Pregnancy

Conception


On the whole, the longer lived species, such as elves and dwarves, concieve at a greatly reduced rate from each copulation, while short lived ones, especially the goblinoids, can become pregnant pracically every time they have sex. Certain creatures, such as dryads, satyrs, celestials and fiends, have remarkable control over their own bodies and can simply choose to become pregnant or impregnate a female.

When two creatures meet that both have a 100% chance of conception, three things could happen. If they both choose not to bear children, it does not occur. If a child is wanted, there is a 100% chance of pregnancy, and the child either will be a half-breed (or a pure breed). If the coupling is not consensual, both creatures must make a contested Will save - the highest save indicates the desire of that creature.

Creature Chance of Conception Length of pregnancy
Bugbear 80%** 7 months
Celestial 100%* 1 month per HD
Centaur 60%** 10 months
Dragon 80% Varies
Dryad 100%* 3 months
Dwarf 10% 12 months
Elf 5% 24 months
Fiend 100%* 1 month per HD
Giant, Cloud 10% 18 months
Giant, Fire 15% 13 months
Giant, Frost 15% 12 months
Giant, Hill 20% 11 months
Giant, Stone 20% 12 months
Giant, Storm 5% 24 months
Gnoll 30%** 6 months
Gnome 15% 13 months
Goblin 50% 4 months
Halfling 20% 9 months
Hobgoblin 40% 7 months
Human 20% 9 months
Kobold 50% 4 months
Lizardfolk 75%** 6 months
Merfolk 20% 9 months
Minotaur 30%** 12 months
Nymph 100%* 1d12 months
Ogre 30% 12 months
Orc 40% 6 months
Satyr 100%* 9 months
Sprite 100%* 6 months
Triton 20% 9 months

*- These species can choose whether or not to impregnate or become impregnated, barring use of magic, birth control, and the capability of their partner.
**- This percentage is during a specific period of heat. At other time there is a 0% chance of conception.

TWINS OR BETTER


For those GM's who want to add a little spice to the pregnancy, Table 1b gives the chance of more than one child being born based on race. For example, a human has a 1 in 10 chance of having twins while a dwarf has a 1 in 100,000 chance of having twins. This can also be interrupted as 1 in 10 humans having twin sibling while 1 in 100,000 dwarfs have a twin sibling.

These chances are only suggestions and GMs may adjust the table as he sees fit for his campaign.

TABLE 1b: Chance of more than one child

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

STAGES OF PREGNANCY

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

1st Stage

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

2nd Stage

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

3rd Stage

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

4th Stage

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

5th Stage

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

6th Stage

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

7th Stage

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

8th Stage

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

9th Stage

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

DANGEROUS EFFECTS ON A UNBORN CHILD


SPELL-CASTING

A pregnant mage or cleric can cause weird things to happen to an unborn child if she casts spells after the 2nd stage of pregnancy. Magic is the ability to shape, control, harness, and utilize natural forces that infuse the world and surround the character. When a mage or cleric uses her magic ability, this force can influence the development of an unborn child.

Every time a mage or cleric casts a spell after the 2nd stage of pregnancy, there is cumulative chance equal to the spell level that an effect has occurred.

For example, Roxanne The Mage is in her 3 stage of pregnancy. She casts a 2nd level spell. There is a 2% that the unborn child is
effected. The player rolls a 25 on the percentile dice and thus nothing happens to the unborn. Then, Roxanne casts a 3rd level spell. Now there is a 5% (2+3) chance of the unborn child to be effected. But the percentile dice show a 56 and the child is safe.

PSIONICS

A psionicist shapes, controls, harnesses, and utilizes natural forces that infuse her own being. The essence of a psionicist is mind
and body. Since the unborn is in the body, psionic powers that are manifested can greatly effect the unborn child.

For every psionic strength point (PSP) used by the psionicist after the 2nd stage of pregnancy, there is cumulative chance equal to the number of expended PSPs that an effect has occurred.

EXTRAPLANAR TRAVEL

Each time a pregnant character travels to another plane after the 2nd stage of pregnancy, there is cumulative chance that an effect has occurred.

Going to the elemental planes gives a cumulative 5% chance of an effect occurring.

Going to the ethereal plane gives a cumulative 25% chance that an effect has occurred.

Going to the astral plane gives a cumulative 50% chance that an effect has occurred because of the strain.

The effects of going to the outer planes is relative to alignment. For each difference in alignment there is a cumulative 2% chance that an effect has occurred. Thus, a lawful good character visiting a chaotic evil outer plane will give the unborn child a 12% (lawful -> neutral -> chaotic = 3 or 6%, good -> neutral -> evil = 3 or 6% for a total of 12%) chance of an effect.

LEVEL DRAINING

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

MAGICAL AGING

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

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

TABLE 4: Type of Effect

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

TABLE 5: Positive Effects (ROLL 1d10)

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

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

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

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

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

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

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

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

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

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

TABLE 6: Negative Effects (ROLL 1d12)

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

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

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

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

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

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

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

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

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

10: The skull or head of the child is adorned with unusual outgrowths.
While it is possible for a child to attack with these outgrowths (when
he/she grows up), this mutation does not give the child an additional
attack per round. Roll 1d4 to determine the type of adornment: 1 =
antlers, as a small deer, that do 1-2 hp slashing and rendering damage
each; 2 = horns, as a small bull, doing 1-3 hp stabbing damage each; 3

single horn, like a small unicorn horn without magical properties,

doing 1-4 hp stabbing damage; 4 = curved horns, like a ram, that can be
used to butt an opponent for 1-4 hp damage.

11: The child has a tail. While it is possible to use the tail for
attack, this does not give an additional attack per round. Roll 1d4 to
determine the type of tail: 1 = short, useless, and non-functioning; 2

long and prehensile, can be used to hold a shield or other object but

cannot be used in attack; 3 = long and segmented, ending in a
nonpoisonous stinger that does 1-4 hp damage; 4 = long and whip-like,
can be used to inflict 1-2 hp damage.

12: REROLL

WHEN DOES THE STORK COME?


MISCARRIAGES

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

For the last three stages (7,8,9) instead of a miscarriage there is a 50% chance for a premature birth.

LABOR & BIRTH

When a women has her first child, she will be in labor 4d6 hours. Subsequent labors will be for 1d10 hours.

The chance for a successful birth is based on the following formula (use mom's stats): success % = System Shock + (2 * Strength).

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

TABLE 7: Failed Birth (Roll 1d%)

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

GMs may adjusted the table based on their own campaign.

RECOVERY FROM BIRTH

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

THE BABY IS HERE! WHAT YA' GOT?


Baby's Sex

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

Attributes

This system will give you the attributes that the baby will have once he reaches adulthood (which is usually a few years after puberty). Of course, as a child the baby will show potential or problem areas if stats are high or low; especially in areas of intelligence and wisdom.

To figure out the attributes, the first step is to average each attribute of the parents which will give you the "genetic" bases. To
make the baby a bit different from its parents, a random factor is added to the process. First, add 1d4 to each genetic base and then
subtract 1d4 to that number. This means that each of the baby's stats can be up to 3 above or 3 below its parents' average. If the result isn't an integer, there is a 50% chance to round up and a 50% to round down.

Example: A baby is to be born, but what will his Strength be? His father's Strength is 17 and his mother's Strength is 14. This averages to 15.5 which becomes the genetic base. Before figuring in the random factor, we know that the baby's Strength will fall between 12.5 - 18.5. On the first 1d4, a 3 is rolled and added to the genetic factor giving us a 18.5. On the second 1d4, a 2 is rolled and subtracted from the 18.5 giving us a Strength 16.5. Well decimals are unacceptable so on the percentile roll, a 23% is rolled causing the Strength to be rounded down to 16. The baby's Strength will be 16 when it reaches adulthood. The same process is followed for the remanding attributes.

Height

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

TABLE: Height

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

Weight

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

TABLE: Weight

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

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.

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