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<blockquote data-quote="Death By Surfeit" data-source="post: 1034230" data-attributes="member: 8646"><p><strong>Full Mechanics v2.0 - Part III</strong></p><p></p><p>SEXUAL ALIGNMENT</p><p>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.</p><p></p><p>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).</p><p></p><p>Drive</p><p>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.</p><p>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.</p><p>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?</p><p></p><p>Orientation</p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p></p><p>Sample Alignment</p><p>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).</p><p></p><p>Conventional and Sexual Alignment (sidebar)</p><p>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.</p><p></p><p>KINKS</p><p>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.</p><p></p><p>Kink Potency</p><p>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.</p><p></p><p>Fetishes</p><p>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.</p><p></p><p>Optional Rule: Compulsion (sidebar)</p><p>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.</p><p></p><p>Table 5-XX: Compulsions</p><p>Fetish Potency / Period before test</p><p>1 / one year</p><p>2 / one month</p><p>3 / one week</p><p>4 / one day</p><p>5 / one hour</p><p>6 / 10 minutes</p><p></p><p>Special Fetishes</p><p>These are particular fetishes that carry exceptions to the rules above.</p><p>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.</p><p>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.</p><p>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.</p><p>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).</p><p>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.</p><p></p><p>Frets</p><p>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.</p><p></p><p>Determining Kinks (large sidebar)</p><p>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.</p><p></p><p>5-XX3: Kinks by Ethical Alignment</p><p>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.</p><p>d100 roll / Lawful / Neutral / Chaotic</p><p>01-05 / Fetish 1 / Fetish 1 / Fetish 1</p><p>06-10 / Fetish 2 / Fetish 1 / Fetish 1</p><p>11-15 / Fetish 3 / Fetish 2 / Fetish 1</p><p>16-20 / Stop rolling / Fetish 2 / Fetish 2</p><p>21-30 / Stop rolling / Fetish 3 / Fetish 2</p><p>31-45 / Stop rolling / Stop rolling / Fetish 3</p><p>46-85 / Stop rolling / Stop rolling / Stop rolling</p><p>86-90 / Fret 1 / Fret 1 / Fret 1</p><p>91-95 / Fret 2 / Fret 2 / Fret 2</p><p>96-00 / Fret 3 / Fret 3 / Fret 3</p><p></p><p>Table 5-XX4: Random Kink Subjects</p><p>Select a subject, or roll a d100 if you’re feeling adventurous.</p><p>Roll Subject</p><p>01 Soldiers</p><p>02 Priests</p><p>03 Mages</p><p>04 Criminals</p><p>05 Woodspeople</p><p>06 Nobles</p><p>07 Peasants & Slaves</p><p>08 Savages</p><p>09 Humans</p><p>10 Elves</p><p>11 Dwarves</p><p>12 Fey</p><p>13 Gnomes</p><p>14 Halflings</p><p>15 Orcs</p><p>16 Goblins</p><p>17 Celestials</p><p>18 Demons</p><p>19 Devils</p><p>20 Deities</p><p>21 Pseudonaturals</p><p>22 Dogs & Wolves</p><p>23 Cats & Big Cats</p><p>24 Horses & Ponies</p><p>25 Snakes & Worms</p><p>26 Fish</p><p>27 Lizards</p><p>28 Insects</p><p>29 Rodents</p><p>30 Statues& Constructs</p><p>31 Undead</p><p>32 Dragons</p><p>33 Old people</p><p>34 Young people</p><p>35 Strong partners</p><p>36 Frail partners</p><p>37 Blond hair</p><p>38 Red hair</p><p>39 Dark hair</p><p>40 White hair</p><p>41 Very pale skin</p><p>42 Very dark skin</p><p>43 Deeply tanned skin</p><p>44 Smooth skin</p><p>45 Rugged skin</p><p>46 Hairiness</p><p>47 Hairlessness</p><p>48 Eyes</p><p>49 Lips</p><p>50 Chest/Breasts</p><p>51 Buttocks</p><p>52 Feet</p><p>53 Tentacles</p><p>54 Voyeuring</p><p>55 Exhibition</p><p>56 Danger</p><p>57 Opulence</p><p>58 Dirtiness</p><p>59 Outdoors</p><p>60 Confined spaces</p><p>61 Churches</p><p>62 Taverns</p><p>63 Kitchens</p><p>64 Dungeons</p><p>65 Gentle sex</p><p>66 Rough sex</p><p>67 Anal sex</p><p>68 Oral sex</p><p>69 Breast sex</p><p>70 Masturbation</p><p>71 Gays</p><p>72 Lesbians</p><p>73 Multiple partners</p><p>74 Married partners</p><p>75 Bondage</p><p>76 Domination</p><p>77 Submission</p><p>78 Sadism</p><p>79 Masochism</p><p>80 Pregnancy</p><p>81 Virginity</p><p>82 Leather</p><p>83 Metal</p><p>84 Silk</p><p>85 Water</p><p>86 Fire</p><p>87 Glass</p><p>88 Bone</p><p>89 Blood</p><p>90 Wood</p><p>91 Fur</p><p>92 Vegetables</p><p>93 Revealing clothing</p><p>94 Concealing clothing</p><p>95 Nudity</p><p>96 Magic</p><p>97 Arcane items</p><p>98 Divine relics</p><p>99 Sexual fluids</p><p>00 All sexual activity. If a fetish, counts as Nymphomania/Satyriasis according to gender.</p><p></p><p>Notes on applying kinks:</p><p>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.</p><p></p><p>CONCEPTION</p><p>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.</p><p></p><p>Table X-XX: Conception threat rolls</p><p>DC Fertility (Exemplary races)</p><p>15 Very High (orcs, goblins)</p><p>16 High (humans, gnolls)</p><p>17 Average (halflings, dwarves)</p><p>18 Low (gnomes, elves)</p><p>19 Very Low (dragons)</p><p>+1 Contraceptive used</p><p>+2 Masterwork contraceptive used</p><p></p><p>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.</p><p></p><p>INTERBREEDING</p><p>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.</p><p></p><p>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.</p><p></p><p>Related</p><p>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.</p><p></p><p>Relatable</p><p>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).</p><p></p><p>Unrelatable</p><p>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.</p><p></p><p>Sidebar: Halfbreeds</p><p>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.</p><p></p><p>Subraces</p><p>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.</p><p></p><p>Humans</p><p>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.</p><p></p><p>Elves & Half-Elves</p><p>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).</p><p></p><p>Orcs & Half-Orcs</p><p>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.</p><p></p><p>Dwarves</p><p>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.</p><p></p><p>Gnomes, Halflings and Goblins</p><p>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.</p><p></p><p>Nymphs & Satyrs</p><p>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.</p><p></p><p>Bestial Humanoids</p><p>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.</p><p></p><p>Dragons</p><p>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.</p><p></p><p>Giants</p><p>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.</p><p></p><p>Shapechangers</p><p>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.</p><p></p><p>Outsiders</p><p>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.</p><p></p><p>Half-Outsiders</p><p>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.</p><p></p><p>Deities</p><p>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.</p><p></p><p>Other Creature Types</p><p>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.</p><p></p><p>Sidebar: Changing the Rules</p><p>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. </p><p>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.</p><p></p><p>PREGNANCY</p><p>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.</p><p></p><p>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.</p><p></p><p>Table X-XX: Pregnancy Duration</p><p>Race of mother / Duration</p><p>Dwarf / 11 months</p><p>Elf / 18 months</p><p>Gnome / 10 months</p><p>Half-elf / 9 months</p><p>Half-orc / 8 months</p><p>Halfling / 8 months</p><p>Human / 9 months</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Table X-XX: Pregnancy Effects</p><p>Duration before childbirth / Spot DC / Max Dex / Other</p><p>More than 9 months / 45 / +9 / </p><p>Less than 9 months / 35 / +8 / </p><p>Less than 8 months / 25 / +7 / </p><p>Less than 7 months / 20 / +6 / </p><p>Less than 6 months / 15 / +5 / Heavy armour must be refitted</p><p>Less than 5 months / 10 / +4 / </p><p>Less than 4 months / 5 / +3 / </p><p>Less than 3 months / 5 / +2 / Cannot run, Medium armour must be refitted</p><p>Less than 2 months / 0 / +1 / Land speed –5ft.</p><p>Less than 1 month / 0 / +0 / Land speed –10ft.</p><p></p><p>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:</p><p></p><p>Massive Damage</p><p>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.</p><p></p><p>Poison and Disease</p><p>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.</p><p></p><p>Death</p><p>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.</p><p></p><p>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.</p><p></p><p>CHILDBIRTH</p><p>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.</p><p></p><p>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.</p><p></p><p>Table X-XX: Childbirth DCs</p><p>Ideal environment (eg sanitarium): DC 4</p><p>Comfortable, clean environment (eg home): DC 6</p><p>Uncomfortable, dirty environment (eg field): DC 8</p><p>Awful environment (eg swamp): DC 10</p><p></p><p>Layman’s assistance (Heal check DC 5): -1 DC</p><p>Physician’s assistance (Heal check DC 10): -2 DC</p><p>Midwife’s assistance (Prof: Midwife check DC 10): -3 DC</p><p></p><p>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.</p><p></p><p>CHILDHOOD</p><p>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.</p><p></p><p>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).</p><p></p><p>Table X-XX: Variation</p><p>d20 / Attribute Modifier</p><p>1 / -6</p><p>2-3 / -4</p><p>4-5 / -2</p><p>6-8 / -1</p><p>9-12 / +0</p><p>13-15 / +1</p><p>16-17 / +2</p><p>18-19 / +4</p><p>20 / +6</p><p></p><p>Table X-XX: Age Modifiers</p><p>Age / Universal attribute modifier</p><p>Up to one year / -8</p><p>Up to half adulthood age / -4</p><p>Up to adulthood age / -2</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Death By Surfeit, post: 1034230, member: 8646"] [b]Full Mechanics v2.0 - Part III[/b] 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. [/QUOTE]
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