Newsgroup: it.hobby.giochi.gdr.dnd
Titolo: Malus da gravidanza

Salve a tutti!
Eccomi con una bella domanda da porvi, come da oggetto! La pg gravida in 
questione è un'elfa che per ora è al 2 mese e dovrebbe iniziare fra breve ad 
avere i primi contrattempi! Per ora ha intenzione di andare nel Cormanthor a 
cercare un non meglio precisato oggetto.
Naturalmente quello che voglio sono homerules, dato che non mi risulta da 
nessuna parte che esistano regole ufficiali!
Ovvio che sarò felice di essere smentito!
Ten 

 Ovvio che sarò felice di essere smentito!
Di "ufficiale" o quasi (nel senso che è l'unica cosa compatibile d20 che ci 
assomiglia) mi hanno detto che c'è qualcosa nel Book of Erotic Fantasy che 
tratta tutti gli aspetti legati al sesso e quindi anche la maternità... 
niente di eclatante cmq un paio di malus in base al periodo.
Se esiste altro lo ignoro.
-- 
Skorpio
www.gdruo.it
 



Dal "Complete Guide to Fantasy Unlawful Carnal Knowledge" (anche
conosciuto come complete guide to FUCK) pare che le elfe abbiano una
gravidanza di 2 anni, per cui dubito che iniziera' ad avere problemi
prestissimo, ma se continua a fare l'avventuriera e' facile che perda il
nascituro senza accorgersene se non al momento effettivo dell'aborto
spontaneo (circa 1 settimana dopo la perdita, 1d6+3 giorni per essere
esatti)
Inizio a copiare ed incollare dal FUCK.
Race	Total Length of Pregnancy	Duration of Each Stage
Elf 	24 months			2 months 20 days
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).
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.
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.
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.
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 15 for each level drained.
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 15: Type of Effect
01-25 Positive; roll on Positive Effects Table 16
26-00 Negative; roll on Negative Effects Table 17
Table 16: 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 17: 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
Normally, labor will occur 36+1d4 weeks after conception for humans,
elves, and half-elfs. Labor will occur 38-1d4 weeks after conception
for dwarves and halflings.
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.
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 18: 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)
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.
-- 
Butterfly Dragon the Faerie Dragon 
I.H.G.G.er
 Nr.262 IMMORTAL
e-mails: kiltanas @ 
tin.it
 ss219545 @ 
ascu.unian.it
 simone.spinozzi @ 
gmail.com
http://mio.discoremoto.virgilio.it/kiltanas/

 Dal "Complete Guide to Fantasy Unlawful Carnal Knowledge"
[cut]
Eppure lo avevo... chissà dove l'ho messo! Peccato che non mi sia venuto in 
mente prima!
Scusate il disturbo!
Ten