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 the 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).
|
1?25 |
Positive; roll on Positive Effects Table 10 |
|
26?00 |
Negative; roll on Negative Effects Table 11 |
Table 10: Positive Effects (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 saving throws versus paralyzation, poison, and death magic.
3. Born with a +1 bonus to all saving throws versus rod, staff, or wand.
4. Born with a +1 bonus to all saving throws versus petrifaction or polymorph.
5. Born with a +1 bonus to all saving throws versus breath weapon.
6. Born with a +1 bonus to all saving throws versus 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. To determine talent see page 20 of The Complete Psionics Handbook. If the effect was created due to psionics, then two wild talents develop.
Table 11: Negative Effects (1d12)
1. Born with a -1 penalty to all saving throws versus paralyzation, poison, and death magic.
2. Born with a -1 penalty to all saving throws versus rod, staff, or wand.
3. Born with a -1 penalty to all saving throws versus petrifaction or polymorph.
4. Born with a -1 penalty to all saving throws versus breath weapon.
5. Born with a -1 penalty to all saving throws versus spell.
6. Unborn is mutated into a demon (1st edition vocabulary). Possible possessed by the evil intelligence of a demonic creature. DM 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 DM 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


























