Documente Academic
Documente Profesional
Documente Cultură
The Basics
There are 3 steps to any sexual experience: Arousal, Intercourse and Orgasm
1: Getting your partner aroused.
The following proficiencies can be used to help with getting someone aroused.
Dancing, Singing, Persuasion and Acting
Of course a character's Cha can always be used directly, trying to arouse someone with mere presence alone.
2: The Wild Thing (aka Intercourse, bumping uglies, the horizontal mambo, doing the deed, aka SEX)
A character can last a number of minutes equal to his/her Con modified by the following:
Table 3
Dex Mod Str
Mod Cha Mod
1-2
-6
1-2
-6
1-2
-6
3-5
-4
3-5
-4
3-5
-4
6-8
-2
6-8
-2
6-8
-2
9-12 0
9-12 0
9-12 0
13-15 +2
13-15 +2
13-15 +2
16-18 +4
16-18 +4
16-18 +4
19-20 +6
19-20 +6
19-20 +6
21-22 +8
21-22 +8
21-22 +8
23-24 +10 23-24 +10 23-24 +10
25
+12 25
+12 25
+12
A character must make a Con check at the beginning of intercourse failure indicates a lack of interest and the arousal
phase must be gone through again. After the first run of minutes has passed the character can make a Con check for
each minute desired to continue. Con is modified from the above table with a cumulative -1 per additional minute.
3: Orgasm
At any moment after the initial time limit has expired (assuming the Con check is successful) and for every additional
minute thereafter (again with successful Con checks) Males roll 1D6 and Females roll 1D10 on the result of a 1 orgasm
occurs, for females roll again if a second 1 is rolled this indicates multiple orgasms keep rolling until no more 1s are
rolled (each 1 is an orgasm). The Result of Sex table below can be used in place of this rule for a quickie method of
determining performance.
Sexual Oriented Skills
Unlike normal non-weapon proficiencies, sexual proficiencies are a 3rd area of skill knowledge a character has.
Characters start off with the following base number of Sexual Proficiencies. Unlike normal NWPs this skill area not
only increases with level but also with knowing more partners (ie the more active a person is the more they know).
Group
Sex
+/level or # of partners
Group
Sex
+/level or # of partners
Warrior 4
1/3
Rogue
4
1/3
Mage
2
1/3
Monk
1
1/3
Priest
2 or 4 1/3
Psionicist 3
1/3
Proficiency List
Sexual
Slot Cost Ability Modifier
Sexual Prowess
0
Cha Rea Special: Instead of using the attribute number use Cha Reaction modifier
to determine base proficiency, this goes up +1 per extra slot dedicated to
this skill and +1 per 3 partners known.
Sexual
Slot Cost Modifier
Adaptive Lover *
1
Requires: Rank 8 Sexual Prowess, Easy to Read, Intuitive Lover & Species Focus.
Select a specific creature type (Demihuman, Humanoid, Fey, Magical
Beast, etc.) you are familiar with creatures of this type and suffer no
penalties when engaging in sex with them.
Anal Sex Focus *
1
Requires: Rank 3 Sexual Prowess & Intuitive Lover. Gain a +1 to Sexual Prowess
when engaging in Anal sex.
Sexual
Bondage Focus
Coordinated Lover *
Creative Lover
Delay Orgasm
Dexterous Lover
Disease Resistant
Easy to Read
Enduring Lover *
Everywhere at Once
Forceful Lover
Greedy Lover
Instant Withdrawal
Intense Lover
Intuitive Lover
Inventive Lover
Masochism
Masturbation Focus *
Sexual
Maw Stuffing *
Muscular Control *
Overwhelming Force
Position Focus *
Powerful Lover
Quick Recovery
Sexual
Responsive
be achieved (due to bad dice rolls for example). The actual determination of the experience is determined by the
difference in the roll on 1D20 vs. the actual level of skill. No matter the difference the following master rules apply:
A NATURAL 1 is considered to be the absolute best experience that can be had.
NOTE 1: A character that is blessed with a reputation for rolling the Nat 1, has rolled a Nat 1 with 5 or more partners
spanning at least 2 species in addition to their own native species, will draw the attention of a random deity of love.
Once this number has risen to 10 or more partners over 4 species in addition native species a love deity WILL abduct
the character to put them to the test. If the character then manages to roll a Nat 1 with the deity at least once over
the course of time being tested, the deity will then bestow the blessing Gods Gift upon that character. With this
blessing the character never need again roll to satisfy their partner, simply choose the desired result and that is what
will be.
NOTE 2: Also if a character rolls a Nat 1 5 or more times with the same partner, that partner perceives them as being
Gods Gift and will forever more be faithful and 100% loyal unto death to the character. Keep in mind that if treated
poorly or actively placed in life and death situations repeatedly by the character WITHOUT the benefit of the
occasional romp in the hay, at least once for each L & D situation deliberately placed into within 1 week of the
situation, the loyalty will slowly reduce (2% per week) until the effect has worn off (loyalty reaches 0%). This
happens even without the L & D situation, simply being apart for extended periods of time will generate a loss of
loyalty (2% per month) but this loss is halted and reversed with 1 or 2 passion filled nights.
A NATURAL 20 is considered to be the absolute worst experience that can be had. While multiple Nat 20s will not
garner the attention of a love deity it may cause the character to become avoided or even hated by the preferred
gender of partner within a specific region.
NOTE 1: If a series of Nat 1s lead to being the concubine of a love deity and then a Nat 20 is rolled with the deity the
testing ends immediately and the deity will curse the character. Whenever the character attempts to have sex with
someone other than themselves there will always be a significant other associated with their selected partner (unless it
is their own spouse) that barges in at the most inopportune time and throws the character a beating. No lasting
physical damage is sustained just bruised and bloodied and potentially some public humiliation. This will last for
1D12 months after which the character is released from the curse and must begin building their reputation again.
Result of Sexual Encounter
Difference
Performance
0-5
Disappointing: You failed to satisfy and generally left the partner wanting more. -1 Reaction from the
partner for the next 1D4 days.
6-10
Routine: All involved achieved satisfaction but it was nothing remarkable.
11-15
Enjoyable: You exhibited a bit more flair then the standard lover. +1 Reaction from the partner for the
next 1D4 days.
16-20
Great Experience: Multiple orgasms were definitely involved in the evening and you made an
impression on all but the most jaded of lovers. With time you may develop a local reputation as a lover
of some skill. +2 Reaction from the partner for the next 1D4 days.
21-25
Memorable: Even the most jaded of lovers would be impressed. With time you may develop a regional
reputation as a lover of noticeable skill. +3 Reaction from the partner for the next 2D4 days.
26-30
Extraordinary: You may just be the best lover your partner has ever had. With time you may develop a
national reputation as a lover of great skill. +4 Reaction from the partner for the next 1D4 weeks.
31-40
Religious Experience: Things were done in the bedroom that are the stuff of legends. The deities of lust
would be proud of you. In time you may even draw their notice and be whisked away to visit them.
+5 Reaction from the partner for the next 2D4 weeks.
41+
WOW: This is the equivalent of rolling a Nat 1 above.
Inter-Species Fertility
In the AD&D setting nearly everything can crossbreed with nearly everything else, there are a few notes to mention on
this however before we can continue on to pregnancy.
There are 4 stages or Relationships when selecting a partner for child bearing.
Identical: Same species this includes subraces, human/human, Elf/Elf, Halfling/Halfling, etc. In these pairings if there
are any offspring they will always be of the same race as the parents unless some form of intervention occurs.
Similar: Nearly the same species, Human/Demihuman, Human/Deity. In these pairing if there are any offspring it will
be a half-breed or a demigod in the latter example. Interestingly in Human/Halfling pairings the offspring will
follow the lineage of the mother.
Related: Some part is common, Human/Humanoid, Centaur/Horse, Minotaur/Cow, etc. If pregnancy occurs, which is
uncommon, there is a 50/50 chance the offspring will take after one of the parents. In some cases such as
Human/Centaur if the mother is Human and the child is Centaur the mother WILL need help delivering the
child or one of them, possibly both, WILL die in the birthing.
Different: Nothing is common, Human/Horse, Centaur/Dragon, Drow/Umberhulk. Without intervention of some kind,
usually magical or deific, there will be NO pregnancy.
Conception: What are the Odds?
For starters it must be determined if all parties involved are even fertile, if the answer is yes for all then pregnancy will
occur. The base chance for fertility and length of pregnancy in months is determined on Table 4 below modified by
Con adjustments from Table 5 below. Males are fertile/infertile for life females must roll each time intercourse is had
to determine fertility.
Some races lay eggs instead of bearing live young like the Aarakocra and Lizard Men. For these races the length of
pregnancy listed is how long before they lay the eggs this time must pass again before the eggs begin to hatch.
Table 4
Race
Base Chance Pregnancy
Race
Base Chance Pregnancy
Dwarf *
5%
31
Goblin ^
6%
4
Dwarf, Mountain * 5 %
36
Hobgoblin +
7%
5
Elf, Aquatic *
12 %
38
Kobold +
14 %
9
Elf, Drow *
10 %
32
Lizard Man ++
13 %
9
Elf, Gray *
20 %
64
Minotaur **
25 %
17
Elf, High *
16 %
51
Mongrelman /
4%
3
Elf, Wood *
14 %
43
Ogre **
13 %
9
Gnome *
8%
24
Half-Ogre **
13 %
9
Half-Elf
33 %
10
Ogre Mage *
22 %
15
Halfling +/Kender 20 %
14
Orc +
5%
3
Human
13 %
9
Half-Orc
8%
6
Aarakocra ++
7%
5
Pixie
40 %
28
Alaghi
12 %
8
Satyr
20 %
14
Beastman
10 %
7
Saurian, Bladeback 21 %
15
Bugbear
9%
6
Saurian, Finhead
20 %
14
Bullywug ++
8%
6
Saurian, Flyer
19 %
13
Centaur **
12 %
8
Saurian, Hornhead
23 %
16
Fremlin
19 %
13
Swanmay
13 %
9
Firbolg, G. Kin
5%
34
Wemic **
11 %
8
Voadkyn, G. Kin 4 %
31
Dracon **
19 %
13
Gnoll +
4%
3
Giff *
7%
5
Gnoll, Flind
6%
4
Grommam
13 %
9
Table 5
Con Modifier
1-2
-4 %
3-5
-2 %
6-8
+0 %
Con
9-10
11-12
13-15
Modifier
+4 %
+8 %
+12 %
Con
16-18
19-20
21-22
Twins or Better
Multiple births are a fact of life. Table 6 gives the % chance of having multiple offspring. This is modified as follows:
Look at Table 4 above for races with markers next to their names.
* These races take their length of pregnancy as a penalty to the % for number of children born.
** These races find reproduction difficult for various reasons and so NEVER have more than 1 child at a time.
/ This race is only fertile with other members of the same race.
+ These races are prolific and add their length of pregnancy as a bonus to the % for number of children born.
++ These races lay eggs so combine the length with the fertility % to get the bonus to the % for children born.
^ Goblins are constantly mating when not fighting so they combine the length with the fertility % to get the bonus to
the % for children born.
Table 6
%
Number of Offspring %
Number of Offspring %
Number of Offspring
01-60
1
77
1+1D6
89
6+1D4
61-62
1D2
78
2+1D6
90
7+1D3
63
1+1D2
79
3+1D4
91
8+1D2
64-65
1D3
80
4+1D4
92
1D12
66
1+1D3
81
5+1D3
93
1+1D10
67-68
1D4
82
6+1D2
94
2+1D10
69
1+1D4
83
1D10
95
3+1D8
70
2+1D4
84
1+1D8
96
4+1D8
71-72
1D6
85
2+1D8
97
5+1D6
73
3+1D3
86
3+1D6
98
7+1D4
74
4+1D2
87
4+1D6
99
8+1D4
75-76
1D8
88
5+1D5
00
9+1D3
The larger the number of children the more likely to have complications during the pregnancy. For each child beyond
the 1st there is a cumulative 1% chance of having complications. More on birth and complications below.
Stages of Pregnancy
There are 9 stages of pregnancy. Take the length of pregnancy from Table 4 above and divide by 9 to determine how
long each stage is. Each stage has its own effects on the mother, Elves have nice and comfortable pregnancies and
therefore dont suffer certain effects.
Stage 1
Stage 3
75% chance for mood swing
30% chance for morning sickness
Danger during spell casting
Increase in urine output
Stage 4
45% chance for mood swing
10% chance for morning sickness
Noticeable weight gain
Food Cravings: Friends may be sent on wild treks to find exotic food to curb these cravings
Lower Dex by 1 due to loss of agility
-5% to thief skills of Climb and Move Silently
+5% to spell failure due to discomfort, Note: Spell casting is still hazardous.
Stage 5
35% chance for mood swing
5% chance for morning sickness
Weight gain
Food Cravings
Lower Dex an additional -1
Climb and Move Silently have an additional -5%
+1D6% chance of spell failure, hazard remains
Stage 6
25% chance for mood swing
Weight gain, Adjustments to armor is likely and probably expensive.
Food Cravings
Lower Dex an additional -1
Climb and Move Silently have an additional -1D10%
+1D6% chance of spell failure, hazard remains
Stage 7
35% chance for mood swing
Check for backache
Lower Dex by an additional -1
Speed is cut in , MUST rest x3 the normal amount of times
+1D6+6% chance of spell failure, hazard remains
Stage 8
45% chance for mood swing
Check for backache
Lower Dex an additional -1
Speed and Rest requirements are as for Stage 7
+2D6+3% chance of spell failure, hazard remains
Stage 9
55% chance for mood swing
Check for backache
Lower Dex an additional -1
Speed and Rest requirements are as for Stage 7
+3D6+2% chance of spell failure, hazard remains
Develop Nesting habits
Effects
Backache
To check for this effect roll %: there is a 50% - (Str + Con) +5% for every previous stage of backache.
Backache lasts for 2D4 days, the woman will be in great pain and should get rest and not perform strenuous activity. If
such activity is engaged in she loses 2 HP per Turn (this simulates the agony she is in and recovers with complete rest).
Elves DO NOT suffer this effect until the last 3 stages of pregnancy.
Mood Swing
Females roll 1D6 every 8 hours they are awake, re-roll if a situation is unusually stressful. The female may re-roll once
per day based on contact with others (friends and family trying to help her feel better, etc.).
If a 6 is rolled roll again a 1 indicates obsessive behavior. While Elves suffer mood swings they NEVER suffer the
obsessive result.
Table 7
Roll Mood
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
This can test a players ability to role-play to a maximum.
Morning Sickness
Roll % on Table 8 to get the level of sickness, if sickness continues from a previous stage no roll is needed.
Mild: 1D2 hours of nausea each day.
Moderate: 1D4 hours of sickness followed by 1D2 hours of nausea each day.
Chronic: 2D4 hours of sickness followed by 1D4 hours of nausea each day.
Table 8
Roll
Level
Duration
01-60 None
N/A
61-80 Mild
3 stages
81-98 Moderate 5 stages
99-00 Chronic
9 stages
Elves always suffer the next lowest result of what is rolled and NEVER suffer the Chronic condition.
Nausea
A character suffers nausea if a Con check fails, this lasts for 1D2 hours. Elves do not suffer nausea from failed Con
checks though they still suffer it from the stages of Morning Sickness above as detailed.
Nausea has the following effects: +5% chance of spell failure for the duration, -1 Dex and Str for the duration
Sexual Diseases
Chance of Contracting a Disease
To contract a STD the character must be having sex with someone that is already infected with a STD. The base chance
of contracting a STD is 1% (2% if magical) per round of sexual activity, modified by Con on Table 13.
Table 13
Con Modifier Con Modifier Con Modifier
1-3
+4
13-15 -2
22-24 -8
4-6
+2
16-18 -4
25
-10
7-12 +0
19-21 -6
If practicing protected intercourse the chance.
If practicing unprotected intercourse x2 the chance.
Example: A character with a Con 14 chooses to have unprotected sex with an infected partner that lasts for 18 rounds.
The chance for becoming infected is 32% (18 2 = 16 x 2 = 32%)
Random Determination of Who is Diseased
The % of a random person (not a prostitute) being infected is dependent on the size of the community the person
resides in. Below are the base starting % for any selected partner to have a disease.
Settlement: 10%
Hamlet: 15%
Village: 20%
Town: 25%
City: 30%
This base chance is modified by the social level of the person as shown below.
Lower, Lower Class: +20% Lower, Middle Class: +5% Lower, Upper Class: -10%
Middle, Lower Class: +15% Middle, Middle Class: +0% Middle, Upper Class: -15%
Upper, Lower Class: +10% Upper, Middle Class: -5%
Upper, Upper Class: -20%
Table 14: Type of Natural Disease
Occurrence (1D8)
Name
Acute
Chronic Mild
Enlarged Scrotum Syndrome 1-4
5-8
1-3
Gonorrhea
1-6
7-8
1-5
Prurire
1-7
8
1-6
Segmen-Neus
1-4
5-8
1-3
Syphilis
X
1-8
1-5
Tuna
1
2-8
1-8
Severity (1D8)
Sever Terminal
4-5
6-8
6-7
8
7-8
X
4-5
6-8
6-7
8
X
X
Occurrence: This determines how often the infected is afflicted with the disease.
Acute: Means it is a single attack and once cured it is finished until contracted again.
Chronic: Means the disease has a chance of coming back every once in a while.
Severity: This is how serious the infection is.
Mild: During the period of the affliction the character is unable to perform strenuous activities. Roll once on Table 15
for additional effects. This normally lasts 1D3 weeks.
Severe: This condition lowers the characters to 50% of normal and makes him/her totally disabled for 1D2 weeks.
Plus a further 1D2 weeks of the disease at the Mild level. Roll twice on Table 15 for additional effects.
Terminal: This degree of infection WILL cause death (or loss of the body part or function) in 1D12 days. Roll 3 times
on Table 15 for additional effects.
Table 15 (1D8)
Roll Effect
1
Burning during urination.
2
Constant pain, -1D4 to attack rolls.
3
Gradual brain rot, -1 Int & -1 Wis.
4
Hyperactivity: Double movement rate, -2 Initiative bonus.
5
Loss of voice, no verbal spells, singing, etc.
6
Uncontrollable vomiting, -1 Con per day.
7
Sluggishness, half movement rate, +2 Initiative penalty.
8
10% chance per hour of a spasm which causes dropping of held items.
Disease Descriptions
E.S.S.: This disease is only contracted by males. The effect is that the males testicles become quite enlarged (max of 2
feet in diameter, each). The victims movement is & Con is . The pain is awful and its really embarrassing to be
seen. There is a 15% chance each month that chronic victims experience the disease again.
Gonorrhea: An infectious disease of the genitourinary tract, rectum and cervix, caused by the gonococcus, transmitted
by sexual intercourse, and characterized by acute purulent urethritis with dysuria. There is a 50% chance each month
that chronic victims experience the disease again.
Prurire: The Itch as it is better known is quite an uncomfortable but not lethal experience. The period of affliction is
1D4 weeks. There is a 50% chance each month that chronic victims experience the disease again.
Segmen Neus: This disease in named after a disgusting perverse ogre who was always pestering female species. The
effects of the disease are as follows: 1) -1 Cha each day (gradual disfigurement), 2) -1 Int each day (gradual
stupidity), 3) right leg goes bad making movement decrease by 90%, 4) unable to participate in any sexual activity.
There is a 75% chance each month that a chronic victim experiences the disease again.
Syphilis: A chronic infectious venereal disease caused by a spirochete. There is a 50% chance each month that chronic
victims experience the disease again.
Tuna: This disease only manifests itself in female characters. It causes the victim to reek of the smell of fish. Going
unnoticed is quite impossible. In fact, if cats are around they will follow the victim. There is a 50% chance each
month that chronic victims experience the disease again.
Magical Diseases
It is unknown how or why these diseases came about but they exist. Unlike normal diseases magical ones dont have an
occurrence or severity, they last until dispelled by Cure Disease, Limited Wish or similar.
Table 16: Types of Magical Diseases (2D8)
Roll Disease
2
Acidic Secretion
3
Bitchy Magical Syndrome
4
Fiery Secretion
5
Mummy Crotch Rot
6
Orgasmic Flight
7
Orgasmic Monster Summoning
8
Orgasmic Polymorph
9
Poison Secretion
10
Sexual Audible Glamer
11
Sexual Chill Touch
12
Sexual Clairvoyance
13
Sexual Invisibility
14
Sexually Transmitted Lycanthrope
15+ Reroll
Acidic Secretion: The sexual partner receives 2D8 damage on any round (DM choice) during each sexual encounter.
Bitchy Magical Syndrome: This magical disease only affects females. Females with this disease suffer the Mood
Swings as though they were pregnant.
Fiery Secretion: The sexual partner receives 2D6 damage on any round (DM choice) during each sexual encounter.
Mummy Crotch Rot: This disease in fatal in 1D6 months. For each month the rot progresses the victim permanently
loses 2 points of Cha. The disease can be cured only with a Cure Disease spell.
Orgasmic Flight: Upon orgasm the inflicted levitates if able (not tied down). Then he/she takes off in a random
direction for 1D20 rounds. Upon coming into contact with a solid object he/she takes off in another random direction.
The DM may assign damage if necessary.
Orgasmic Monster Summoning: Within 1 round of an orgasm, summoned monsters appear. There are 7 stages to this
disease, each stage is relative to the number of months the inflicted has had the disease. The summoned creatures
attack whomever happens to be there for a number of rounds equal to the stage number +10.
Orgasmic Polymorph: Upon orgasm the inflicted polymorphs into another creature, save those that are non-corporeal,
from as small as a wren to as large as a hippopotamus. Furthermore the victim gains its physical mode of locomotion
and breathing as well. No System Shock is required. This affect does not give the new forms other abilities, nor does
it run the risk of changing personality and mentality. The duration of the polymorph is 1 turn per Con point.
Poison Secretion: The sexual partner receives damage (save vs. poison) on any round (DMs choice) during each sexual
encounter. Roll 1D20 on the following table.
Roll On set
Fail Save Made Save
1-3
10-30 min 15
0
4-6
2-12 hr
20
10
7-9
1-4 hr
20
10
10-11 2-12 min
20
1-3
12-13 2-5 min
25
2-8
14-15 2-12 min
30
15
16-17 1-2 min
30
2-12
18
1-4 min
Death
20
19
Instant
Death
0
20
Instant
Death
20
Sexual Audible Glamer: Any time the inflicted engages in sexual activity, he/she has uncontrollable desires to yell,
scream, etc. This yell become louder as the sexual encounter continues. The volume is based upon the round of sex.
During the 2nd round the volume is that of 1 person. The ratio is 2 rounds for 1 persons volume. Thus the noise
increases to the equivalent of 2 people during the 4th round, 3 on the 6th and so on.
Sexual Chill Touch: On the 10th round of a sexual encounter the inflicted causes a Chill Touch to his/her partner. The
partner will take 1D10 damage. Further the victim must save vs. paralysis or be utterly unable to move. This paralysis
lasts until dispelled in some manner.
Sexual Clairvoyance: The inflicted sees in his/her mind some unknown locale at random times throughout a sexual
encounter.
Sexual Invisibility: The inflicted slowly turns invisible when having sex. This transformation begins on the 2nd round
and will end when the sexual encounter is finished. At this point the afflicted will be totally invisible. The duration of
invisibility is equal to the number of rounds of the sexual encounter.
Sexually Transmitted Lycanthropy: A person with this disease either becomes inflicted with lycanthrope or becomes a
carrier of the dreaded disease. The chances to get the disease are as follows: 50% - Con -5 = becoming inflicted, 50%
+ Con -5 = becoming a carrier, 10% neither. The specific type of lycanthrope is determined by rolling 1D6: 1) Bear,
2) Fox, 3) Wolf, 4) Boar, 5) Rat, 6) Tiger.
Multiply the multiplier from Table 28 to the current cost to get the final cost. (NOTE: This adjustment is mainly for
human settlements. An all dwarven settlement would have a higher demand for other creatures then dwarves. Thus,
prices for humans would probably be more.)
Additional costs can manifest itself when patronizing a courtesan.
A player might have to spend money on a meal (they got to eat too), alcoholic beverages (no doubt), a room (unless you
like doing it in an alley), and medical expenses (you give them a disease, you pay for it).
Now, a nice versatile prostitute has been created, but there still is room for improvement. Keep in mind that some
prostitutes are thieves (probably high-level) and should have such abilities. Some could even be fighters with weapon
specializations in knives and daggers. There could even be cleric prostitutes who worship some evil deity of lust.
The thing to remember is that a GM can use a prostitute as a very important NPC. Prostitutes usually have information
(dirt) on everybody who passes through their beds; not to mention pillow talk info that shouldnt have been told. A
prostitute is more interesting than the old fat tavern keeper with old boring stories. Keep this in mind, before throwing
out such an encounter.
Table 19: Height And Weight
Height
Weight
Age
Race
Base
Mod
Base
Mod
Base
Mod
Dwarf, Hill
43/41 1D10
130/105 4D10
40
5D6
Dwarf, Mountain 49/47 1D10
145/115 5D10
50
6D6
Elf, Aquatic
50/50 1D8
85/75
2D12
90
4D6
Elf, Drow
50/55 1D10
80/95
3D10
50
1D6x10
Elf, Gray
60/55 1D12
85/75
3D10
110
5D6
Elf, High
55/50 1D10
90/70
3D10
100
5D6
Elf, Wood
60/55 1D12
95/80
3D12
90
5D6
Gnome
38/36 1D6
72/68
5D4
60
3D12
Half-Elf
60/58 2D6
110/85
3D12
15
1D6
Halfling
32/30 2D8
52/48
5D4
20
3D4
Kender
36/32 2D8
80/75
3D10
20
3D4
Human
60/59 2D10
140/100 6D10
15
1D4
Aarakocra
60/58 1D6
80/70
3D10
15
1D4
Alaghi
66/64 1D12
320/290 4D20
15
1D6
Beastman
55/50 1D12
105/85
3D10
13
1D10
Bugbear
72/68 2D10
210/180 6D10
10
1D6
Bullywug
58/56 2D8
125/110 5D10
10
1D4
Centaur
84/80 3D12
1000/960 6D20
18
1D4
Fremlin
12/12 1D6
12/12
2D4
20
1D4
Firbolg, G. Kin
120/114 1D12
780/740 6D10
40
5D6
Voadkyn, G. Kin 108/102 1D12
675/650 6D10
75
5D6
Gnoll
84/80 1D12
180/160 4D10
7
1D4
Gnoll, Flind
72/69 1D12
165/145 4D10
3
1D6
Goblin
43/41 1D10
72/68
5D4
12
1D6
Hobgoblin
72/68 1D8
150/130 5D10
14
1D6
Kobold
32/30 3D4
52/48
5D4
12
1D4
Lizard Man
60/60 2D12
170/170 3D10
15
1D4
Minotaur
84/80 2D6
450/390 4D20
12
3D6
Mongrelman
60/59 2D12
145/105 4D10
6
1D4
Ogre
96/93 2D12
320/280 3D20
15
1D4
Half-Ogre
84/78 2D6
270/220 6D10
15
1D4
Ogre Mage
114/96 2D6
810/780 4D10
20
1D4
Orc
58/56 1D12
130/90
6D10
10
1D4
Half-Orc
60/58 1D12
135/95
6D10
12
1D4
Table: 19 cont.
Race
Pixie
Satyr/Nymph
Saurian, Bladeback
Saurian, Finhead
Saurian, Flyer
Saurian, Hornhead
Swanmay
Wemic
Dracon
Giff
Grommam
Height
Base
Mod
24/23 3D6
55/50 1D10
78/76 2D8
54/52 2D10
32/30 2D4
107/105 2D6
-/59 2D10
78/75 3D6
72/72 2D10
102/100 1D10
50/50 2D10
Base
55/22
110/80
550/535
150/140
65/62
720/700
-/100
700/670
600/600
620/600
340/240
Weight
Mod
4D4
4D10
3D20
4D10
2D12
4D20
6D10
4D20
6D10
3D10
8D20
Base
106
20
14
14
12
14
15
12
15
14
15
Age
Mod
5D6
3D4
1D12
1D12
1D10
1D20
1D12
1D4
1D8
1D6
1D4
Mod
0
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
+11
+12
+13
+14
Roll
35-36
37-38
39-40
41-43
44-46
47-48
49-51
52-54
55-56
57-58
59-60
61-62
63-64
65-66
67-68
Roll
12-14
15-16
17-18
19
20
Specialty
Intuitive Lover
Inventive Lover
Masochism
Masturbation Focus
Maw Stuffing
Muscular Control
Oral Sex Focus
Orifice Stuffing
Overwhelming Force
Position Focus
Powerful Lover
Quick Recovery
Responsive
Sadism
Selfless Lover
Inclination
Playful
Capacious
Fondness
Infatuation
Passionate
Multiplier
4.0
0.5
0.7
8.0
Mod
+15
+16
+17
+18
+19
+20
+21
+22
+23
+24
+25
+26
+27
+28
+29
Roll
69-70
71-72
73-74
75-77
78-79
80-81
82-83
84-85
86-87
88-90
91-92
93-94
95-96
97-98
99-00
Specialty
Sexual Combination
Sexual Expertise
Smooth Lover
Species Focus
Spiritual Lover
Stunning Pleasure
Talk Dirty
Tantric Lore
Teasing Lover
Toy Focus
Wild Lover
Roll Twice
Roll 3 times
Roll 4 times
Roll 5 times
Price Mod
-50%
-60%
-70%
-80%
-90%
Table 27: Cha of Client Mod to Inclination
Cha Mod Cha Mod
1-12 0
19-20 +4
13-16 +1
21-22 +5
17
+2
23-24 +6
18
+3
25
+7
Mod
+30
+31
+32
+33
+34
+35
+36
+37
+38
+39
+40
+41
+42
+43
+44