Climax or one round of Ecstasy before becoming Fatigued. Once Fatigued, they can sustain (1 + Con bonus) rounds of Climax or one round of Ecstasy before becoming Exhausted.

Characters can continue sexual activity whilst Exhausted, but the process is strenuous: becoming Climaxed inflicts 1d6 points of subdual damage, whilst becoming Ecstatic inflicts 5d6 points of subdual damage.

SIZE MATTERS
So the saying goes, and with the myriad of diverse species of the Great Wheel are concerned, it becomes an ever more significant factor. When using a Penetrative, Sodomy, Toys or similar technique, compare the size of the phallus to the orifice concerned and consult the table below for the effects to the recipient.

The owner of the phallus may also be damaged – where the difference is one-and-a-half size categories or more, the owner of the phallus receives damage as if the difference was one size category than it actually is.

Note that although larger phalli give bonuses to Prowess checks, the damage caused makes the check harder – in most cases, it’s best to have an even match. Where damage may be incurred, it is recommended that you not use the Soft Focus rules as the encounter is likely to have severe repercussions.

Smaller still: Fruitless. No appreciable sensation of any kind.
Two sizes smaller: Pathetic. Both Prowess checks incur a -8 size penalty. When using the Soft Focus rules, this penalty is reduced to -4.
One and a half sizes smaller: Dismal. Both Prowess checks incur a -6 size penalty. When using the Soft Focus rules, this penalty is reduced to -3.
One size smaller: Disappointing. Both Prowess checks incur a -4 size penalty. When using the Soft Focus rules, this penalty is reduced to -2.
Half a size smaller: Weak. Both Prowess checks incur a -2 size penalty. When using the Soft Focus rules, this penalty is reduced to -1.
Same size: No special rules.
Half a size larger: Chunky. Both Prowess checks gain a +2 size bonus. The recipient incurs 1 point of subdual damage each extended round, unless they can succeed at a Fortitude save (DC 10).
One size larger: Dangerous. Both Prowess checks gain a +4 size bonus. The recipient incurs 1d6 points of subdual damage each extended round. A successful Fortitude save (DC: 10 + partner’s HD) reduces this to just one point. Apply hard-focus rules, as unconsciousness is likely.
One and a half sizes larger: Perilous. Both Prowess checks gain a +6 size bonus. The recipient incurs 1d6 points of physical damage each extended round. A successful Fortitude save (DC: 15 + partner’s HD) reduces this to 1d6 points of subdual damage.
Two sizes larger: Lethal. Both Prowess checks gain a +8 size bonus. The recipient incurs 5d6 points of physical damage each extended round. A successful Fortitude save (DC: 20 + partner’s HD) reduces this to 1d6 points of physical damage.
Larger still: All pain, no gain. The Prowess Check has no effect; the phallus is simply too large to fit. If some way is found to overcome this (such as opportune shapeshifting), 5d6 points of physical damage is inflicted each extended round on the recipient.

A VERY SOCIAL ART
Noteworthy performances can result in NPC attitude changes, allowing you to sleep your way to success if necessary. A given character can only have their attitude shifted by one performance at a time; the attitude changes overlap (do not stack). These attitude changes are not permanent; they are the result of emotional attachment, and your own actions may negate this bonus as the DM sees fit.

It is possible to shift a person’s attitude beyond those listed on page XX of the DMG with a particularly good performance. A person whose attitude is shifted one rank above Helpful is considered charmed, two ranks is considered dominated and three considered thralled, all as the spells and powers of the same name.

Measuring Gratification

Whenever a character Climaxes, they receive gratification points. As shown on Table 1-07: Climax Gratification, below, these are accumulated over the course of an extended round in which a character Climaxes. These scores are cumulative – a character that is Ecstatic in the first round and Climaxed in the second and third gains 2+2+3 =7 points of gratification, for example. These gratification points are kept as a running total; at the end of a session of sexual activity, add up the points and consult the ‘Points’ column of Table 1-08: Total Gratification for each character to see what kind of experience they have had. Descriptions of each, and their game effects, are listed overleaf – players are encouraged to role-play any attitude changes their characters undergo.

Sidebar: Soft Focus Rules
Sometimes, it is inappropriate, undesirable or unnecessary to go into such lucid depth in a sexual encounter. The conventional rules may offend the group’s tastes, the encounter may be of little consequence or depth, or a player would like some gauge of his or her performance without roleplaying through the entire encounter.
As an alternative, the soft focus rules provide a quick resolution in situations where time, circumstances and conditions are not an issue. In these instances, roll a d20, add your rank bonus in Prowess and Charisma bonus, and consult the ‘Check’ column of Table 1-08, below. Spells, kinks, magical items that do not add a flat bonus, and carnal arts have no effect on a soft focus roll. Compatibility modifiers from Table 1-03 may be used, but the other modifiers would probably negate the ‘ideal situation’ that the soft focus embodies.
The check is assumed to take 1 hour, after which both characters are considered Fatigued. It is assumed that characters use a variety of proficiencies available to them, including Penetrative where possible. In this case, a conception roll should be made.

Table 1-07: Climax Gratification
Round Climaxed / Ecstatic
1st 1 /2
2nd 2/4
3rd 3/6
4th 4/8
5th 5/10
6th 6/12
7th 7/14
8th 8/16
9th 9/18
10th 10/20

Table 1-08: Total Gratification
Points Check Experience Temporary/Permanent attitude change
0 <9 Disappointing experience –1/0
1 9 Satisfactory experience 0/0
4 16 Enjoyable experience +1/0
8 25 Memorable experience +1/+1
16 36 Fantastic experience +2/+1
32 49 Extraordinary experience +2/+2
64 64 Heavenly experience +3/+2
128 81 Rapturous experience +3/+3

Disappointing experience - You have failed to reach satisfaction, left yearning for more with little place to turn to. Your frustration manifests as a negative attitude change (from Neutral to Unfriendly, for example) toward your partner(s) for the next week.

Satisfactory experience - You have achieved satisfaction, and that is always good, as we all know. But it was nothing remarkable.

Enjoyable experience - Your partner has exhibited a bit more flair than the standard lover, and the experience has certainly benefited as a result. You experience one positive attitude change (from Neutral to Friendly, for example) toward your partners for the next day.

Memorable experience – The joy you have experienced will serve as a delightful memory for some time. You experience one positive attitude change (from Neutral to Friendly, for example) toward your partner(s). Characters showing this level of flair may develop a local reputation as a good lover.

Fantastic experience - Even the most jaded of lovers would be impressed by the wondrous encounter you’ve undergone. You experience two positive attitude changes (from Neutral to Helpful, for example) toward your partner(s) for the next day, and one positive attitude change thereafter. Characters showing this level of flair may garner a regional reputation as a lover of some note.

Extraordinary experience – This numbers amongst your most treasured experiences, leaving you with blissful memories you’ll retain for the rest of your life. You experience two positive attitude changes (from Neutral to Helpful, for example) toward your partner(s). Characters showing this level of flair may have their reputation as a lover spread nationwide, given time.

Heavenly experience - Things were done in the bedroom that are the stuff of legends and ribald pornographic etchings! The gods and goddesses of pleasure would be proud of you. In time, your blissful endeavours may incite them to make contact in person! You experience three positive attitude changes (from Neutral to charmed, for example) toward your partner(s) for the next day, and two positive attitude changes thereafter.

Rapturous experience - You have been utterly consumed your partner(s)’ attentions and their pleasurous abilities have touched your very soul. Your acts arise as a beacon to the sensual gods above, drawing your presence ever closer to them. You experience three positive attitude changes (from Neutral to charmed, for example) toward your partner(s) from now on.
 

Full Mechanics v2.0 - Part II

EXOTIC FEATS
These are in addition to the normal feats available to characters, as found in Chapter 4 of the PHB.

BODY TO DIE FOR (General)
You beauty is otherworldy - the mere sight of your body drives potential partners wild.
Prerequisites: Sex Appeal, Cha 17+
Benefit: By acting provocatively (a move-equivalent action), your sumptuous form acts as a gaze attack – all creatures of compatible sexual alignment within 30ft. must pass a Will save (DC:10 + Cha modifier) of become Horny. Characters may attempt to look away as usual.
Special: Your body’s shape must be clearly visible; you may not benefit from this feat whilst wearing armour or bulky clothing of any kind. By foregoing clothing entirely (rings, necklaces and other jewellery may still be worn), this ability is constantly active.

BULLETPROOF BEAUTY (General)
Your gorgeous form drives opponents to the point of distraction.
Prerequisites: Sex Appeal, Body to Die For, Cha 21+
Benefit: You may add your Charisma modifier as a bonus to AC, even when flat-footed or immobilised. This bonus does not stack with a monk’s Wisdom bonus.
Special: Your body’s shape must be clearly visible; you may not benefit from this feat whilst wearing any significant amount of clothing, let alone armour. By foregoing clothing entirely (jewellery may still be worn), you can impose a morale penalty equal to your Charisma modifier on all melee attacks against you from creatures of compatible sexual alignment.

COITAL CASTING (General)
Your physical arousal only improves your spellcasting abilities.
Prerequisites: Coital Concentration, 8 or more ranks in Prowess, 12 or more ranks in Concentration
Benefit: When you succeed at the Concentration check to ignore penalties for arousal, you may add your arousal penalty instead as an arousal bonus to the DCs of all your sensual spells.

COITAL CONCENTRATION (General)
You remain focused even whilst physically aroused.
Prerequisites: Sensual spellcaster, 4 or more ranks in Prowess, 6 or more ranks in Concentration
Benefit: With a successful Concentration check (DC 10 Aroused, 20 Peaked, 30 Climaxed, 40 Ecstatic), you may act normally, ignoring all penalties for physical arousal.
Normal: Arousal infers penalties on skill checks, attack rolls and saves. Spells require Concentration checks to cast successfully. Unless a Fortitude save can be passed, Climaxed or Ecstatic characters are considered helpless.

CONDUCTIVE KISS (Metapsionic)
You may disguise your powers as a passionate kiss.
Prerequisites: Ability to manifest telepathy powers
Benefit: By kissing an opponent (an attack-equivalent grapple action), you can ease the linking of minds that is the foundation of telepathy powers. The spells now have ‘Kiss’ range and affect only the creature kissed, but are affected as if by the Hide Power (all displays) metapsionic feats, regardless of whether you possess them.

DIVINE RAPTURE (Divine)
You may manifest your god’s power as raw sensual energy.
Prerequisites: Ability to turn/rebuke undead, ability to channel positive energy.
Benefit: By expending one of your turn/rebuke attempts, you may smite living foes with carnal power. Roll the turning check and damage roll as normal to determine who you can affect; each has a Prowess check made against them (d20 + Cha modifer; no ranks may be applied to this roll).

EXTREMELY TIGHT (General)
Your vagina is of slight proportions.
Prerequisites: Must be female, must be taken at 1st level
Benefit: Your vagina is half a size category smaller than usual for your race (eg. a gnome would count as a Tiny-and-a-half size partner, or an elf Small).
Special: Certain individual races already count as a smaller partner than of their size category; if they gain this feat, the circumstances stack (ouch).

FLOWERS OF THE DECADENT BLOSSOM (Carnal Art)
Your experience encompasses the many techniques of this exclusive Carnal Art.
Prerequisite: Int 13+, 3 or more ranks of Sexual Prowess
Benefit: You may safely use the manoeuvres of this Art a number of times equal to your Dexterity modifier before resting.
Normal: Characters without this feat cannot use the Art’s techniques.
Special: You may take this feat multiple times, allowing you to use the manoeuvres an additional number of times equal to your Dexterity modifier before resting.

IMMACULATE FORMS OF THE MASTER (Carnal Art)
You have been taught under the school of master Weil Hung.
Prerequisite: Str 13+, 3 or more ranks of Sexual Prowess
Benefit: You may safely use the manoeuvres of this Art a number of times equal to your Strength modifier before resting.
Normal: Characters without this feat cannot use the Art’s techniques.
Special: You may take this feat multiple times, allowing you to use the manoeuvres an additional number of times equal to your Strength modifier before resting.

IMPROVED ENDURANCE (General)
Your sexual abilities allow you to resist stimulation better.
Prerequisite: Endurance, 1 or more ranks in Prowess
Benefit: You may add your ranks in Prowess to Fortitude saves to resist Arousal effects.
Normal: Mundane changes in Arousal may be resisted with a Fortitude save; magical effects may be resisted as explained in the spell description.

IRON CELIBACY (General)
Your powers of self-control are astounding with regard to sexual matters; your resolve in celibacy protects you from the attentions of others and the insidious effects of sensual magic.
Prerequisites: Iron Will, Abstinent sexual alignment
Benefit: You gain a Will save to ignore the effects of a successful Bluff (seduction) or Prowess check on you (DC: check result). This stacks with any other opportunities to resist seduction or arousal. You gain Spell Resistance equal to your character level plus your Wisdom modifier against spells with the [Libido-Affecting] or [Arousal] descriptors.
Special: If the character willingly engages in any form of sexual activity, the effects of this feat are suspended until a character Atones (see Atonement, PHB).

LORE OF THE TANTRIC ANCIENTS (Carnal Art)
You have researched the teachings of the ancient Tantric school.
Prerequisite: Wis 13+, 3 or more ranks of Sexual Prowess
Benefit: You may safely use the manoeuvres of this Art a number of times equal to your Wisdom modifier before resting.
Normal: Characters without this feat cannot use the Art’s techniques.
Special: You may take this feat multiple times, allowing you to use the manoeuvres an additional number of times equal to your Wisdom modifier before resting.

MASSIVELY HUNG (General)
You are more than well hung for your race.
Prerequisites: Must be male, must be taken at 1st level
Benefit: Your phallus is half a size category larger than usual for your race (eg. a halfling would count as a small-and-a-half size partner, or an orc Large).
Special: Certain individual races already count as larger than a normal member (unintended) of their size category; if they gain this feat, the circumstances stack (ouch).

PSIONIC CARESS (Psionic)
Your touch delivers surges of sensual pleasure to your target’s brain.
Prerequisite: Psionic Touch, Cha 13+
Benefit: If pay the cost of 1 power point beforehand, your hand becomes ‘charged’ with potent carnal energy. If you succeed with a melee touch attack against a target, you may make an immediate Prowess check, with all suitable modifiers. Your hand remains charged until you touch the target, else for a number of rounds equal to 1 + your Charisma modifier.

SEX APPEAL (General)
Your appearance is particularly alluring to the opposite sex.
Prerequisite: Cha 13+
Benefit: This feat confers a +2 bonus on all Bluff, Diplomacy and Prowess checks against creatures of compatible sexual alignment.

SMOOCH SPELL (Metamagic)
You can bypass opponent’s protection from your spells to resist by delivering them with a kiss.
Benefit: You can prepare any spell with this feat. Doing so decreases the spell’s range to ‘Kiss’, but ignores any Spell Resistance possessed by the spell’s target. In order to deliver this spell, you must kiss the subject of the spell; if the subject is unwilling, the kiss is an attack-equivalent grapple option.

SUBTLE CARESS (General)
Your knowledge of anatomy can be used to induce pleasure as easily as it can inflict pain.
Prerequisites: Sneak attack ability, 12 ranks of Prowess
Benefit: You gain a competence bonus to Prowess equal to your number of dice of sneak attack damage.

TECHNIQUES OF THE HALFLING HARLOT (Carnal Art)
You are privy to the Techniques of the Halfling Harlot, as passed down by the trade throughout the ages.
Prerequisite: Con 13+, 3 or more ranks of Sexual Prowess
Benefit: You may safely use the manoeuvres of this Art a number of times equal to your Constitution modifier before resting.
Normal: Characters without this feat cannot use the Art’s techniques.
Special: You may take this feat multiple times, allowing you to use the manoeuvres an additional number of times equal to your Constitution modifier before resting.

TRICKS OF THE IMPROVISO (Carnal Art)
You have studied the Naughtie Works of the legendary gnome Arcanalist.
Prerequisite: Int 13+, 3 or more ranks of Sexual Prowess
Benefit: You may safely use the manoeuvres of this Art a number of times equal to your Intelligence modifier before resting.
Normal: Characters without this feat cannot use the Art’s techniques.
Special: You may take this feat multiple times, allowing you to use the manoeuvres an additional number of times equal to your Intelligence modifier before resting.

TRUE LOVE (General)
You are truly, madly, deeply in love with someone else.
Prerequisites: None
Benefit: You may make a Will save to negate the effect of a Bluff (seduction) check made against you by anyone other than your true love – the same Will save may be made to negate any compulsion to hurt (physically, mentally or emotionally) your true love. If the love is reciprocal (that is, both people take the feat), you may double bonuses for flanking and skill cooperation when working with your true love.
Special: You really do have to be in love: unless you act accordingly, this feat is rendered useless. And yes, it is possible (although strenuous) to take this feat multiple times, each relating to a different individual.

VETERAN’S KNACK (Carnal Art)
You have picked up a few tricks from sexual experience.
Prerequisite:3 or more ranks of Sexual Prowess
Benefit: You may safely use the manoeuvres of this Art a number of times equal to your ranks in Prowess divided by three (round down) before resting.
Normal: Characters without this feat cannot use the Art’s techniques.
Special: You may take this feat multiple times, allowing you to use the manoeuvres an additional number of times equal to your ranks in Prowess divided by three (round down) before resting.


CARNAL ARTS
Carnal arts are positions, manoeuvres which enhance your sexual prowess in new and interesting ways. Each of the Arts is linked to a key ability score - the higher your score, the more useful it will be to you.

In order for you to gain access to an Art, you must take the relevant feat. Once this is taken, you may use the Art’s techniques a number of times equal to the appropriate ability score (or more, if you take the feat multiple times). More and more different techniques become available as you progress in levels of Prowess, in much the same manner that more and more applications of bardic music become available when a bard goes up ranks in Perform.

When a character tries to use a manoeuvre beyond their allocated uses for the day, they immediately incur Sexual Fatigue as if they had just Climaxed.

Descriptions of each manoeuvre’s effects, when they can be activated and when they expire are listed below for the seven core carnal arts. Unless specifically stated otherwise, a character may end the effects of any manoeuvre as a free action.

IMMACULATE FORMS OF THE MASTER
Before arising to become the Master of the Immaculate Forms, Weil-Hung lived a life of monastic seclusion, of quiet contemplation and iron discipline. It is against these principles that he rebelled - it is Weil-Hung’s dogma that life is best experienced by really living - sense achieved by sensuality. After a time of hedonistic travelling, he drew upon his martial prowess and sensual experience to found a school of martial arts that forms a very real war of the sexes.

3 Ranks Prowess - Mating Bull
May be activated as a free action. Allows character to apply their Str bonus instead of Cha when calculating their modifier for Prowess checks. This manoeuvre continues until the character Climaxes.

6 Ranks Prowess - Charging Ram
May be activated as a free action. Allows character to increase the effective size of a phallus they are penetrating someone with by half a size category for the purposes of the Size Matters rules. When the character reaches 12 ranks of Prowess, the size may be increased in such a manner by a whole size category. This manoeuvre continues until the character Climaxes.

9 Ranks Prowess - Gulping Heron
May be activated before making a Prowess check. A character being penetrated may make a number of additional Prowess checks (Penetrative or Exotic proficiencies as appropriate) equal to their Str modifier, taking the highest result. This manoeuvre is instantaneous.

12 Ranks Prowess - Squeezing Boa
May be activated when a successful grapple check is made. Allows character to put foe into a special pin in which they may make a Prowess check each extended round against foe, but take no other action. The character may roll a Prowess check instead of a grapple check to resist attempts to escape, but this check does not impose any Arousal or Horniness. This manoeuvre lasts until the pin is released.

15 Ranks Prowess - Stinging Cobra
May be activated before making a Prowess check. Should the Prowess check succeed, the partner must make a Fortitude save (DC 10 + Str mod + 1/2 character’s Hit Dice). If they fail, they are stunned for one round. After one round, they must make another save or be stunned for nine rounds.

FLOWERS OF THE DECADENT BLOSSOM
This art was born from a bygone hedonistic aristocracy, noblemen and richmen who turned their backs on the concerns of the real world in order to immerse themselves in a lifetime of relationships, affairs and, more often than they would like to admit, downright debauchery. The Flowers were their only cultural legacy, a carnal art suited to such a solipsistic life.

3 Ranks Prowess - Courtesan’s Finesse
May be activated as a free action. Allows character to apply their Dex bonus instead of Cha when calculating their modifier for Prowess checks. This manoeuvre continues until the character Climaxes.

6 Ranks Prowess - Love for Many
May be activated as a free action. The character halves penalties for making Prowess checks against multiple partners at once - that is to say that checks are at only -2 for each partner beyond the first. When the character achieves 12 ranks of Prowess, the penalty is removed entirely. This manoeuvre lasts until the character Climaxes.

6 Ranks Prowess - Secret Affair
May be activated as a free action. The character may make Prowess checks using a Caress proficiency against a partner that is clothed or even armoured. No penalties apply to making checks against a clothed partner; checks against an armoured partner are subject to the partner’s armour check penalty. This manoeuvre lasts until the character Climaxes.

9 Ranks Prowess - Love of Many
May be activated before making a Prowess check. By passing a Prowess check (DC 20), the character can apply two proficiencies they know at once against a single partner in a turn. Double their rank bonus, and apply any modifiers relevant to each proficiency (this may result in some modifiers being applied twice). They may instead attempt to apply three manoeuvres (Prowess check DC 30), four manoeuvres (DC 40) and so on, trebling or quadrupling the rank bonus and applicable modifiers as described above. Should the Prowess check fail, they lose their rank bonus to Prowess for this turn. This manoeuvre is instantaneous.

15 Ranks Prowess - Open Romance
May be activated as a free action. The character’s partner(s) and onlookers appear unconcerned about worldly matters, losing themselves in the act of passion. All penalties or saves against Prowess checks based on physical circumstances (such as location) and social circumstances (such as prior commitments, vows and relationships) are ignored by the character and any partners they have until they Climax. Should the character break off from the act of passion, the effect will also end.

TECHNIQUES OF THE HALFLING HARLOT
Legends state that the Art of the Halfling Harlot is as old as the profession, which, being the oldest in the world, makes its origins hard to trace indeed. The Art flourishes within the halfling prostitution community, passed down to young escorts as an essential survival skill as much as anything else; outsiders are free to learn it, but its limited application means that they seldom ask.

3 Ranks Prowess - Accommodation
May be activated before testing for damage under the Size Matters rules. The character automatically passes their Fortitude saves to minimise damage under the Size Matters rules. This manoeuvre continues until the character Climaxes.

6 Ranks Prowess - Relaxation
May be activated as a free action. Allows character to increase the effective size of one of their orifices by half a size category for the purposes of the Size Matters rules. When the character reaches 12 ranks of Prowess, the size may be increased in such a manner by a whole size category. This manoeuvre continues until the character Climaxes.

6 Ranks Prowess - Selflessness
May be activated at the start of an extended round, when in a situation where both partners are actively making Prowess checks against each other. For the remainder of this turn, the character may get a bonus of up to twice their Con bonus to their Prowess rolls - all Prowess checks made against the character this turn receive an equal penalty. This manoeuvre continues until the character Climaxes, although the penalties taken can be changed each extended round.

9 Ranks Prowess - Suffering
May be activated before taking damage as part of sexual congress. For the purposes of any partners or onlookers with the Sadism fetish, treat the damage as the maximum possible incurred (maximum value for damage rolls, treat Fort saves as if they were failed, and so on), regardless of how much is actually dealt. This manoeuvre continues until the character Climaxes.

15 Ranks Prowess - Melodrama
May be activated as a free action. All partners and onlookers gain the Sadism fetish until they Climax - should the character break off sexual activity, the effects of this manoeuvre will also end.

TRICKS OF THE GREAT IMPROVISO
The sad demise of the gnome known only as the Improviso (and, since, the Great Improviso) was recorded less than a hundred years ago. The legendary arcanalist walked the world dabbling in the sensual arts, and his desire to acquire undisclosed knowledge was equalled only by his urge to pass it on - the Naughtie Works of the Improviso has since been etched in more than a dozen languages and circulated across the Great Wheel. For those who can afford the time to study it and the intellect to understand the Great Improviso’s cryptic prose, the Naughtie Works provide many useful nuggets of information.

3 Ranks Prowess - Imagination
May be activated as a free action. Allows character to apply their Int bonus instead of Cha when calculating their modifier for Prowess checks. This manoeuvre continues until the character Climaxes.

6 Ranks Prowess - Adaptability
May be activated as a free action. The character halves penalties for making Prowess checks against creatures of a different Type - that is to say that such checks are at only -2. When the character achieves 12 ranks of Prowess, the penalty is removed entirely. This manoeuvre lasts until the character Climaxes.

6 Ranks Prowess - Improvisation
May be activated as a free action. The character may apply their Prowess rank bonus to the use of any proficiency, regardless of whether they are proficient in it or not. This manoeuvre lasts until the character Climaxes.

9 Ranks Prowess - Subtlety
May be activated before beginning a Prowess check using a Caress proficiency. The character making the check is so subtle that the recipient must make a Sense Motive check (DC: Prowess check result) to notice that they are doing so. This may be used to make Prowess checks against a partner that consents to basic bodily contact, provided they remain within 5ft. for the course of the extended round - should they pass their check, however, they snatch away and the effect of the Prowess check is negated. This manoeuvre lasts for one extended round.

15 Ranks Prowess - Mind Games
May be activated after making a Prowess check against a partner. Unless the partner can resist (See Table 1-05: Resisting Horniness), they are fooled into becoming ever more passionate and their physical Arousal spurns mental Horniness - an Aroused partner also becomes Horny, a Peaked partner also becomes Lustful, and a Climaxed or Ecstatic partner also becomes Delirious. These effects last for as long as the status conditions do, and may not be willingly stopped by the character performing the manoeuvre.

LORE OF THE TANTRIC ANCIENTS
Ancient tomes write of the wisdom of a monastic order from ancient times, whose control of body echoed through to a discipline of the mind and purity of spirit. Those few wise individuals that perpetuate the teachings of the tantric ancients welcome new pupils, knowing that with mastery over the body equal control over one’s destiny can be attained.

3 Ranks Prowess - Joy of the Spirit
May be activated as a free action. Allows character to apply their Wis bonus instead of Cha when calculating their modifier for Prowess checks. This manoeuvre continues until the character Climaxes.

6 Ranks Prowess - Humble the Mountain
May be activated after character has been Aroused to Climax. Although all usual effects of the Climaxed state for that round are applied, no sexual fatigue is incurred. Characters undergoing an Ecstatic state instead incur fatigue as if they had merely Climaxed. Once the character attains 12 ranks of Prowess, even the fatigue of an Ecstatic state can be dismissed entirely. This manoeuvre is instantaneous.

6 Ranks Prowess - Dam the River
May be activated after a Prowess check is made against the character. Allows the character to automatically succeed in the Fortitude save to resist arousal. This manoeuvre is instantaneous.

9 Ranks Prowess - Climb the Mountain
May be activated after character has been aroused to Climax. The check result of the partner is modified to that required to induce an Ecstatic state - apply all effects of this normally. This manoeuvre is instantaneous.

15 Ranks Prowess - Swim the River
May be activated at the beginning of an extended round. The character suffers no ill effect (adverse status conditions, penalties or Concentration checks) for any Arousal or Horniness they possess. Where relevant, bonuses still apply, as do penalties from sexual fatigue incurred. This manoeuvre lasts one extended round.

ART OF THE IMMORTAL NYMPH
The greatest and most glamorous of courtesans pass around a group of postures, techniques and mindsets that serve only to enhance their natural charm. Only those demonstrating professionalism in attitude and prowess are deigned suitable to acquire such knowledge - the Art is seldom acquired outside of the Courtesans’ Guild.

3 Ranks Prowess - Encapsulating Touch
May be activated before making a Prowess check. If the check is successful, the partner against whom the check was made automatically fails any Concentration checks incurred because of Arousal. This manoeuvre lasts one round.

6 Ranks Prowess - Dreamlike Presence
May be activated as a free action. Passionate exploits with the character take on a surreal edge - any partner or onlooker halves (round down) one penalty incurred to Prowess checks made against them (character’s decision). Should the character acquire 12 ranks in Prowess, one penalty may be totally negated instead. This manoeuvre lasts until the character Climaxes.

6 Ranks Prowess - Beatific Presence
May be activated as a free action. All creatures of compatible sexual alignment within 30ft. who are experiencing Horniness develop Arousal, as even the form of the character is enough to induce massive pleasure. Horny characters become Aroused, Lustful characters become Peaked, and Ecstatic characters become Climaxed. This is treated as a gaze attack, with no save. This manoeuvre is instantaneous.

9 Ranks Prowess - Irresistible Touch
May be activated before making a Prowess check. The recipient is not allowed their usual Fortitude save to resist Arousal or their basic Will save to resist Horniness. Any other protection against Prowess checks, such as the bonus Will save conferred by Iron Celibacy, still apply. This manoeuvre is instantaneous.

15 Ranks Prowess - Monumental Presence
May be activated after a session of sexual activity. The bonus attitude change resulting from the Very Social Art rules is irrevocable - although their fundamental attitude may become more unfriendly (or even hostile), the sweet memories ensure that the attitude modifier from their time together still applies. This manoeuvre is permanent.

VETERAN’S KNACK
Not all of the finest lovers are privy to the secrets of enigmatic organisations and long-forgotten teachers. This Carnal Art represents the accumulation of techniques from extensive experience, and readily learnt by anyone who is practiced enough with their sensual skills. Instead of the normal progression, a character may learn one manoeuvre whose prerequisites they meet when they reach 3, 6, 9,12 and 15 ranks of Prowess.

Requires 3 Ranks Prowess – Inventiveness
May be activated as a free action. The character draws upon previous experience to gain one Prowess proficiency. This manoeuvre lasts until the character Climaxes.

Requires 3 Ranks Prowess – Withdrawal
May be activated before rolling for a conception miss chance from withdrawal. The miss chance is increased to 50%. If both partners employ this manoeuvre, the miss chance is increased to 90%. This manoeuvre is instantaneous.

Requires 6 Ranks Prowess – Resilience
May be activated after failing a Fortitude check to resist Arousal. You gain an additional Fortitude check to resist Arousal – should this check fail, you may use this manoeuvre additional times to confer more bonus saves. This manoeuvre is instantaneous.

Requires 9 Ranks Prowess – Forestall
May be activated after making a successful Prowess check. Instead of changing your partner’s Arousal level to the highest DC reached, you may choose any status whose DC you have exceeded. This manoeuvre is instantaneous.

Requires 9 Ranks Prowess – Kip up (male only)
May be activated after falling from a Climaxed state. The character does not go into a state of Recovery, although he still loses all Arousal. This manoeuvre is instantaneous.

Requires 9 Ranks Prowess – Keep up (females only)
May be activated after reaching a Climaxed state. For the next extended round, your Arousal DCs replace those usually found on Table 1-06: Extended Climax DCs as follows:

Table 1-09: Keep Up Extended Climax DCs
Round Climax DC/Ecstatic DC
1st 25/40
2nd 28/45
3rd 30/50
4th 32/55
5th 35/60
6th 38/65
7th 40/70
8th 42/75
9th 45/80
10th 48/85

This manoeuvre lasts one extended round.
 

Full Mechanics v2.0 - Part III

SEXUAL ALIGNMENT
All characters have a sexual alignment, in addition to their conventional alignment, gauging the power and direction of their libido. It is impossible to chart the depths of a person’s passion using this system, much as conventional alignments give little insight to a person’s philosophical standing. Instead, sexual alignment gives necessary mechanics, leaving the nature of a person’s tastes and attitudes to the players themselves.

Sexual alignments are composed of two facets: a drive, representing the extent to which a person surrenders to their libido, and an orientation, displaying their preference in gender. Kinks, particular likes & dislikes, build up these (see section below).

Drive
Abstinent – Abstinent characters have better things to do with their time than indulge in petty hedonism. They may be focused on their cause, adamant in their self-control or simply fearful of social disapproval. They avoid sexual situations, and are often disdainful of those with less restraint than themselves.
Moderant – Moderant characters are indeed sexual beings, but are not foolish enough to let their desires hold sway over them. They welcome an opportunity to exercise their passions, but sexuality is far from the be-all and end-all of life.
Indulgent – Indulgent characters embrace their sexuality as a major, if not defining, factor of themselves and seek to gratify their urges whenever the opportunity presents itself. Those that repress their deepest feelings for whatever peculiar reasons are looked at with some confusion – why would they deny themselves to such an extent?

Orientation
Gyno – Gyno characters are solely interested in the company of women; they are horrified and disgusted by the thought of sexual activity with men, treating them as an unaccepted gender for the purposes of Prowess checks.
Bi-Gyno – Bi-Gyno characters prefer the company of women, and usually seek them exclusively. Attitudes to sexual activity with men range from inquisitiveness to disinterest, treating them as of an unpreferred gender for the purposes of Prowess checks.
Bi – Bi characters may have a preference between men and women, but are essentially open to activity with everyone. They can be considered ‘sexually ambidextrous’ in that they can swing both ways without penalty.
Bi-Andro - Bi-Andro characters prefer the company of men, and usually seek them exclusively. Attitudes to sexual activity with women range from inquisitiveness to disinterest, treating them as of an unpreferred gender for the purposes of Prowess checks.
Andro - Andro characters are solely interested in the company of men; they are horrified and disgusted by the thought of sexual activity with women, treating them as an unaccepted gender for the purposes of Prowess checks.

Sample Alignment
Apollo Whiteheart (LN) is a 27-year-old human, possessed of muscular build and a shock of black hair. He comes across to his comrades as an ardent warrior whose only concern is for battle, never relinquishing in the face of his opponents and possessed of unbounded camaraderie. Below this solid exterior, however, Apollo’s love is not for combat but his male comrades (Andro). It is this repressed aspect that inspires his valiance in battle, but he does his best not to let his emotional concerns control him (Abstinent).

Conventional and Sexual Alignment (sidebar)
Whilst there are no fixed rules regarding the matter, a person’s ethical alignment may give some insight into their sexual one. A person’s libido is a haphazard, unpredictable force that defies attempts to analyse or control it, and hence is more prevalent amongst chaotic characters; lawful characters tend to repress their sexualities as an undesirable aspect of their mentality, or clarify and focus it toward the andro- and gyno- orientations. Moral alignments offer fewer guidelines, but evil characters have a stronger tendency to sate themselves on the fulfilment that sexuality can provide at the expense of others, whilst good characters may mute their desires out of concern for the implications for their partners. Hence, indulgent characters are more often evil than good, although this isn’t a clear pattern.

KINKS
Whilst a character’s basic sexual alignment gives an overall picture of a person’s desires, kinks highlight particular likes (fetishes) and dislikes (frets) of a person that deviates from the norm. Kinks are displayed by the type of kink (fetish or fret), followed by the subject of the kink, such as Fetish: wands or Fret: commitment.

Kink Potency
All fetishes and frets have a kink potency, representing the sway it holds over your character and its predominance in their mind. Those kinks arising from mundane means typically have a Potency of between 1 and 3; magically-induced kinks may double these numbers. The effect of Potency is described under Fetishes and Frets, below.

Fetishes
These are unusual desires for a given act, object, creature, concept or circumstance. Viewing the subject of the fetish (or things reminiscent of it) causes the character to become Horny unless the character can resist with a Will save (DC: 10 + Potency). Extensive contact or viewing the subject in a sexual manner may increase the DC, at the GM’s discretion. When the subject of a character’s fetish is incorporated into sexual activity, Prowess checks made against the character receive a kink bonus equal to the Potency of the fetish.

Optional Rule: Compulsion (sidebar)
Not having the opportunity to exercise their fetish is a disheartening thing for a character. Every time increment (see Table 5-XX: Compulsions) during which a character does not have sexual activity involving their fetish, they must make a Will save (DC: 10 + Potency) or suffer a cumulative –1 morale penalty to all saves. Each further increment requires another Will save or the morale penalty increases by 1, up to a maximum of the Kink’s Potency. Coming into sexual contact with the subject of the fetish negates all of these penalties.

Table 5-XX: Compulsions
Fetish Potency / Period before test
1 / one year
2 / one month
3 / one week
4 / one day
5 / one hour
6 / 10 minutes

Special Fetishes
These are particular fetishes that carry exceptions to the rules above.
Danger – Prowess checks against characters with a fetish for danger do not suffer circumstantial modifiers for dangerous circumstances (instead receiving a kink bonus equal to the fetish’s Potency), although those against their partner may. Penalties for awkward circumstances may still apply. Rather hazardously, being placed in mortal danger requires a Will save (DC: 5 + Potency) to avoid the character becoming Horny.
Exhibition – Prowess checks against characters with a fetish for danger do not suffer circumstantial modifiers for awkward circumstances due to public awareness (instead receiving a kink bonus equal to the fetish’s Potency), although those against their partner may. Penalties for dangerous circumstances may still apply.
Masochism – Prowess checks against characters with masochism do not suffer penalties for damage inflicted, instead receiving the modifier as a bonus instead. Being hurt does not enforce a Will save to avoid Horniness, but being hurt in a sexual environment does.
Nymphomania/Satyriasis – All Prowess checks made against characters with Nymphomania (female) or Satyriasis (male) receive a +1 kink bonus. Any sexual insinuation, joke or opportunity makes the character Horny unless a Will save (DC 15 + Potency) can be made. Nymphomania and Satyriasis add two to the fetish’s Potency for the purpose of determining compulsion (see sidebar).
Sadism – When a partner receives damage during an extended round, characters with sadism receives the penalty they would have received as a bonus to Prowess checks made against them. Seeing others being hurt does not enforce a Will save to avoid Horniness, but seeing them being hurt in a sexual environment does.

Frets
These are acts, objects, creatures, concepts or circumstances that revolt and disgust a character. Viewing the subject of the fret (or things reminiscent of it) causes the character to lose all Horniness unless the character can resist with a Will save (DC: 10 + Potency). Extensive contact or viewing the subject in a sexual manner may increase the DC, at the GM’s discretion. When the subject of a character’s fret is incorporated into sexual activity, Prowess checks made against the character have a kink penalty equal to the Potency of the fret.

Determining Kinks (large sidebar)
Assigning kinks to a character is an awkward proposition. As GM, first give the option to each player to decide their character’s kinks for them, based on the character’s concept. Some will prefer to do this, but the process is both mentally taxing and tends to make people think the player is as perverted as they make their character. Should your player prefer not to, else if they come back with unsatisfactory ideas, allow them to roll on Table 5-XX3: Kinks by Ethical Alignment. This is a table based on a character’s ethical alignment, assuming that more chaotic characters will have more varied desires. When you have the number and Potency of kinks decided, allow the character to choose what subjects to assign them, roll randomly on Table 5-XX4, or some combination of the two.

5-XX3: Kinks by Ethical Alignment
Roll a d100 on the table below until informed to stop rolling. Results show whether kink is a fetish or fret, and the Potency of the kink.
d100 roll / Lawful / Neutral / Chaotic
01-05 / Fetish 1 / Fetish 1 / Fetish 1
06-10 / Fetish 2 / Fetish 1 / Fetish 1
11-15 / Fetish 3 / Fetish 2 / Fetish 1
16-20 / Stop rolling / Fetish 2 / Fetish 2
21-30 / Stop rolling / Fetish 3 / Fetish 2
31-45 / Stop rolling / Stop rolling / Fetish 3
46-85 / Stop rolling / Stop rolling / Stop rolling
86-90 / Fret 1 / Fret 1 / Fret 1
91-95 / Fret 2 / Fret 2 / Fret 2
96-00 / Fret 3 / Fret 3 / Fret 3

Table 5-XX4: Random Kink Subjects
Select a subject, or roll a d100 if you’re feeling adventurous.
Roll Subject
01 Soldiers
02 Priests
03 Mages
04 Criminals
05 Woodspeople
06 Nobles
07 Peasants & Slaves
08 Savages
09 Humans
10 Elves
11 Dwarves
12 Fey
13 Gnomes
14 Halflings
15 Orcs
16 Goblins
17 Celestials
18 Demons
19 Devils
20 Deities
21 Pseudonaturals
22 Dogs & Wolves
23 Cats & Big Cats
24 Horses & Ponies
25 Snakes & Worms
26 Fish
27 Lizards
28 Insects
29 Rodents
30 Statues& Constructs
31 Undead
32 Dragons
33 Old people
34 Young people
35 Strong partners
36 Frail partners
37 Blond hair
38 Red hair
39 Dark hair
40 White hair
41 Very pale skin
42 Very dark skin
43 Deeply tanned skin
44 Smooth skin
45 Rugged skin
46 Hairiness
47 Hairlessness
48 Eyes
49 Lips
50 Chest/Breasts
51 Buttocks
52 Feet
53 Tentacles
54 Voyeuring
55 Exhibition
56 Danger
57 Opulence
58 Dirtiness
59 Outdoors
60 Confined spaces
61 Churches
62 Taverns
63 Kitchens
64 Dungeons
65 Gentle sex
66 Rough sex
67 Anal sex
68 Oral sex
69 Breast sex
70 Masturbation
71 Gays
72 Lesbians
73 Multiple partners
74 Married partners
75 Bondage
76 Domination
77 Submission
78 Sadism
79 Masochism
80 Pregnancy
81 Virginity
82 Leather
83 Metal
84 Silk
85 Water
86 Fire
87 Glass
88 Bone
89 Blood
90 Wood
91 Fur
92 Vegetables
93 Revealing clothing
94 Concealing clothing
95 Nudity
96 Magic
97 Arcane items
98 Divine relics
99 Sexual fluids
00 All sexual activity. If a fetish, counts as Nymphomania/Satyriasis according to gender.

Notes on applying kinks:
The subjects given in the table above require good sense on the part of the GM and players as to what they mean and when they should come into play. More commonplace kinks such as ‘enclosed spaces’ should not enforce Horniness checks for encountering them, but they should when they are seen in a sexual context. What appear to be more bizarre kinks are best interpreted in an abstract fashion – a person who has a fetish for dogs and wolves is not necessarily bestialistic, but may find gnolls enticing; a person with a fetish for bone may not be enticed by rotting corpses, but goes wild over ivory dildoes, and so on.

CONCEPTION
At the end of an encounter in which Penetrative proficiencies were used, a conception threat roll must be made to determine whether conception has occurred. Roll a d20 according to the characters’ race. If the characters are of mixed race, use the highest DC between them. If the roll succeeds (a natural 20 always does), roll again to confirm the critical threat. On another success, conception has occurred.

Table X-XX: Conception threat rolls
DC Fertility (Exemplary races)
15 Very High (orcs, goblins)
16 High (humans, gnolls)
17 Average (halflings, dwarves)
18 Low (gnomes, elves)
19 Very Low (dragons)
+1 Contraceptive used
+2 Masterwork contraceptive used

If the result of a confirmation roll is a natural 20, you make an additional roll for another conception (which will result in twins). If this roll is a natural 20, roll for a third conception (which will result in triplets), and so on. Where the DC has been modified to 20 or more, a natural 20 still results in a confirmation but does not incur further rolls.

INTERBREEDING
In the myriad of creatures found across the Great Wheel, few have the common blood necessary to breed together. The following rules provide rules on which humanoid couplings can bear fruit, and guidelines for other unions. They are by necessity intricate and indefinite, and DMs are advised to use their good sense when deciding matters for the group.

All relationships between races are given as one of three types: Related, Relatable or Unrelatable, and this governs the possibilities of conception and form of the child. As a unless two races are specified as Related or Relatable to each other, they are to be considered Unrelated.

Related
The two races share common blood, being related at some point in their distant ancestry. When rolling for conception, use the higher DC of the two races. The child borne of this coupling has an equal chance of being of one race or the other. The Related format applies to races with a clear halfbreed status (such as half-elves with elves) or those with such similar characteristics that it seems logical that interbreeding could occur.

Relatable
The races are distinct and separate, but there is the possibility of procreation. When rolling for conception, use the higher DC of the two races. Should the coupling bear fruit, the child will be a halfbreed, combining their characteristics, who is in turn Related to both parent races. The Relatable format applies to races who have defined halfbreeds between them (such as humans with elves).

Unrelatable
The races are too different for any possibility of interbreeding to occur. Conception checks between these races automatically fail, even on a natural 20. Potent magics may be able to spawn combinations of the two; if so, the child will be a halfbreed, combining the characteristics of both races.

Sidebar: Halfbreeds
In many campaign settings, halfbreeds are very much the exception to the norm. The rules above assume that this is not because of biological factors, but of social ones. Members of one race must overcome geographic segregation, social disapproval and not least differences in desires, emotions and lifespans that separate them from their partners in order to achieve a successful coupling, and this accounts for halfbreeds’ rarity. The rules use the higher fertility DC of the two parents, but no additional modifiers: it is assumed that the more virile race makes up for any drop in interracial fertility, and so no further penalties are applied.

Subraces
Subraces of common humanoids, such as the myriad types of elves, dwarves and halflings are slight variants on their own race. They are considered Related to their fellow subraces, and follow the same characteristics of their species as a whole when breeding with other races. For example, aquatic, moon, wild, wood elves and drow are all Relatable to humans, and the child of such a coupling will always be a half-elf, regardless of which subrace of elf was involved.

Humans
Humans have far and above the most freedom in choosing a partner amongst hte humanoids; their seed is as flexible as their minds and culture. Humans are Relatable to elves and orcs, and Related to the offspring of such unions, half-elves and –orcs. They are also Related to halflings, the latter race having originated through the coupling of Humans and some lost species of yesteryear. Humans are also considered Relatable to fey (excluding sprites), producing elven offspring, or half-fey in the case of nymphs and satyrs.

Elves & Half-Elves
The many species of elves are considered Relatable to humans and Related to half-elves, but this is the extent of their ability to breed with other humanoids. However, elves are Related to many fey, with the exception of sprites, with whom they are Unrelatable; and nymphs and satyrs, with whom they are Relatable, forming half-fey. Half-elves are Related to both parent races, and may breed with feys as if they were humans (see above).

Orcs & Half-Orcs
Orcs are considered Relatable to humans, forming half-orc offspring. They may also interrelate with goblins and the bestial humanoids that take their characteristics, such as gnolls and lizardmen, to whom they are Related. Half-orcs are Related to orcs and humans, but no other humanoids.

Dwarves
Dwarven subraces are usually confined to their own kind, and cannot breed with non-dwarves. They are, however, Related to gnomes, having bred with some since-lost race to produce the race.

Gnomes, Halflings and Goblins
Gnomes, goblins and halflings were originally the halfbreeds of a long lost race that spawned them, and are considered Related to their existing racial parents (dwarves, orcs and humans, respectively) and to each other. They typically eschew larger partners, however, because of size concerns.

Nymphs & Satyrs
Nymphs and satyrs are powerful embodiments of masculinity and femininity, and this is reflected in their fecundity. They are considered Relatable to any humanoid, producing a half-fey child with the same gender as the fey parent. They may freely interbreed with each other, as they are of the same race.

Bestial Humanoids
Bestial humanoids such as gnolls, lizardmen, and kobolds are Related to the humanoid race and the animal or beast from which they acquire their characteristics: gnolls are related to orcs and hyenas, lizardmen to orcs and monitor lizards, and kobolds to goblins and raptors. Their humanoid kin generally spurn their company, and they in turn find relations with animals somewhat beneath them, so interbreeding rarely occurs.

Dragons
Dragons are relatively infertile (accounting for their scarcity) but their seed crosses many racial boundaries; they are considered Relatable to any other living creature, producing half-dragon offspring. They may not breed with other varieties of dragons, however. Half-dragons are Related to their basic and draconic race, and may breed with others as though a member of their non-draconic parent race, with a 50% chance that their offspring will also be considered a half-dragon.

Giants
Civilised giants (hill, fire, ice etc.) are Related to each other, but Unrelatable to other creatures. Ogres are Relatable to orcs and humans, producing half-ogre offspring. Half-ogres are Related to ogres, humans and orcs, but cannot interbreed with other humanoids.

Shapechangers
All shapechanges have flexibility in crossbreeding. Lycanthropes in human form act as a member of their basic race, and in animal form act as that animal. In hybrid form, they may breed as either. The children of lycanthropes will appear to be the non-lycanthropic parent’s race until puberty, when they gain their lycanthropic nature. True shapechangers assume the breeding capability of any form they adopt; if they become pregnant, the child is a shapechanger. If the non-shapechanger parent becomes pregnant, the child will also be a shapechanger, but is fixed in the non-shapechanger parent’s racial form until puberty.

Outsiders
Outsiders are infused with a quasi-divine power that allows them great discretion in interbreeding; those capable of breeding are Relatable to any living creature. However, outsiders embody unique concepts that cannot be easily tainted; they may not interbreed with other. Children borne of couplings with outsiders are the non-outsider parent’s race, but subject to the appropriate race. Those celestials and fiends capable of breeding produce half-celestials and half-fiend (MM) children, respectively. Other outsiders of strong alignment are treated similarly, but the child is subject to the celestial, fiendish, anarchic or axiomatic template accordingly (MM for first two, MotP for the others). Pairings with pseudonatural creatures produce pseudonatural children (MotP; NOT EHB rules). If an outsider does not fit in any of these categories, the result is left up to the DM, although the child will always be modified to Outsider status.

Half-Outsiders
Half-outsiders are more restricted in interbreeding, and follow the patterns of a normal member of their basic race. The children of half-celestials, half-fiends, celestial, fiendish, anarchic and axiomatic creatures are planetouched (MM & MM2) according to their celestial parentage if the child is a humanoid; otherwise, the divine taint fades and their offspring will be a normal member of their race. Children of a planetouched, if humanoid, retain their parent’s trait.

Deities
The deities can create races by their own hand, and so mundane procreation is of little challenge to them. They are Relatable to anything, including each other. Their children, rich with divine blood in their veins, are best represented by the application of the Paragon template (EHB), or Beast of Legend (SS) if the basic parent race is an animal or beast.

Other Creature Types
Other creatures are generally Unrelatable to other races, unless specified above. Potent magic arts may allow living creatures to father children with other races, in which case they are considered Relatable. Typically, couplings with animals form anthropomorphic creatures (SS), those with beasts form tauric creatures (MM2/SS), those with elementals form half-elementals (MotP), those with fey form half-fey of a sort, those with giants form larger creatures (MM size increase rules), those with oozes form half-oozes (SS), those with plants form wood element creatures (MotP), and those with vermin form insectile creatures (SS). Those with beasts and animals may produce new bestial humanoids, at the GM’s discretion. Those with aberrations and magical beasts are extremely erratic, and best left up to the GM’s devices.

Sidebar: Changing the Rules
As DM, you may exercise your discretion over all the rules above, changing them in accordance to your materials and campaign setting. If a rule contradicts something you’ve written into your campaign, sounds stupid or has adverse consequences, ignore the rules, or make up your own. If you have created or have access to material beyond those in WotC rulebooks, you may wish to extend the interbreeding rules accordingly. For example, if you have rules for half-dwarves, you could change Dwarves’ relationship to humans to Relatable. The GUCK offers a single extension of its own, in the form of the Half-fey template, so that nymphs and satyrs who would normally be Unrelatable (or Related) are instead Relatable to many species.
The rules on subraces, most notably, have been simplified to avoid over-complexity. You may wish to devise your own system for interrelating producing each of the different subraces if you have the time, dedication and motivation to do so, but we felt such intricacy did not warrant its inclusion in the core guide.

PREGNANCY
All of the common humanoids give birth to live young, and must allow their child to develop before this. The mechanics below give a model for determining duration and effects of pregnancy in those creatures that follow this pattern. Other creatures, such as bestial humanoids with reptilian or avian taints, are best left to the DM’s discretion.

Pregnancy lasts a basic time of seven months. Add one month for each size category above Medium-size and deduct one month for each size category below. Divide the racial Adulthood age found in Chapter 5 of the PHB by ten, round to the nearest whole number, and add this in months to the total. Table X-XX: Pregnancy Duration gives the value for the common humanoids.

Table X-XX: Pregnancy Duration
Race of mother / Duration
Dwarf / 11 months
Elf / 18 months
Gnome / 10 months
Half-elf / 9 months
Half-orc / 8 months
Halfling / 8 months
Human / 9 months

The duration is calculated according to the race of the mother, as it is essentially her body’s capability to nurture the child that determines how long pregnancy lasts.

As the child develops, the mother finds herself becoming increasingly encumbered by the additional weight and bulk of the child she is carrying. Consult table X-XX: Pregnancy Effects and calculate how long it is before the birth of the child to give the mother’s maximum Dexterity bonus, Spot DC to notice pregnancy, and other complications.

Table X-XX: Pregnancy Effects
Duration before childbirth / Spot DC / Max Dex / Other
More than 9 months / 45 / +9 /
Less than 9 months / 35 / +8 /
Less than 8 months / 25 / +7 /
Less than 7 months / 20 / +6 /
Less than 6 months / 15 / +5 / Heavy armour must be refitted
Less than 5 months / 10 / +4 /
Less than 4 months / 5 / +3 /
Less than 3 months / 5 / +2 / Cannot run, Medium armour must be refitted
Less than 2 months / 0 / +1 / Land speed –5ft.
Less than 1 month / 0 / +0 / Land speed –10ft.

Until childbirth, the mother and child are considered to be the same entity. Attacks, spells and other effects cannot affect the child unless specifically stated otherwise. However, certain events can pose a threat:

Massive Damage
Should the mother suffer massive damage (see DMG for details) and succeed at the check to avoid death, she must make another Fortitude save (DC 15) or miscarry.

Poison and Disease
If the mother takes Constitution damage, she must also make a Fortitude save (DC 10 + total Con damage dealt) or miscarry. Permanent ability damage dealt by poison or disease will also be applied to the child after birth. If the mother is suffering from a disease at the point of birth, the child will also be affected.

Death
Obviously, any event that ends the life of the mother will also terminate the pregnancy. Raise dead will restore the mother to life, but the child will be stillborn. Resurrection and true resurrection restore life to the mother and child.

If the mother miscarries or dies, the child is automatically killed unless childbirth is expected in less than a month; in this case the child survives, but is likely to require assistance.

CHILDBIRTH
The moment of childbirth is somewhat erratic; ten days before the child is expected and every day thereafter, the DM should roll a d20. On a result of 20, the mother will give birth to the child at some point that day. What point is determined by dramatic necessity, convenience or randomisation as desired by the DM.

When childbirth begins, the mother loses one hit point every minute, to a minimum of 0hp, when she is staggered. Childbirth continues for 2d12 hours, after which she must make a Fortitude save against a DC determined by Table X-XX: Childbirth DCs.

Table X-XX: Childbirth DCs
Ideal environment (eg sanitarium): DC 4
Comfortable, clean environment (eg home): DC 6
Uncomfortable, dirty environment (eg field): DC 8
Awful environment (eg swamp): DC 10

Layman’s assistance (Heal check DC 5): -1 DC
Physician’s assistance (Heal check DC 10): -2 DC
Midwife’s assistance (Prof: Midwife check DC 10): -3 DC

On a success, the child was born successfully and the mother can begin to regain hit points normally. On a failure, complications have arisen: the mother must make two Fortitude saves (DC 15) to prevent disaster: if the first fails, the mother drops to –1 hit points and is dying. If the second fails, the child is stillborn. Miscarriages use the above mechanics, but unless there is less than a month before childbirth is expected, the child will always be stillborn.

CHILDHOOD
Upon birth, you may determine the child’s gender, abilities and other features. Children typically have an equal chance of being either male or female (roll a d%: 01-50 male, 51-00 female). However, in your campaign setting certain races may have increased chances of giving birth to sons or daughters; satyrs and dryads, for example, always produce male and female offspring respectively.

To determine the child’s potential in future life, take the averages for the ability scores of its parents (where necessary, roll a d%: 01-50 round down, 51-100 round up) and modify each according to the roll on Table X-XX: Variation, below. Results cannot exceed 18 + racial modifier or drop below 3 + racial modifier. These will be the ability scores of the child when it reaches adulthood. Until then, modify them according to Table X-XX: Age Modifiers (minimum score 1).

Table X-XX: Variation
d20 / Attribute Modifier
1 / -6
2-3 / -4
4-5 / -2
6-8 / -1
9-12 / +0
13-15 / +1
16-17 / +2
18-19 / +4
20 / +6

Table X-XX: Age Modifiers
Age / Universal attribute modifier
Up to one year / -8
Up to half adulthood age / -4
Up to adulthood age / -2

The child is considered a level 1 commoner for the duration of its youth. Its upbringing and education will be crucial in determining its personality, likes and dislikes. When it reaches adulthood, the child may choose an NPC or (if they received the proper training) PC class.
 


I see you changed the childbirth check to a Fort Save. I think this should become a Con check, as with the current DC's, any class with a good Fort Save will never have any chance of complications fairly early on. I agree that classes with a good Fort Save are likely to be rugged and all. However, we already established that complications during childbirth can happen to anyone regardless of age, social standing or experience.

Similarly, you changed the rules for miscarriages. With the current rules-set, a commoner would never have a miscarriage unless she's attacked by something hugely powerful and survives by a stroke of good luck, or if she's poisoned. For a commoner, either one of these are fairly uncommon. I strongly recommend adding the "Quarter of the woman's hit points or 25hp of damage" rule back in.

Other than that... Excellent job!!! I'll update the website over the course of the day.
 
Last edited:

Thanks for the thoughts, Sorn. I changed the check to a Fortitude save partially because it is more in line with 3e philosophy - it's saving against harm to the body, therefore a save is more appropriate than an attribute check.

When I compiled these rules, I was thinking along the lines that whilst pregnancy is massively debilitating to all, advanced PCs should have a definite advantage (longer to become staggered, better saves) so as to allow PCs some freedom to reproduce without fear of mortal danger. This isn't to say, however, that they get let off easy. For a 10th level PC is a class without a good Fortitude save, childbirth is still pretty risky.

Finally, I went for Fortitude saves because they keep in line with the massive damage that causes the childbirth, and are easiest to balance. You may still have a point (do the rest of you agree?), but I feel your alternative is not the right way to go about things. One-quarter hit points is not only non 3e-ish, but requires the typical commoner (4hp) to make difficult checks against miscarraige every time they fall down in the road, get paper cuts, sneeze violently etc etc.

If you'd like to propose another alternative, or have any other suggestions, do so. The last chapter has not gone past the board's approval, and is the most hastily edited; any errors or imbalances that have arisen need to be pointed out by alert individuals such as yourselves.

DbS
 

Death By Surfeit said:

When I compiled these rules, I was thinking along the lines that whilst pregnancy is massively debilitating to all, advanced PCs should have a definite advantage (longer to become staggered, better saves) so as to allow PCs some freedom to reproduce without fear of mortal danger. This isn't to say, however, that they get let off easy. For a 10th level PC is a class without a good Fortitude save, childbirth is still pretty risky.

A 10th level in any combat class shouldn't have any problem with childbirth, period. In general I don't think they should have too much trouble anyway--a 10th level anything can take at least 4 times the abuse a com1 can--anything a com1 has a reasonable chance of surviving shouldn't be that big a threat to an anything 10.
 

The original GUCK had some equations you could use to determine the adult statistics of a child, based on addition and subtraction of its parents' stats and a random die roll; I used the equations to get the stats of the child of two of my characters.
 

Ok, Fort Save for delivery it is then. I am still a little sceptical on the miscarriage/massive damage ruling, but for simplicity's sake, I am willing to let that go.

Other than that, things look pretty solid. Let me recap and outline the things that are left to do:

-Diseases
-Spells
-Uses for old spells (revisions/additions)
-Equipment (finalize)
-Magic Items
-Prestige Classes
-How to handle Sex in Your Campaign
-NC sidebar
-Racial notes (editing/last minute additions)
-Prostitution (editing/add NPC's)
-Organizations (needs to be written)
-New Monsters
-Templates
-Plane of Lust
-Flavor-text (something we are missing right now... some fiction might be neat too)

After that:
-Editing
-Proofreading
-Final Editing
-Layout
-Final Proofreading
-Much celebrating and sleeping
-HEx

Sounds like a lot to do at first glance, but it shouldn't be all that bad. A lot of the stuff is already partly done or not all that big. If anybody wants to tackle the parts that don't require any rules, go ahead. Just email me your goodies and I'll put them on the site.
 

Remove ads

Top