The guide uses eight attributes for a character. These attributes are as followed:
Most systems have some system for characters to get out or save themselves from dangerous situations. Systems vary but the following categories are used here:
A sub-class is a standard class that provides more specific detail. The sub-class sections have the following info:
NOTE: These rules are not necessarily suppose to be taking seriously. If anything, they are provided for your amusement. It seems people will make rules for anything. Before throwing this guide a way because of this section, you might want to read the whole guide and then only throw out sections like this one. And if you keep sections like this one, you may want to seek counseling :)
There comes a time in an adventurer's life when he/she wants to engage in the act of sex. Unfortunately, most RPG rule books avoid the subject for obvious reasons. A player rolls dice from pottery to dancing, so why not sex.
At first glance, it may seem that a character can have sex for quite a long time. This is true for player characters. They have superior attributes and thus can perform better (that's why they're great adventurers). However, an average character would have attributes between 9-12. Using the below rules, an average character (10 or 11 in all attributes) could go a minimum of 10 or 11 minutes (rounds) and might be able to go an additional 10 or 11 minutes if very, very luck (dice deities willing, but don't bet on it).
Some GMs may feel that certain races should be more adept at sex than others. Many arguments can be made for every race. The one race that most people feel should have modifiers is the dwarf race. However, since theses rules are based on constitution and since initial character generation gives bonus or penalties to Constitution (dwarves get +1), it is not necessary to give additional modifiers to race.
The following is the steps to go through to see if a character can continue having sex:
A. Score | Modifier | Description |
---|---|---|
03-05 | -4 | <-- not much fun |
06-08 | -2 |   |
09-12 | 0 |   |
13-15 | +2 |   |
16-18 | +4 | <-- someone could get hurt |
A. Score | Modifier | Description |
---|---|---|
03-05 | -4 | <-- wears out easily |
06-08 | -2 |   |
09-12 | 0 |   |
13-15 | +2 |   |
16-18 | +4 | <-- nasty |
A. Score | Modifier |
---|---|
03-05 | -4 |
06-08 | -2 |
09-12 | 0 |
13-15 | +2 |
16-18 | +4 |
Relationship | Example |
---|---|
Identical | human vs. human |
Similar | human vs. elf, human vs. halfling |
Related | human/horse vs. centaur, human/elf vs. half-elf |
Different | human vs. eagle, human vs. horse |
Whether or not two individuals can produce offspring depends on the relationship and conditions given in Table B.
Relationship: | Identical |
Additional Requir.: | None |
Chance of Fertility: | As normal |
Result: | As per race |
Relationship: | Similiar |
Additional Requir.: | None |
Chance of Fertility: | As the lesser fertile of the two races |
Result: | Half Breed |
Relationship: | Realted |
Additional Requir.: | None |
Chance of Fertility: | As the lesser fertile of the two races |
Result: | Produce pure breed of the race the size of the female (see below) |
Relationship: | Different |
Additional Requir.: | Magical or divine intervention |
Chance of Fertility: | 0% (without intervention) or 100% (with) |
Result: | Produce a new race that may be fertile and breed true |
Size (of the creature you filthy minded churl) may play a part in some crossbreeds. For example, in human/horse/centaur pairings. The result depends, in part, on the physical size of the parents. Consult Table C.
Realtionship | Race of Father> | Race of Mother | Race of child |
---|---|---|---|
Similar | Human (Elf> | Elf (Human) | Half-elf |
Related | Human (Half-elf) | Half-elf (Human) | Human or Half-elf |
Realted | Elf (Half-elf) | Half-elf (Elf) | Elf or Half-elf |
Different | Human | Horse | Centaur (with interv.) |
Different | Horse | Human | None (or a dead woman) |
Related | Human (Centaur) | Centaur (Human) | Human |
Realted | Horse (Centaur) | Centaur (Horse) | Horse |
There is one interesting exception, humans and halflings. While they are fertile with each other, such a pairing will only produce one or the other race. This may be because they are so similar that there can be no half breed race. Consult Table Cb.
Relationship | Race of Father | Race of Mother | Race of Child |
---|---|---|---|
Similar | Human | Halfling | Halfling |
Similar | Halfling | Human | Halfling or Human |
For some specific races, the relationships are given on Table D.
Race | Relationship | Examples |
---|---|---|
Centaur | Similar | None |
Related | Horse, Human | |
Different | Most other races | |
Elf | Similar | Elf (all varieties) |
Related | Drider | |
Different | Most other races | |
Half-elf | Similar | None |
Related | Elf, Human | |
Different | Most other races | |
Centaur | Similar | Elf, Halfling, Ogre, Orc (and variations) |
Related | Centaur, Half-elf, Half-orc, Minotaur, Satyr | |
Different | Most other races |
On the specific case of and elf and a centaur use the following suggested rules:
To start, get the base chance for each character (Table 1) that participated in sex and add the appropriate Constitution modifiers (Table 2). Then roll percentile dice for each person. A successful roll indicates fertility. If both are fertile than conception has occurred. Of course, this assumes that both characters are of compatible race and are at age where conception can occur (GM's judgment), and it is the female's fertile time of the month. Some GM's may allow all races to reproduce offspring. Other GMs may limit which races can breed together. This decision should remain that of individual GMs, but suggestions are given in the previous section.
Table 1: Base Chance Base Race Chance Dwarf 22% Elf 13% Gnome 20% Half-Elf 54% Halfling 50% Human 77%NOTE: The maximum age for each race was divided by 100. This number was divided into 100% to get the base chance (fractions rounded). This gives an accurate representation of how fertile an overall race is. If a GM wishes to add more races, all that would be needed is the maximum age of that race.
Table 2: Constitution modifiers A. Score Modifier 03-05 -6% 06-08 -4% 09-10 -2% 11-12 +2% 13-15 +4% 16-18 +6%
Natural condoms made of various materials could be commonly used. These include condoms made with vegetable fibers or animal tissue which would be quite rare and expense (around 10 silver pieces). Such condoms would only be effective in preventing pregnancy 25% of the time. Another option would be to lower the chance of pregnancy by 75%.
Table 1 lists the length of pregnancy for each race. Also, it lists the duration of each stage of the pregnancy. The length of each stage is given as well. Half-elf pregnancies could last as long as 24 months or as little as 9 months depending on how much human or elf the unborn child is. The number given is for GMs who don't want to bother with complicated inter-racial percentages.
TABLE 1: Pregnancy Total Length Duration of Race of Pregnancy Each Stage Elf 24 months 2 months 20 days Gnome 16 months 1 months 24 days Dwarf 15 months 1 months 20 days Halfling 7 months 0 months 24 days Human 9 months 1 month 0 days Half-Elf 12 months 1 months 10 daysNOTE: The length of pregnancy was derived from the assumption that an elf's pregnancy lasts 24 months and that the elves life span is 750 years. 750 divided by 24 yields the number 31.25. 31.25 was then divided into the life spans of all races to get the length of pregnancy with the exception of humans. Since human pregnancy in an RPG can have real-world basis, the length is given as 9 months. 14.44 (derived from dividing 130 by 9) could have been used rather than 31.25 but the 31.25 is based on the fantasy elf race and so that number was used for the other fantasy races. GMs may alter the list as they wish.
These chances are only suggestions and GMs may adjust the table as he sees fit for his campaign.
TABLE 1b: Chance of more than one child Race Twin Trip Quad Quint Sex Human 10 100 1,000 10,000 100,000 Halfling 100 1,000 10,000 100,000 1,000,000 Half-Elf 500 5,000 5,000 50,000 500,000 Elf 1,000 10,000 100,000 1,000,000 n/a Gnome 10,000 100,000 1,000,000 n/a n/a Dwarf 100,000 1,000,000 n/a n/a n/a
Usually in the last three stages of pregnancy, backache is constant, so GMs may wish this upon the character. GMs may desire to make a temporarily (until pregnancy is over) drastic reduction of hit points to simulate the constant agony of the woman.
TABLE 2: Moods & Attitudes Die Roll Moods & Attitudes 1 happy, cheerful, optimistic, helpful, friendly 2 self-pity, unhelpful, brooding, pessimistic 3 pissed off, vengeful, cruel 4 depressed, sullen, feeling inadequate 5 depressed. brooding, pessimistic 6 restless, impatient, takes control, urge to get on with things, roll 1d6 for obsession checkNeedless to say, running a character with all of these different attributes which change all of the time tests the player's ability to roll play to a maximum.
Mild morning sickness consists of 1 to 2 hours of nausea a day. Moderate morning sickness lasts 1d4 hours a day after which check for 1 to 2 hours of nausea with-1 penalty. Chronic morning sickness lasts 2d4 hours a day after which check for 1d4 hours of nausea with -2 penalty.
TABLE 3: Level Of Morning Sickness Die Roll Level How Long 01-60 None n/a 61-80 Mild 3 stages 81-98 Moderate 5 stages 99-00 Chronic 9 stages
Others feel that a pregnant character should get a bonus to charisma. Supposedly, pregnant women "glow with motherhood". Being pregnant is the essence of womanhood and many males find this attractive. In fact, a pregnant woman can get people to wait on her beckon call because she seems so helpless. This "natural beauty" can be reflected in attractiveness.
Given these completely different views. A GM should make charisma adjustments based on the individual views of those that the pregnant character meets. Thus, one NPC may find her attractive and thus she gains a bonus to attractiveness and charisma. On the other hand, an NPC can find her repulsive and thus she suffers a penalty to attractiveness and charisma.
Every time a mage or cleric casts a spell after the 2nd stage of pregnancy, there is cumulative chance equal to the spell level that an effect has occurred.
For example, Roxanne The Mage is in her 3 stage of pregnancy. She casts a 2nd level spell. There is a 2% that the unborn child is effected. The player rolls a 25 on the percentile dice and thus nothing happens to the unborn. Then, Roxanne casts a 3rd level spell. Now there is a 5% (2+3) chance of the unborn child to be effected. But the percentile dice show a 56 and the child is safe.
For every psionic strength point (PSP) used by the psionicist after the 2nd stage of pregnancy, there is cumulative chance equal to the number of expended PSPs that an effect has occurred.
If there is an effect roll on the following table (subtracting the stage of pregnancy, i.e. add 10 if in the 5th stage of pregnancy) to decide if the effect is positive or negative (use appropriate modifiers).
TABLE 4: Type of Effect 01-25 Positive; roll on Positive Effects Table 5 26-00 Negative; roll on Negative Effects Table 6 TABLE 5: Positive Effects (ROLL 1d10)
1: Born with infravision which enables child to see up to 60 feet in the dark. If the child's race already has the benefit of infravision than add 20 feet to the range. 2: Born with a +1 bonus to all saves vs. paralyzation, poison, or death magic. 3: Born with a +1 bonus to all saves vs. rod, staff, or wand. 4: Born with a +1 bonus to all saves vs. petrifaction or polymorph. 5: Born with a +1 bonus to all saves vs. breath weapon. 6: Born with a +1 bonus to all saves vs. spell. 7: Born with 10d10 - 5 % magic resistance. 8: Born with a lifetime regeneration ability. The child will be able to naturally (subconsciously) regenerate 1 hit point every turn. 9: Born with a natural (subconscious) ability to "turn" 1 Hit Die undead. Great potential for child to grow up to be a infamous cleric. 10: Born with a psionic wild talent. If the effect was created due to psionics, then two wild talents develop. TABLE 6: Negative Effects (ROLL 1d12) 1: Born with a -1 penalty to all saves vs. paralyzation, poison, or death magic. 2: Born with a -1 penalty to all saves vs. rod, staff, or wand. 3: Born with a -1 penalty to all saves vs. petrifaction or polymorph. 4: Born with a -1 penalty to all saves vs. breath weapon. 5: Born with a -1 penalty to all saves vs. spell. 6: Unborn is mutated into a demon. Possible possessed by the evil intelligence of a demonic creature. The GM should decide what type of demon the child shall be. 7: Radically different coloration of skin. The color change can either be advantageous or disadvantageous to the child, depending on whether the new color will give him/her a camouflage appearance or make him/her a laughing stock. A child's color can change to any other color. The color change is left to the GM and is limited only by the imagination. 8: The child's eyes are much different than normal. Roll 1d6 to determine the types of eyes: 1 = huge and protruding; 2 = small and stalked like a crab's; 3 = large ad turreted, move independently like a chameleon; 4 = appear normal but child has 1d4 additional eyes; 5 = multifaceted like an insect's; 6 = the child appears to have no eyes (any eye sockets are empty, but the child moves and reacts like one with normal vision). 9: The child's eyes appear and function normally except for their color: 1 = solid black; 2 = blank white; 3 = glowing red; 4 = glowing, venomous green; 5 = putrid pink; 6 = opalescent. 10: The skull or head of the child is adorned with unusual outgrowths. While it is possible for a child to attack with these outgrowths (when he/she grows up), this mutation does not give the child an additional attack per round. Roll 1d4 to determine the type of adornment: 1 = antlers, as a small deer, that do 1-2 hp slashing and rendering damage each; 2 = horns, as a small bull, doing 1-3 hp stabbing damage each; 3 = single horn, like a small unicorn horn without magical properties, doing 1-4 hp stabbing damage; 4 = curved horns, like a ram, that can be used to butt an opponent for 1-4 hp damage. 11: The child has a tail. While it is possible to use the tail for attack, this does not give an additional attack per round. Roll 1d4 to determine the type of tail: 1 = short, useless, and non-functioning; 2 = long and prehensile, can be used to hold a shield or other object but cannot be used in attack; 3 = long and segmented, ending in a nonpoisonous stinger that does 1-4 hp damage; 4 = long and whip-like, can be used to inflict 1-2 hp damage. 12: REROLL
For the last three stages (7,8,9) instead of a miscarriage there is a 50% chance for a premature birth.
The chance for a successful birth is based on the following formula (use mom's stats): success % = System Shock + (2 * Strength).
The GM has two options for an unsuccessful birth. Kind GMs can make the mother make a system shock/2. If she succeeds then the child makes a roll to check for failure on the table based on the following formula: (system shock/2) - 1 for each day premature. (NOTE: subtract 10% from the table for each day the child is premature.) This option gives the character and child a second chance. A more sinister GM can require a roll on the table without any second chances.
TABLE 7: Failed Birth (Roll 1d%) 01-40 child dies 41-80 mother dies 81-98 both dies 99-00 Both live (one last chance for success)
GMs may adjusted the table based on their own campaign.
Detect Pregnancy Prevent Nausea Summon Midwife
Assist Labor & Birth
'Irnar's Poloroidic Pregnancy
Class: Cleric Level: 1 Sphere: Divination Range: Touch Components: V, S Duration: 1 round/level Casting Time: 1 Area of Effect: 1 creature Save: None
This spell enables the priest to detect pregnancy in any creature. The priest will also know the day of conception, stage of pregnancy, estimated day of birth, and gender of child.
Class: Cleric Level: 1 Sphere: Healing Range: Touch Components: V, S Duration: 6 turns/level Casting Time: 1 Area of Effect: 1 creature Save: None
This spell will prevent the woman from getting nausea for the duration of the spell. The reverse of this spell will cause nausea to the victim, male or female.
Class: Cleric Level: 1 Sphere: Summoning Range: 30 yards Components: V, S Duration: none Casting Time: 1 Area of Effect: 1 creature Save: None
This spell will summon the nearest midwife. The midwife will get the summons. She is under no obligation to respond to the summons, but very few midwifes will ignore it unless unfortunate circumstances prevail.
Class: Cleric Level: 2 Sphere: Healing Range: Touch Components: V, S, M Duration: none Casting Time: 2 Area of Effect: 1 creature Save: None
This spell has multiple functions to assist the mother in labor and birth:
Class: Mage Level: 6 Range: Touch Components: V, S Duration: permanent Casting Time: 6 Area of Effect: 1 creature Save: Neg.
This spell will speed up the pregnancy of a woman from 9 stages to 9 hours (1 hour for each stage left until birth). The pregnant woman must make a system shock when its time to give birth. Success indicates that the birth is successful, failure indicates that child dies and the woman suffers a permanent -1 reduction to constitution.
'Irnar is still researching, but the priestesses of the Mother Goddess are doing their damndest to hunt him down and destroy his research, it is a violation if their creed.
Some parental mages have created a few useful cantrips. Below is a list of them. They have a small description and should not need additional explanation.
Some Fetal Alcohol Syndrome victims are somewhat socially inept. Not in a "nerdy" manner, but they seem to be unable to have healthy friendships. They are attracted to dangerous elements, such as the other troublemakers (unable to separate right from wrong, etc). They can't seem to resist peer pressure, and if pressured, will drink, steal, etc.. Their work ethic is bad, unable to see the future as imminent. The awful thing is, it's not their fault!
Therefore, if a woman drinks at ANY time during pregnancy (even if she doesn't know she's pregnant) and if she consumes even a small amount of alcohol, there is a risk of Fetal Alcohol Syndrome. The more often she drinks, the greater the risk and the greater the possible effects. The player should roll 1d100 when the baby is born, with a cumulative possibility of having Fetal Alcohol Syndrome of +5% for every time the mother had two or more alcoholic drinks (in one sitting) during the pregnancy. If the result is Fetal Alcohol Syndrome, then the GM has two options in deciding on the results:
Table 1: Fetal Alcohol Syndrome Results Die Roll Effect 01-03 Intelligence is 4d4. 04-06 Intelligence is 3d4. 07-09 Intelligence is 2d4. 10-12 Intelligence is 1d4. 13-15 Wisdom is 4d4. 16-18 Wisdom is 3d4. 19-21 Wisdom is 2d4. 22-24 Wisdom is 1d4. 25-27 Strength is 4d4. 28-30 Strength is 3d4. 31-33 Strength is 2d4. 34-36 Strength is 1d4. 37-39 Some facial disfigurement. Charisma is 4d4. 40-42 Some facial disfigurement. Charisma is 3d4. 43-45 Extreme facial disfigurement. Charisma is 2d4. 46-48 Extreme facial disfigurement. Charisma is 1d4. 49-51 Weak. Constitution is 4d4. 52-54 Weak. Constitution is 3d4. 55-57 Very Weak. Constitution is 2d4. 58-60 Very Weak. Constitution is 1d4. 61-63 Learns at 1/4 speed. 64-66 Learns at 1/2 speed. 67-69 Learns at 3/4 speed. 70-72 Cannot have a lawful alignment. 73-75 Must have a chaotic alignment. 76-78 Must have a neutral alignment. 79-81 Unable to save money, destitute. Always gets rid of money. 82-84 Unable to save money, poor. Wastes money on frivolous things. 85-87 Never able to cast spells. 88-90 2d20+8 % magic resistance. Roll ignoring any result above 87. 91-93 Two problems. Roll twice ignoring any result above 87. 94-96 Three problems. Roll thrice ignoring any result above 87. 97-99 Four problems. Roll four times ignoring any result above 87. 00-00 Five problems. Roll five times ignoring any result above 87. Table 2: Fetal Alcohol Syndrome Results 1 Intelligence penalized -1d4. 2 Wisdom penalized -1d4. 3 Strength penalized -1d4. 4 Some facial disfigurement. Charisma penalized -1d4. 5 Weaker. Constitution penalized 1d4. 6 Learns at 1/4 speed. 7 Cannot have a lawful alignment. 8 Must have a chaotic alignment. 9 Must have a neutral alignment. 10 Unable to save money, poor. Wastes money on frivolous things. 11 Never able to cast spells. 12 2d20+8 % magic resistance.
Examples: If a dragon mother is in dragon form, the child also is in dragon form. If a centaur druid mother is in centaur form, the child is in centaur
Examples: If a dragon mother is in human form, the child also is in human form. If a centaur druid mother is in bear form, the child is in bear form regardless of what its original form was.
Examples: If a dragon mother is in any form, the child also is in dragon form. If a centaur druid mother is in any form, the child is in centaur, horse or human form as appropriate.
To figure out the attributes, the first step is to average each attribute of the parents which will give you the "genetic" bases. To make the baby a bit different from its parents, a random factor is added to the process. First, add 1d4 to each genetic base and then subtract 1d4 to that number. This means that each of the baby's stats can be up to 3 above or 3 below its parents' average. If the result isn't an integer, there is a 50% chance to round up and a 50% to round down.
Example: A baby is to be born, but what will his Strength be? His father's Strength is 17 and his mother's Strength is 14. This averages to 15.5 which becomes the genetic base. Before figuring in the random factor, we know that the baby's Strength will fall between 12.5 - 18.5. On the first 1d4, a 3 is rolled and added to the genetic factor giving us a 18.5. On the second 1d4, a 2 is rolled and subtracted from the 18.5 giving us a Strength 16.5. Well decimals are unacceptable so on the percentile roll, a 23% is rolled causing the Strength to be rounded down to 16. The baby's Strength will be 16 when it reaches adulthood. The same process is followed for the remanding attributes.
Note that the baby's attributes must still obey its race's minimum/maximum limits. For example, no human can be born with more than 18 or less than 3 in any attribute.
TABLE: Height Race Mod. Adj. Dwarf 1d6 1 Elf 1d6 2.5 Gnome 1d4 1 Half-elf 1d6 1 Halfling 1d8 1 Human 1d10 1
TABLE: Weight Race Mod. Adj. Dwarf 2d10 12.5 Elf 2d6 5 Gnome 2d4 2 Half-elf 2d8 12.5 Halfling 2d4 2 Human 2d20 20
Although this system for figuring out height and weight is good, it is given as an alternative. Unless the GM plans the size of the parents ahead of time, a small mother would have a small daughter and a small father would have a small son. This seems reasonable, but if players are looking for player characters out of the baby, having the baby small might not be a good idea.
To figure out what the baby's adult height will be, the first step
is to calculate height in inches as per your RPG rule book. Take the
height of the parent that is the same gender as the child and multiply
it by 1.5. Take the height of the other parent of the child and
multiply it by 1.5. Add those three numbers then divide by 3. The
result is the baby's adult height in inches. To summarize:
ht = [calc. ht. + (1.5 x same gender parent) + (.5 x other parent)] / 3
To figure out what the baby's adult weight will be, the first step
is to calculate weight in inches as per your RPG rule book. Take the
weight of the parent that is the same gender as the child and multiply
it by 1.5. Take the weight of the other parent of the child and
multiply it by 1.5. Add those three numbers then divide by 3. The
result is the baby's adult weight in inches. To summarize:
wt = [calc. wt. + (1.5 x same gender parent) + (.5 x other parent)] / 3
Personality
Sooner or later, the parents will learn that the baby has a
distinct personality. The player should roll on a personality table of
his GM RPG rule book. The GM may wish the player to roll on the table
once the baby reaches childhood, reaches puberty, and finally reaches
adulthood. Of course, once adulthood is reached, the "baby" may be
considered a PC rather than a NPC if the player desires to pursue this
avenue. Thus, the player develops the character as desired.
It should be emphasized here that role-playing personality is only
relevant if the baby is intended as an NPC. Babies who are to become
PCs shouldn't roll this so the player may have absolute freedom in
creating the character.
"DADDY'S LITTLE GIRL" SYNDROME
A female child should has a percentage chance (60 + her Charisma -
father's Wisdom) of charming her father. The charmed father will always
think of his daughter as pure and innocent. He will always protect her
and blame everybody else for anything that happens to her even if it is
obviously her fault.
THE FIRST BORN
When these baby rules were being developed, GM Mizar and one of
his players started to roll up the baby's stats and due to a sequence
of unbelievably lucky rolls they created a wonder girl:
P. Strength: 18
Intelligence: 15
Dexterity: 17
Wisdom: 16
Constitution: 18
Charisma: 12
Attractiveness: 17
Luck: 14
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SEXUAL TENDENCY
Some GMs may like totally random factors in a character's
generation thus this sexual tendency optional rule is presented. Roll
1d100 on Table 1 to get the sexual tendency of the character using the
appropriate social class modifier from Table 2. The reason for the
social class modifier: the upper classes have more access to
culturally-accepted sexual information and are under strict "moral"
guardianship.
TABLE 1: Sexual Tendencies
Die Roll Tendency
01-80 heterosexual
81-90 bisexual
91-00 homosexual
TABLE 2: Modifiers Due To Social Class
Social Level Modifiers
Lower Lower Class 0
Middle Lower Class 0
Upper Lower Class 0
Lower Middle Class -1%
Middle Middle Class -2%
Upper Middle Class -3%
Lower Upper Class -5%
Middle Upper Class -7%
Upper Upper Class -9%
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THE BITCH RULE
The Bitch Rule is an option that makes a female PC or NPC very
moody. GMs may make this a requirement for all females. Other
alternatives are making it an insanity, disease, or curse. The Bitch
Rule works best for chaotic characters because they seem to have what
it takes to work.
The following are the steps to develop a moody female:
- The female character must roll 1d6 every eight waking hours for
an attitude.
- The female may reroll if a situation has been unusually
stressful (i.e. after melee, during an argument, etc.).
- Any person who comes in contact with the female (ex. other
player characters) may request a reroll once per day. Only one
reroll may happen each day. The reroll represents people who
influence the female thereby changing her moods (for better or
for worse).
- For a roll of 6 on the table, roll 1d6 again. A 1 indicates an
obsessive behavior. Thus, she becomes obsessive about whatever
the party is doing at the moment to the point of not letting
anyone or thing in her way of trying to accomplish her goal.
TABLE: Moods & Attitudes
Die
Roll Moods & Attitudes
1 happy, cheerful, optimistic, helpful, friendly
2 self-pity, unhelpful, brooding, pessimistic
3 pissed off, vengeful, cruel
4 playful, energetic, daring, foolhardy, practical joker
5 vain, proud, lazy, bored, omnipotent feeling
6 restless, impatient, takes control, urge to get on with
things, roll 1d6 for obsession check
Needless to say, running a character with all of these different
attributes which change all of the time tests the player's ability to
role play to a maximum.
The Bitch Rule initiated in Salina, a chaotic neutral human.
Because of her great contribution to the game, a profile of her is
below.
Salina - 9th level mage
Physical Appearance: Salina is 5' 6" brunette with grey eyes. She has
remarkable stats (all above 10, INT 17, DEX 18) (honest, that's the way
she rolled it...). She is a real "babe". The longer you are in her
presence, however, the more you realize that her charisma is not quite
up to her atractiveness.
Family & Childhood: Her mother died in childbirth. Her father is a
rich/feared/respected merchant/trader/smuggler who bought his title and
measures affection in monetary terms. To increase Salina's value, she
was educated by private tutors and given anything money could buy. She
discovered books and power as a substitute for friends and affection.
Reasons to Adventure:
* Boredom; looking for a thrill
* Companionship (though she would never agmit it to herself) * To
gain greater powers and a sense of self away from Daddy * To get
away from Daddy's immediate grasp so he doesn't marry her
off to secure a trade agreement or something
General: She lives whim to whim. She has chronic PMS mood swings (aka
The Bitch Rule). She is self serving. All of her likes and dis-likes
are subject to change at any time, though a respect for books and
talent and an attraction to jewelry are pretty consistent. She tends to
dislike being dirty and loathes stupid people unless they have
something she needs from them. She is a sort-of female Q (from Star
Trek TNG). The party puts up with her often dangerous moods because
she is a really good mage.
Adventure examples: Has a casual but regular relationship with 'Irnar
(a NPC mage who "pops" in every now and again to stir up trouble with
the characters). She keeps the relationship for what she can get out of
him and because he learned some pretty INCREDIBLE moves after being
abducted by a goddess of love. 'Irnar is totally into the physical
aspect of a relation and since Salina is a mage with the best
atractiveness in my campaign, she wins out. Salina has been known to
disappear (teleported by 'Irnar) during the middle of her night watch
and reappear with melting snow in her hair. Or completely soaked with
water, or in one case with grass stains and rope burns. The party has
yet to find out what she does on her little side trips. One time she
disappeared for three days then reappeared with no explanations, but
she was in such a good mood that the party counted their blessings and
did not press the questions. Besides, they desperately needed her since
they were about to do battle with an Orcish army.
One time, another mage in the party got Salina mad at him, so he cast a
Globe of Invulnerability around him for protection. Salina, recognizing
the spell promptly threw a dagger +2 at him as a "subtle way of saying
"get out of my face" and continued on her way without losing hardly a
beat.
Another time the party had to pay a toll of one magic item each to a
very old black dragon (I was sorta hoping they'd try to fight the
thing) and Salina, in her helpful, cheery mood promptly offered the
other mage to the dragon saying "If you let us pass, I'll give him to
you" (note: said with a disgustingly cheery voice). The other mage had
to do some quick talking to get out of that one. He did get some help
from the good cleric who was "appalled" that Salina could do such a
thing.
The party encountered a pool of whimsy healing water once. Salina got
mad at one of the party members for being stupid, and promptly pushed
him in. (The party at the time did not know the effects of the water.)
Well, the fighter immediately got healed of all of his hit points, got
a whimsy (I don't recall what it was) and drowned because he was
wearing metal armour. Two members of the party finally fished him out,
but they had a dickens of a time resuscitating him. The episode ended
by everyone having a pool fight and pushing someone else in. (All went
in except Salina.)
In another adventure, the party was right in the middle of battling an
awesome mage (Le Morte by name) and Salina suddenly got bored and sat
down to do her nails. The party, without a mage to help them out,
really got whomped on, had to give in to Le Morte's demands, and lost a
Horn of Dwarf Summoning they had spent several months (real time)
trying to get in order to call the Dwarves to battle against the
impending evil of a powerful anti-paladin (Sheol) who is still trying
to take over all of the land.
Well. There you have some of the endearing characteristics of Salina.
The party she runs around with may not like her all that much, but with
players like her, the GM's job of making things difficult for all the
players is made a little easier. ("With characters like her," quipped
the Cleric named Candice Preach, "who needs adventure?")
This background is brought to you by
Morgan the Slightly Chaotic
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THE RACK CRITICAL HIT CHART: FOR MEN ONLY
Female characters are cursed with The Bitch Rule, so how can the
males be equally punished. Well, at long last, it's here. The Rack
Critical Hit Chart.
"Rack" is a term that refers to a shot to the groin. As most guys
will tell you, a hit to the body or face is invulnerably more welcome
and less devastating than a blast to the crotch.
The rack can either be a called shot to the groin, part of a
normal critical hit chart, or (to get more use of it) if the attacker
rolls five higher than the necessary to hit roll (modified or natural),
it is now considered to be a rack.
The rack chart is as follows:
0-70 Man drops weapon, clutches privates, and loses next 1d4 rounds
of initiative.
71-80 Man is blinded by tears and cannot defend or attack for the next
1d6 rounds.
81-90 Man is stunned for one round and then goes into a berserker rage
for 1d10 rounds. Rules for berserk rage applies.
91-95 Man's voice is permanently altered to 1d4 octaves higher,
dropping his charisma by 1d4. Also stunned for 1d4 rounds.
96-98 Man is permanently rendered impotent. Stunned for 1d6 rounds.
99 Man loses consciousness for 1d10 rounds. (System shock roll can
be made at -50%, if successful, man is only unconscious for 1d4
rounds.)
00 Man goes into shock, no save, and dies. All men within a viewing
distance must make a constitution save at -5 or they clutch
themselves and remain stunned for 1 round.
NOTE: GM's may enforce the rule that any time a man sees another man
getting racked he must make a constitution check to see if he is
stunned for one round. Exception, see 00.
FINAL NOTE: Due to the amount of protection a male will go through to
protect his "family treasure", his AC for his privates is 2 better than
his overall AC. He also gets +2 to his dexterity at any attempt to
dodge.