SEDUCTION: MORE THAN REACTION ROLLS This is a simple yet effective way to handle a seduction. It is far more fun than making endless reaction checks and it certainly keeps players on their feet. The following are the steps for seducing: - When the character first comes in contact with someone he/she wants to seduce, a normal reaction roll is made. If the reaction of the victim is friendly, then a seduction may take place. - The preliminary moves are made (i.e. role playing) and attribute checks are made. The seducer makes a Charisma check with modifiers from Table 1. The victim makes an Intelligence check (to see if he/she is dumb enough to fall for it) with modifiers from Table 1. If the seducer beats the victim's roll by 4 or more, he/she is doing well and may continue. - The GM decides how many more checks should be made with suitable pluses or minuses to the attribute rolls (take into account how well the player is role playing). Usually no more than three more successful checks are necessary. Failed checks mean that the victim of the seduction lost interest, but the seducer can try again with the Charisma check halved (its not easy to get back up on that horse after being shot down). TABLE 1: Attribute Modifiers Moves Made Seducer Victim Drunkenly -2 +2 Sleazy/Raunchy -1 +1 Aggressive +1 -1 Gentleman/Lady +2 -2 ----------------------------------------------------------------------- SEDUCTION FOR THE PROFESSIONAL Certain characters (see the sub-classes in this guide) have a special benefit of seduction. This ability that differs from the seduction rules above is described here. Note that these rules are not gender specific but are given as if the Seducer is a woman. The Seducer has a special power of seduction. Seduction is an ability which is used against individual males of the same or similar race as the Seducer. The Seducer's percentage chance of seducing is given by the following formula: Seducer's level -------------------------- X 100 victim's level + modifiers TABLE 1: CUMULATIVE MODIFIERS; IF VICTIM IS... Fighter +3 Elf/Half-elf +1 * +1 for each Rogue +3 Dwarf/Gnome/Halfling +2 outsider Mage +4 Orc/Half-orc -1 (see below) Cleric +5 TABLE 2: CUMULATIVE VICTIM'S WISDOM MODIFIER 1 -6 08-14 0 2 -4 15 +1 3 -3 16 +2 4 -2 17 +3 05-07 -1 18 +4 TABLE 3: OPTIONAL SEDUCER'S STATE OF DRESS MODIFIER Heavily clothed +1 Scantily/Provocatively clad -1 Nude -2 (The latter state will not be terribly practical under most circumstances, and might well lead to arrest for indecent exposure.) A seduced person will drop his weapons, become oblivious to his surroundings, and attempt to engage the Seducer in a passionate embrace. In such a state he is extremely vulnerable (especially to kiss spells which are very popular amongst Seducers). However, if the Seducer does not attempt to use a spell on a seduced victim, he is allowed to make his save vs. spell. If this is successful, then he realizes what has happened in which case the seduction is broken and he cannot be immediately seduced again. Breaking the seduction, however, does not affect the success of the spell being used. Seduction cannot be used in combat and cannot work against other females except those that are homosexuals. The presence of other individuals in close proximity (within ten feet, or obviously watching) will reduce the chance of success of the seduction attempt. For each outsider present, add 1 to the modifier. Seduction lasts for a number of turns equal to five times the Seducer's level, or until broken. It can be broken in a number of ways, i.e. if the Seducer attempts to use a kiss spell as above, or if she resists his attentions (the victim is allowed his save vs. spell each time she does so), or if the victim is attacked. In the latter case, the seduction is instantly broken. Seduction can only be used on a single individual at a time; a Seducer may use the ability a number of times per day equal to her level. EXAMPLE OF THE USE OF SEDUCTION: Lirona the Seducer (3rd level, human) is attempting to seduce Thad Leaf the thief (5th level, human). The scene is the Golden Griffon Inn. There are a number of other people present but no one is paying any particular attention to the pair. Lirona's chance of seducing Thad is equal to 3 (her level) X 100 divided by 5 (Thad's level) +3 (modified for a thief), i.e. 300 / 8 = 37.5%. Lirona rolls 30. Success! Thad is taken in by her charms. however, a bar is no place for a romantic liaison. Eagerly he accompanies her upstairs to her room, his arm around her slim waist, not suspecting the fate that awaits him when he gets there...!!! ----------------------------------------------------------------------- NON-WEAPON SKILLS # of Slots Relevant Check Skill Required Ability Modifier Contortion 1 Dexterity 0 Massage 1 Intelligence 0 Seduction 1 Charisma 0 Sexual Endurance 1 Constitution 0 Sexual Knowledge 1 Intelligence 0 Skilled Perversion 1 see below see below Contortion - A character with this skill is able to contort his body and limbs into extraordinary positions. Massage - A character with this skill is a master of massaging. The character has a great knowledge of stroking, kneading, and striking certain muscular parts of the body. It is used to improve circulation, sooth the nerves, and stimulate the digestive organs. Massage is also useful in increasing the tone of muscles after a long illness. Thus, the character gains knowledge of anatomy and is able to use his hands skillfully in stroking motions on certain muscles and nerves. A male who gives massage is called a masseur; a female is known as a masseuse. A skill check isn't necessary unless it is critical for the massage to be good (ex. soothing a savage before picking his pockets). This skill also allows the character the ability to strike pressure points on an opponent. A successful "to hit" and skill check indicates that the victim suffers a -2 on his/her "to hit" rolls for 1d4 rounds (due to pain and sudden muscle cramps). Seduction - A character with this skill is better at seducing people than the average person. Thus, he/she gets a +2 bonus when seducing somebody (see the seduction rules below) if the skill check is made. Sexual Endurance - A character with this skill is able to perform continual sexual activity longer then most before becoming subject to fatigue and exhaustion. When a character makes constitution ability checks during sex, he/she makes a skill check. If a successful skill check is made, then the cumulative modifier to constitution is cancelled. Sexual Knowledge - A character with this skill has a knowledgeable understanding of sex. Thus, he/she gets a bonus of +1 to constitution ability checks during sex if a successful skill check is made. This knowledge is allows the character to know proper "etiquette" when it comes to sex. Knowledge of sexual customs, preferences, pleasures, and dislikes, and so forth of people he/she comes in contact with. Skilled Perversion - This skill actually gives the character a number of skills. Unfortunately (to normal people), these skills allow the character to master the art of perversion. The skill of voyeurism allows the character on a successful Charisma check to ogle a person of the opposite gender and make lewd, suggestive comments equal to the prose of bards. If the check is made by 2, the character can successfully peep in windows to look at sexy people without being caught. The skill of cleavage allows the character on a successful Wisdom check to accurately determine the direction and distance to the nearest female with a minimum bust size of 36 and/or minimum cup size of D. ----------------------------------------------------------------------- SEXUALIS MORBUS (SEXUAL DISEASES) This system does not attempt a specific treatment of a subject which is beyond its scope and purpose. What is done, however, is to give general categories of disease and maladies and their game effects. CHANCE OF CONTRACTING A DISEASE To contract a sexual disease, the character must be having sex with somebody who already is inflicted with a disease. The base chance for contracting a natural disease is 1% per round of sexual activity. The base chance for contracting a magical disease is 2% per round of sexual activity. Modifiers are as followed: Constitution of character 1-3 +4 13-15 -2 4-6 +2 16-18 -4 protected intercourse / 2 (cuts the chance in half) unprotected intercourse X 2 (doubles the chance) Thus, Rath (con. 14) becomes intimate with a person that has a natural sexual disease unfortunately he prefers not to use protection (like a sheep-skin condom). He participates in 18 rounds of sex. His chance of getting a disease is 32% (18-2 X 2). He rolls a 28 on the percentile dice. Thus, our hero now is infected with a sexual disease. If only he used protection, his chance of contracting a disease would have been a mere 8%. A lesson to be learned. The use of Protection From Disease and Cure Disease spells are of course very useful for preventing and curing disease. RANDOM DETERMINATION OF WHO IS DISEASED The GM should decide of the person a character has sex with is infested with a disease, but if he wants to decide randomly, this system is provided. The chance of a prostitute having a disease is already established if Getting To Know A Prostitute (Random Generator) section of the guide is used. Therefore, the system is provided for non-prostitute people. Also, this system doesn't handle whether diseases are natural or magical because some GM's may have magically rich campaigns ands others may not so odds may vary. The base chance of having a disease is depend on the size of the settlement (the theory is that more diseases are found in bigger settlements where more people interrelate): Thorp, Dorf 10 Hamlet 25 Village, Wych 30 Town 35 City 40 Modifiers to the base chance are by social level (the theory is that more disease are transmitted amongst the lower classes because there are dirtier and less careful): Lower Lower Class +20 NOTE: not all settlements Middle Lower Class +15 have these many variations Upper Lower Class +10 of social level. The GM Lower Middle Class +5 should be aware of what Middle Middle Class 0 social levels are around. Upper Middle Class -5 Lower Upper Class -10 Middle Upper Class -15 Upper Upper Class -20 Thus, a lower lower class citizen of a city would have a 60% chance of having a disease maybe because she sleeps around to get extra food money. In a near by hamlet, an upper upper class citizen would have a 5% chance maybe because he has a private mistress to engage in sexual activity when he is up to it. While in the city, a citizen of equal status has a 20% chance maybe because he parties a lot with the rich and he screws just as much. At first glance at this system, a person might assume that in a city 9,000 roughly 40% (3,600) of the population are sexually diseased. The first item to note is that this system includes only those that ENGAGE in sexual activity. This eliminates a large amount of the city including children, elderly, etc.. We'll say that half the city engages in sexual activity, which seems like a lot. Social level is another important aspect that must be included. Thus in this example, let us assume that all social levels exist and there population is equal: Total Sexual Chance Total Of Social Level Pop. Active Of Dis. Diseased Lower Lower Class 1,000 500 * 60% = 300 Middle Lower Class 1,000 500 * 55% = 275 Upper Lower Class 1,000 500 * 50% = 250 Lower Middle Class 1,000 500 * 45% = 225 Middle Middle Class 1,000 500 * 40% = 200 Upper Middle Class 1,000 500 * 35% = 175 Lower Upper Class 1,000 500 * 30% = 150 Middle Upper Class 1,000 500 * 25% = 125 Upper Upper Class 1,000 500 * 20% = 100 ----- 1800 Thus, 1,800 people of 4,500 people who have sex of 9,000 people that live in the city are infected with a sexual disease. This is a lot, but we're assuming that those that participate in sexual activity do this with more than one person. The thing to keep in mind is that this system is to calculate individual persons, not mass population. When the dice starts rolling, the results usually don't go with the odds. NATURAL Natural sexual diseases might not seem as bad as magical, but they are as terrible. After choosing the desired disease on Table 1, the GM should roll 1d8 to decide occurrence and 1d8 to decide the severity of the disease. Table 1: Natural Diseases Occurrence Severity Name Acute Chronic Mild Severe Terminal E.S.S. 1-4 5-8 1-3 4-5 6-8 Gonorrhea 1-6 7-8 1-5 6-7 8 Insania 1-4 5-8 X X X Prurire 1-7 8 1-6 7-8 X Segmen Neus 1-4 5-8 1-3 4-5 6-8 Syphilis X 1-8 1-5 6-7 8 Tuna 1 2-8 1-8 X X Occurrence determines whether the disease is a single (acute) attack or whether the disease will recur periodically once contracted (chronic). Chronic maladies will affect the character periodically, if they occur at the same time as any other malady (disease, disorder, or parasitic infestation), the severity of both will be increased. Thus, if two chronic maladies are contracted, the character is not likely to survive another disease attack. Severity refers to the seriousness of the disease, disorder, or parasitic infestation and determines the period of disability (recover time or length of illness which terminates in the character's demise) and the effects of the malady. MILD: During the period of affliction the character is unable to perform strenuous activities. Roll once on Table 2 for additional effects. Some treatment may be determined by the GM to allow a shortening of the period of illness. A normal period is 1-3 weeks. SEVERE: A severe malady will lower the character's hit points to 50% of normal and make him/her totally disabled for 1-2 weeks, plus a further 1-2 weeks of time during which the malady is in the mild state as the character recovers. Roll twice on Table 2 for additional effects. TERMINAL: The malady will cause death (or loss of the body part or function) in 1-12 days (longer periods are stated hereafter in the discussion of the various maladies). Roll thrice on Table 2 for additional effects. Table 2: Additional Effects Die Roll Effect 1 Burning during urination 2 Constant pain; -1d4 to attack rolls 3 Gradual brain rot; -1 intelligence and -1 wisdom 4 Hyperactivity; double movement rate, -2 initiative bonus 5 Loss of voice; no verbal spells, singing, etc. 6 Uncontrollable vomiting; -1 constitution per day 7 Sluggishness; half movement rate, +2 initiative penalty 8 10% chance per hour of a spasm which causes dropping of held items Description Enlarged Scrotum Syndrome (E.S.S.) - This disease is only contracted in males. The effect is that the male's testicles become quite enlarged (max. of two feet in diameter each). The victim's movement is quartered. Constitution is halved. 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 (Hey, its from Webster's Dictionary). There is a 50% chance each month that chronic victims experience the disease again. Insania - This disease causes the inflicted to gain a sexual insanity disorder (GM's choice; see below). The period of affliction lasts 4d6 months. There is a 10% 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 is named after a disgusting perverse ogre who was always pestering female species. The effects of the disease are as followed: * -2 to comeliness each day (gradual disfigurement) * -1 to intelligence each day (gradual stupidity) * right leg goes bad making movement decrease by 90% * unable to participate in any sexual activity There is a 75% chance each month that chronic victims experience the disease again. Syphilis - A chronic infectious venereal disease caused by a spirochete (Webster's Dictionary is so laborious). 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 It is unknown how these magical diseases came about. Some sages say they're from war, some say that a rip in magical fields caused them, others say that creatures having sex with certain magical beings cause weird things. Whatever the reason, magical diseases aren't pretty. Magical diseases don't have an occurrence or severity. They last until dispelled by cure disease, wish, etc.. The GM can pick or roll (2d8) on Table 3. Some may feel that the these diseases cause to much damage. A first level character can have sex with somebody infected with acid secretion and most likely be killed during the encounter. This is true, but the important thing to remember is that these diseases are magical and are not necessarily that common in society. Table 3: Magical Diseases Die Roll Disease 2 Acidic Secretion 3 Bitchy Magical Syndrome (B.M.S.) 4 Fiery Secretion 5 Mummy Crotch Rot 6 Orgasmatic Flight 7 Orgasmatic Monster Summoning 8 Orgasmatic Polymorph 9 Poison Secretion 10 Sexual Audible Glamer 11 Sexual Chill Touch 12 Sexual Clairvoyance 13 Sexual Invisibility 14 Sexually Transmitted Lycanthrope 15+ REROLL Description Acidic Secretion - The sexual partner receives 2d8 points of damage on any round (GM's choice) during each sexual encounter. Bitchy Magical Syndrome (B.M.S.) - This magical disease only affects females. Males should reroll on the magical disease table. Females with this disease suffer the effects of The Bitch Rule. Fiery Secretion - The sexual partner receives 2d6 points of damage on any round (GM's choice) during each sexual encounter. Mummy Crotch Rot - This disease is fatal in 1-6 months. For each month the rot progresses, the victim permanently loses two points of charisma. The disease can be cured only with a cure disease spell. Cure wounds and regenerate spells have no effect on a person inflicted with mummy crotch rot. Orgasmatic Monster Summoning - Within one round of an orgasm, summoned monsters appear. There are seven stages of this disease. Each stage is relative to the number of months the inflicted has had the disease. Thus in the first month, the disease would be in the first stage. In the first stage, 2d4 1st-level monsters appear (selected by the GM, from encounter tables). In the second stage, 1d6 2nd-level monsters appear. In the third stage, 1d4 3rd-level monsters appear. In the forth stage, 1d3 4th-level monsters appear. In the fifth stage, 1d2 5th-level monsters appear. In the sixth stage, 1d3 6th-level monsters appear. In the seventh stage, 1d2 7th-level monsters appear. The disease becomes terminal after the 7th stage. The summoned creatures attack whomever happens to be there for a number of rounds equal to the stage number + 10. Orgasmatic Flight - Upon an orgasm, the inflicted levitates if able (not tied down, etc). Then, he/she takes off in a random direction for 1d20 rounds. Upon coming into contact with a solid object (ex. wall), he/she takes off in another random direction. The GM may assign damage if necessary. Orgasmatic Polymorph - Upon an orgasm, the inflicted polymorphs into another creature, save those that are noncoporeal, from as small as 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 form's other abilities, nor does it run the risk of changing personality and mentality. The duration of the polymorph is 1 turn per constitution point. Poison Secretion - The sexual partner receives damage (save vs. poison) on any round (GM's choice) during each sexual encounter . Roll (1d20) on the following table to decide damage: Die Fail Succ. Roll Onset In Save Save 01-03 10-30 min. 15 0 04-06 02-12 hours 20 10 07-09 01-04 hours 20 10 10-11 02-12 min. 20 01-03 12-13 02-05 min. 25 02-08 14-15 02-12 min. 30 15 16-17 01-02 min. 30 02-12 18 01-04 min. Death 20 19 Immediate Death 0 20 Immediate Death 20 Sexual Audible Glamer - Any time the inflicted engages in sexual activity, he/she has uncontrollable desires to yell, scream, etc. This yell becomes louder as the sexual encounter continues. The volume is based upon the round of sex. During the second round, the volume is that of one person. The ratio is two rounds for one person's volume. Thus, the noise increase to the equivalent of two men during the forth round, the noise of three men during the sixth, and so on. Sexual Chill Touch - On the tenth round of a sexual encounter, the inflicted causes a chill touch to his/her partner. The partner will take 1d10 points of damage due to the absolute cold. Further, the victim must save vs. paralysis or be utterly unable to move. This paralysis lasts until dispelled in some manner. (This could be real embarrassing to a government official paralyzed in a sleazy establishment.) Sexual Clairvoyance - The inflicted sees in his/her mind some unknown locale (chosen by the GM) at random times throughout a sexual encounter. Sexual Invisibility - The inflicted slowly turns invisible when having sex. This transformation begins on the second round and will end when the sexual encounter is finished. At this point, the inflicted will be totally invisible. The duration of invisibility is equal to the amount of rounds of the sexual encounter. (This could be beneficial when a quick an discreet exit is required.) Sexually Transmitted Lycanthrope - 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 followed: 50% - constitution - 5 becoming inflicted 50% + constitution - 5 becoming a carrier 10% neither The type of lycanthrope can be rolled (1d6) on the following table: 1 Werebear 4 Wearboar 2 Werefox 5 Wererat 3 Werewolf 6 Weretiger ----------------------------------------------------------------------- SEXUAL INSANITY ? A character can be struck by insanity due to a curse, psionic attack, disease, etc.. The GM must make sure the role of the insane character is role-played correctly. Naturally, these insanities are not clinically correct. They are designed to conform to game terms and situations. Their inclusion is to fill an area of the game where a condition exists and no adequate explanation is otherwise given. The GM can pick the desired insanity or roll (1d30) on Table 1. Table 1: Insanities Die Roll Insanity 1 Bitchamania 2 Coprophilia 3 Exhibitionism 4 Fetishism 5 Foulmouthia 6 Geroniophilla 7 Innecrophilia 8 Masochism 9 Mirusmania 10 Necrophilia 11 Nymphomania 12 Pedophilia 13 Periculuphilia 14 Pigmalionism 15 Sadism 16 Sexaphobia 17 Unus-????mania 18 Uridpsomania 19 Voyeurism 20 Zoophilia 21+ REROLL Description Bitchamania - This insanity can only manifest itself within females. Males should reroll for another insanity. Females with this insanity suffer the effects of The Bitch Rule. Coprophilia - This bizarre insanity causes the character to have an uncontrollable desire to eat the lees (the sediment of a liquid) of the sexual partner. If the partner is diseased (hopefully a sexual one), then the insane person's chance of contacting the disease is doubled and should be checked after each feast. Exhibitionism - This insanity causes the victim to have a fascination of being observed while nude or having sex. The more who witness the person the better. The person must exhibit himself/herself a minimum of 1d10+4 times a week. A few examples are to have sex in a public places, flash people, streak, etc.. Fetishism - The victim has a fascination and desire to have sex only if a specific object is in his/her possession or if possible the object is used in the act (like rods, rings, balls). Foulmouthia - The victim has an uncontrollable desire to say something perverse when he/she sees somebody of the opposite sex. When the victim sees such a person, he/she must make a Wisdom check with a -3 modifier. Failure and the victim says something profane. If the player can't think of anything, he/she can roll on the Sexist Quotes table found later in this guide. Geroniophilla - This insanity causes the character to strongly desire sex with older people (a minimum of 1d4 times per week). The older person must be at least be twice the character's age and is 50% of the time a three times the character's age (if possible). Innecrophilia - This insanity causes the character to have an obsessive fascination with the undead. This obsession extends to the point of engaging in sexual intercourse with undead creatures when the opportunity arises. When coming across undead the afflicted character is 75% likely not to cause harm to the undead. Furthermore, he/she is 50% likely to rape unintelligent undead or seduce (to the point of begging) intelligent undead. The GM and players can see the dangers of a character desiring the likes of a vampire. Masochism - This insanity causes the character to like to be hurt by the partner (normally a sadistic one), using the same ways as the sadism. In other words, he/she likes to be on the receiving end of physical pain during sexual encounters. Mirusmania - This insanity causes the victim to desire to have weird sex (although some characters may already do weird things). Some examples are during fly, jump spells; while polymorphed or ethereal; in strange places like a dungeon, temple, tree; under the influence of transmute flesh to spells. The GM and player should flesh out this insanity for good role-playing purposes. Necrophilia - This insanity causes the character to have an obsessive fascination with death and corpses. This obsession extends to the point of engaging in sexual intercourse with a corpse. The afflicted character is 50% likely to attempt a sexual act with a corpse of the opposite sex when such an opportunity arises. Thus, a character adventuring in catacombs may sneak away from the party for a quick interlude with the dead. This insanity could reach a point where the character keeps a supply of dead handy to serve his/her purposes. Nymphomania - Sex! Sex! Sex! This insanity manifests itself in an ardent desire, in this case an uncontrollable urge to have sex (lots of sex). The afflicted will furtively attempt to seduce a person of the opposite sex, whenever the opportunity presents itself, and he/she will usually seek out such opportunities. The afflicted must have sex a minimum of 1d10+10 times per week. Not getting the minimum weekly requirement causes the person to gain an accumulative +1 to constitution, but lose an accumulative -1 to intelligence and an accumulative -1 to wisdom until relief presents itself. Other problems could be continuous dissatisfaction, inability to prioritize, egotistic view that everyone wants it, patronizing view that all need to be defiled by sex because they are naturally evil, or that he/she is doing people a "favor". He/she will not go to the extent of rape or molesting, but hiring prostitutes is not above the insanity. Pedophilia - This insanity causes the character to strongly desire sex with younger people (a minimum of 1d4 times per week). The younger person must be at least be half the character's age and is 50% of the time a fourth of the character's age. Of course this insanity can cause a lot of trouble with governmental laws on statutory rape. Periculuphilia - This strange insanity causes the inflicted to have a desire for sex only in dangerous situations and places. When in such a situation, the character is 50% likely to go into a sexual frenzy in which he/she must have sex immediately, preferably with a close sexual partner. Thus, a character will usually have such a partner along with him/her when adventuring. Note the afflicted must have this dangerous sex a minimum of 1d4+1 times per week. Not getting the minimum weekly requirement causes the person to gain an accumulative +1 to constitution, but lose an accumulative -1 to intelligence and an accumulative -1 to wisdom until relief presents itself. Some examples of dangerous situations and places would be when he/she is surrounded by a few dragons, in front of a angry lich, or maybe in any battle he/she is involved in. Pigmalionism - This insanity causes the character to have an obsessive fascination with statues because they are cold, have hard muscles, nice form, unemotional, etc.. This obsession extends to the point of engaging in sexual intercourse with a statue (if physically possible). The afflicted character is 50% likely to attempt a sexual act with a statue when such an opportunity arises. Thus, a character adventuring in temple may sneak away from the party for a quick interlude with the a lovely statue. This insanity could reach a point where the character collects statues to serve his/her purposes. The ideal partner would be a golem or enchanted statue. Sadism - The victim of this insanity has a desire to physically hurt the person which he/she is having sex with. This attack can be done by various strange ways like whipping, kicking, chaining the partner, etc.. This insanity could reach a point where the character, under a orgasm, kills the engaged person. Sexaphobia - This insanity gives the victim a fear of having sex and will avoid having sex at all costs. Reasons for this fear may be divine retribution, superiority complex (nobody is good enough), etc. Sexual Phobia - If played properly, a sexual phobia can give a character a good amount of extra depth, however, played incorrectly can be disastrous. A phobia is a fear of something. The phobias presented here fears that are related to sex in some way. There are two tables for this section, Male and Female. If the character is homosexual or bisexual, then go to the appropriate sex 90% of the time and the opposite sex of the character the remaining 10% of the time. If a character rolls an impossibility (a male rolls a strictly female phobia), then reroll on the table appropriate to the character's sex. TABLE: Female Sexual Phobias Die Female Roll Sexual Phobias Fear of 01-03 Agaraphobia Sexual Abuse 04-06 Algophobia Sexual Pain 07-12 Androphobia Men 13-14 Anuptophobia Being single 15-17 Aphenphobia Physical Contact 18-22 Coitophobia Sex 23-24 Coitus More Ferarum Doggy-style sex 25-29 Coitus Oralis Oral sex 30-35 Cypridophobia Venerial Diseases 36-38 Dyspareunia Painful vaginal sex 39-41 Esodophobia Virginity 42-44 Gamophobia Marriage 45-47 Gymnophobia Naked bodies 48-50 Hedonophobia Pleasure 51 Heterophobia Heterosexuals 52-57 Homphobia Homosexuals 58-60 Ithyphallophobia Erect penises 61-63 Maieusiophobia Childbirth 64-65 Malaxophobia Flirting 66-67 Medectophobia Contour of a penis which is visible through clothing 68-69 Menophobia Menstration 70-74 Merinthophobia Being bound 75-77 Necrophobia Sex with the dead 78-79 Oneirogmophobia Wet dreams 80-82 Paraphobia Sexual Perversions 83-84 Phallophobia Male genitalia 85-87 Primeisodophobia Losing one's virginity 88-90 Proctophobia Rectal intercourse 91 Sarmassophobia Foreplay 92-93 Sexophobia Opposite Sex 94 Spermophobia Semen 95-96 Teratophobia Bearing a monster 97-100 Virgivitiphobia Rape TABLE: Male Sexual Phobias Die Male Roll Sexual Phobias Fear of 01-03 Agrophobia Sexual Abuse 04-06 Algophobia Sexual Pain 07-09 Anuptophobia Being single 10-11 Aphenophobia Physical Contact 12-14 Coitophobia Sex 15-17 Coitus Oralis Oral sex 18-20 Cyprianophobia Prostitutes 21-23 Cypridophobia Venerial Disease 24-25 Ejacuphobia Ejaculation 26-28 Esodophobia Virginity 29-31 Eurotophobia Female Genetalia 32-37 Gamophobia Marriage 38-39 Gymnophobia Naked Bodies 40-44 Gynophobia Women 45-48 Hedonophobia Pleasure 49-53 Malaxophobia Flirting 54-59 Medomalacophobia Losing an erection 60-62 Merinthophobia Being bound 63-67 Necrophobia Sex with the dead 68-71 Oneirogmophobia Wet dreams 72-76 Paraphobia Sexual perversions 77-80 Parenthenophobia Young girls, usually virgins 81-85 Penis Captivas Having one's penis held tightly be vaginal muscles 86-89 Primeisodophobia Losing one's virginity 90-92 Proctophobia Rectal intercourse 93-95 Sarmassophobia Foreplay 96-97 Sexophobia Opposite sex 98-100 Venustaphobia Beautiful women Unus-????mania - This insanity manifests itself in an ardent desire and obsession, in this case an uncontrollable urge to have sex with a particular type of creature. The afflicted will furtively attempt to seduce this type of creature (still of the opposite sex), whenever the opportunity presents itself, and he/she will usually seek out such opportunities. He/she will not desire to have sex with any other, even his/her own species; and will actually reek at the thought. When he/she has sex with such a creature, he/she likes the creature to do weird things relative to the creature's abilities and talents (see example below). Of course some creatures maybe harder to get a hold of then others. The table below is small and simplistic, GMs may add any creatures he wants. Roll (1d20) on the following table to get the type of creature that is desired: Mania Roll Name (????) Type of Creature 1 Daemon Demons * 2 Dimidiuselfe Half-elves 3 Divus Dieties, Demigods, etc 4 Draco Dragons * 5 Druidae Druids 6 Elfe Elves * 7 Giant Giants * 8 Gnome Gnomes 9 Gobla Goblins 10 Gole Golems * 11 Halfline Halflings 12 Homo Humans * 13 Lycanthrope Lycanthropes * 14 Magus Mages 15 Nanus Dwarfs * 16 Nequam Rogues 17 Ogra Ogres 18 Pugna Fighters 19 Sacerdos Clerics 20 Vates Bards * can be specific type Example: A person with unus-sacerdosmania insanity will have a desire to have sex with clerics. When having sex with cleric, he/she might want the cleric to pray. A person with unus-pugnamania will only have sex with fighters and might want the fighter to punch, scratch, and wrestle during sex. A person with unus-vatesmania will only have sex with bards and might want the bard to sing during sex. Uridpsomania - This bizarre insanity causes the character to have the desire to drink the urine of his/her partner. Check for an unhealthy disease each time he/she drinks. Voyeurism - The person affected by this insanity only has pleasure from observing the other's sexual organs or people having sex, especially in secret. Zoophilia - This insanity manifests itself in an ardent desire and obsession, in this case an uncontrollable urge to have sex with a particular type of normal animal. The afflicted will furtively attempt to seduce this type of animal (still of the opposite sex), whenever the opportunity presents itself, and he/she will usually seek out such opportunities. He/she will not desire to have sex with any other, even his/her own species; and will actually reek at the thought. The table below is small and simplistic, GMs may add any animals he wants. Roll (1d20) on the following table to get the type of creature that is desired: Roll Animal Roll Animal 1 dog 11 mule 2 horse 12 wolverine 3 pig 13 rhinoceros 4 cat 14 hippopotamus 5 monkey 15 boar 6 bear 16 bull 7 elephant 17 buffalo 8 skunk 18 goat 9 camel 19 sheep 10 lion 20 roll twice -ignore this ----------------------------------------------------------------------- ON SEX AND SEXUALITY IN THE REALMS "In general, there is a continent in the Realms is marked by sexual equality; females and males are equally educated, respected, valued, and eligible for all roles in society. This applies just as well to southern lands, in which men often have several wives while women have only one husband, although the Northerners and Southerners often misunderstand each others' social structures. This is typical of a widespread phenomenon throughout the Realms: in matters of courtship, marriage, sex, and reproduction, as in most matters, there is enough adventuring and trade that people are familiar with many foreign customs; nevertheless, most people consider their own customs to be civilized and proper, while all other customs are unjust and barbarian. There is a strong emphasis placed on the importance of marriage throughout the Realms, although courtship, marriage ceremonies, and family structures vary considerably. Marriage may be conducted by clerics of almost every church, and the marriages of all faiths are considered equally valid and binding. While sex is generally considered more blessed after marriage, there is very little social stigma in the lands of Faerun placed on premarital sex between consenting hetero-sexual adults. The prevailing attitude seems to be that a young woman and young man will choose (or be chosen for) one another, and that the same mutual feelings that would inspire them to have sex will lead them to want to be married. Of course, this ideal is often not satisfied. Trysts, whether tragic or comically gone awry, are a favorite subject of bards. Rape is all too common, and is strongly condemned by agents of Good, Chaos, and Law, as violations of personal rights, individual autonomy, and stable social order, respectively. Two variations in particular of this ideal face strong societal disapproval: interracial and homosexual relations. Interracial marriages are tacitly considered inferior. The elf who marries a human is considered to have married beneath her station; her spouse will die while she is still young, and her half-elven children will face great discrimination and will never fully be able to participate in their elven heritage. Similarly, half-orcs are considered somehow even more tainted than orcs, possibly because of the unspoken assumption that they are not only half-breed, but the half-breed offspring of rape. On a related note, although it is common knowledge that many people and beasts of the Realms owe their existence to crossbreeding of different species, we do not presently have an adequate explanation for why some species can crossbreed with others and some can not, nor why some crossbreeds, like mules, are sterile, and others, like half-elves, are not. Homosexual couples are almost unheard of in the Realms, and then they are a matter of scorn. Elm's scribe, is widely rumored to be Elm's lover, and the arrangement is only tolerated because of Elm's unapproachable high status and legendary eccentricity. Otherwise, homo- sexuality is only discussed in malicious gossip and histories of family scandals. Homosexuals are, however, rumored to be found in disproportionatly high numbers among certain groups, such as adventurers, who have often been driven to adventure because they couldn't quite fit into normal society, and the priesthoods of faiths which require celibacy, since the priests never need to explain their lack of interest in conventional marriage. Of course, most people believe homosexuality to be more common in groups they with which they have formed rivalries or are actively hostile. Organized groups are said to have formed in large cities, but their memberships and activities are highly guarded secrets. Little scholarly data are known about the actual frequency of homosexuals in the Realms, or about their relative distribution among men, among women, and among the various races, nations, and occupations. Sexual matters are not in the explicit portfolio of any major god in the Realms, although strong cases might be made for the bewitching goddess of beauty, and the sado-masochistically appealing goddess of pain. A small cult has begun to grow praising the name of the Lord of Sex and Carnality, whom I take to be either a new lesser power or else a more explicitly sexual aspect of a more established god. The use of magic in sex has been extremely limited, due in part to people's understandable reluctance to let mages or clerics experiment on their sexual organs or psyches. The spells listed above should be considered extremely rare. After all, only homosexuals and virulent homo-phoebes would be likely to have spent their lives researching spells concerning alternative sexualities, and even if such people are not as uncommon as we think, they are certainly difficult to discover. Most of the other known spells either use people's sexual desire as a weapon against them, or show a marked obsession with artificially enhancing the spellcaster's own sexual pleasure. Unfortunately, rare are sexual spells designed to help others overcome sexual dysfunctions or to enhance others' sexual pleasure, and it is this sage's humble opinion that the most fruitful sexual research lies in this direction." - Respectfully compiled by Spelling of Amn, Scholar, Sage, and Priest of Deneir, for the Preservation of Knowledge and Augmentation of Wisdom in the Realms - Reproduced for his Compatriot, Rick Dechance