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Climaxing Overstimulation: Climax Saving Throws Multiple Climaxes

The document outlines rules and mechanics related to sexual climax, overstimulation, and various sexual conditions in a role-playing context. It details how climax saving throws work, the effects of multiple climaxes, and the consequences of overstimulation, along with descriptions of conditions like Edging, Hyperaroused, and Infatuated. Additionally, it covers pregnancy, contraceptives, and reproductive compatibility among different creature types.

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0% found this document useful (0 votes)
200 views5 pages

Climaxing Overstimulation: Climax Saving Throws Multiple Climaxes

The document outlines rules and mechanics related to sexual climax, overstimulation, and various sexual conditions in a role-playing context. It details how climax saving throws work, the effects of multiple climaxes, and the consequences of overstimulation, along with descriptions of conditions like Edging, Hyperaroused, and Infatuated. Additionally, it covers pregnancy, contraceptives, and reproductive compatibility among different creature types.

Uploaded by

Games Advance
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Climaxing Overstimulation

Sex, when done right, is an act of pleasure, and in most Mortal (and even immortal) bodies can only handle
cases the goal of this act is for at least one creature to so much sexual stimulation before their defences
reach Climax. against lust and desire begin to break down entirely.
Overstimulation works much like exhaustion, and is
Climax saving throws measured in six levels. The most common sources of
Whenever you start your turn at maximum arousal, you overstimulated are listed below:
gain the edging condition and must make a special
saving throw, called a climax saving throw, to determine Multiple Climaxes
whether you fall over the edge into orgasm. Some Situations can cause a creature to climax
Roll a d20 and add your inhibition to the result. If multiple times in quick succession. If a creature
the total is 15 or higher, you succeed. Otherwise, you Climaxes while still incapacitated due to a previous
fail. A success or failure has no effect by itself. On your climax, it gains the following effects, based on how
third success, your arousal is reduced to 1 below it's many climaxes it has endured without recovering. In
maximum, you are no longer edging. On your third these cases, each climax also increases the number of
failure, you climax. The successes and failures don't rounds the creature is incapacitated by one.
need to be consecutive; keep track of both until you
collect three of a kind. The number of both is reset to • After two climaxes, the creature is Stunned, rather
zero when your arousal is reduced below it's maximum. than incapacitated.
Rolling 1 or 20. When you make a climax saving • After three climaxes, the creature is Paralysed
throw and roll a 1 on the d20, it counts as two failures. rather than incapacitated.
If you roll a 20 on the d20, your arousal is reduced to 1 • For each Climax after the third, a creature gains
below it's maximum, and you are no longer edging. one level of Overstimulation.
Stimulation at maximum arousal. If you gain any
stimulation while at or above your arousal maximum, Extended Edging
you immediately suffer a failed climax saving throw. If Even the most resolute creature can only ride the edge
the stimulation is from a critical hit, you suffer two of orgasm for so long. A creature can remain edging
failures instead of one. If the stimulation equals or for a number of hours equal to it's inhibition. After this
exceeds your arousal maximum, you instantly climax. point, the creature gains one level of overstimulation
each hour that it remains edging.
Effects of Climax.
When you Climax, the edging condition ends you were
Level Effect
affected by it, and may expend a number of Recovery
Dice up to your proficiency bonus, as described in the
Arousal and Stimulation section on previous pages. 1 Creature becomes Intoxicated.
You are incapacitated for a number of rounds equal to
the number of Recovery Dice spent, or until the end of 2 Creature becomes Hyperaroused.
your next turn if no Recovery Dice were spent.
While incapacitated in this way, a creature may use a
3 Creature’s Inhibition reduced to 0.
free action at the start of each of it’s turns to attempt to
recover from climaxing by making constitution saving
throw with a DC equal to 12 + the number of times 4 Creature becomes Infatuated by the
you have climaxed in the last hour. On a success, the source of overstimulation.
creature is no longer incapacitated. 5 Creature gains the Nyphomania
Condition.
6 Creature no longer regains recovery
dice when completing a long rest.

If an already overstimulated creature suffers another


effect that causes overstimulation, its current level of
overstimulation increases by the amount specified in
the effect’s description. A creature suffers the effect
of its current level of overstimulation as well as all
lower levels. For example, a creature suffering level 2
overstimulation is both hyperaroused and intoxicated.
An effect that removes exhaustion also removes
overstimulation, reducing its level as specified in the
effect’s description, with all overstimulation effects
ending if a creature’s overstimulation level is reduced
below 1. Finishing a long rest reduces a creature’s
exhaustion level by 1, provided that the creature
experiences no sexual stimulation while resting. In
many cases, this requires the creature to be watched,
bound or otherwise prevented from sexually stimulating
themselves.
Sexual Conditions Denied
The Denied condition describes a creature who is being
There are a number of additional conditions that
forcibly denied the release of Climax, But not a creature
characters might encounter through the course of a
who simply has not climaxed in a long time.
sexually charged adventure. The following list details
these conditions, as well as their effects
• A Denied Creature cannot climax, regardless of it's
climax saving throws
Edging
The Edging condition reflects a state of near-climax,
Hyperaroused
where the creature is overcome with lust, and unable to
The Hyperaroused condition describes a creature who’s
focus on anything else.
sexual drive has been naturally or artificially increased,
such as a creature that is in heat, or a creature affected
• An edged creature is Hyperaroused
by potent aphrodisiacs.
• The creature must make a Climax Saving Throw at
the start of each of it’s turns to avoid Climaxing.
• A hyperaroused creature has disadvantage on
• The creature drops whatever it is holding and falls
saving throws or skill checks made to resist Indirect
prone.
Advances.
• The creature is stunned.
• Martial Advances against a hyperaroused creature
• Any successful Sexual Advances made against
are made with advantage
the creature automatically deal their maximum
stimulation.
Infatuated
The Infatuated condition sits somewhere between
A creature who regains the edging condition within
charmed and dominated, applying to creatures who find
one round of ending the condition is considered to be
themselves eager to please another in ways they would
continually edging, for the purposes of overstimulation.
normally never consider.

• An Infatuated creature considers the source of it’s


infatuation to be the most beautiful and arousing thing
it has ever encountered
• The creature is charmed by the source of it’s
infatuation.
• An infatuated creature is considered a willing
creature for the purposes of all Sexual Advances by
the source of it’s Infatuation and cannot benefit from a
positive inhibition
• The infatuated creature has disadvantage to resist
charisma checks made against it by the source of it's
infatuation.
• The the infatuated creature treats any command or
order given to it by the source of it's infatuation as a
persuasion check.

Intoxicated
The Intoxicated condition describes a creature who’s
mental facilities have been reduced, such as a creature
that is drunk or high.

• An Intoxicated creature has disadvantage on


Intelligence, Wisdom, and Charisma Saving throws.

Nymphomanic
Nymphomania describes a creature who is overcome
with sexual desire, and no longer has the force of will to
resist their more primal urges.

• A nymphomanic Creature is Hyperaroused and


Intoxicated
• A nymphomanic creature is considered a willing
creature for the purposes of all Sexual Advances and
cannot benefit from a positive inhibition.
• A nymphomanic creature has disadvantage on
checks or saving throws not made as part of a sexual
advance.
• On it’s turn, a nymphomanic creature uses its
movement to move towards the nearest creature it
finds sexually attractive, or the most recent creature
to make a sexual advance against it. It then makes a
sexual advance against that creature, or against itself
if no other creatures are in range.
Pregnancy Contraceptives
There are a wide array of contraceptives available in the
In the context of this rulebook, pregnancy refers to any
situation where a creature is serving as the reproductive world of Syllara, some magical, and others mundane.
vessel of another creature. This includes being Some of the most common are listed below, and their
traditionally pregnant, gravid with eggs, or host to some prices can be found on the Consumable items list
alien parasite that seeks to reproduce within your womb. further on in this chapter
Pregnancy is most common in females of any species,
but under the right circumstances, male pregnancy can Condom: A translucent sleeve of material used to
also occur, and some species have far more or far fewer prevent pregnancy. As an action before penetration, a
sexes than just male and female. creature may apply a condom to the cock of a willing
or restrained creature. For the next 10 minutes, The
Becoming Pregnant DC for any impregnation check made using the cock
Traditional Pregnancy: Traditional Pregnancy can becomes 25. After 10 minutes of use, the condom
occur anytime two members of comparable species ceases to be effective for this purpose.
engage in potentially reproductive sex (ie. Sex that could Condoms also make for useful survival gear. A
physically result in a pregnancy). condom can hold up to 2 litters of water or other liquid
In these cases, the impregnating creature must make without bursting.
an Impregnation (constitution) Check with a DC equal
to its 10 + the target’s Constitution Modifier + the Oil of Impotence: A vial of contraceptive lubricant used
target’s Proficiency Bonus. On a success, the target is to prevent pregnancy, As an action, a creature may apply
impregnated, and will gain the Pregnant condition as a coat of personal lubricant to any natural implement.
suitable for it’s race. For the next 10 minutes any impregnation checks made
This check is made regardless of the childbearing involving the coated implement automatically fail. A vial
intent of those involved. contains enough oil for 1 application.

Non-Traditional Pregnancy: Non-traditional pregnancy Potion of Infertility: Foul-smelling brew made of


can occur between members of any race or species, pungent herbs and unsavoury ingredients. Drinking a
regardless of sex, and is often enabled by magic or alien potion of infertility causes a creature to become infertile
physiology. for the next 7 days
In these cases, the targeted creature must succeed
on a Constitution saving throw to resist the pregnancy. Beads of Prevention: A string of expensive enchanted
The DC for this saving throw is set by the spell or ability beads meant to be worn or kept nearby during sex.
used to induce pregnancy, and the targeted creature When an attuned creature within 5 ft of the beads would
may add their inhibition to the saving throw. be impregnated, the pregnancy instead fails, and one
On a failure, the targeted creature becomes pregnant, of the beads cracks and is turns grey. When all beads
as defined by the spell or ability used to induce have turned grey, the item ceases to function. A string
pregnancy. contains 10 beads.

Fertility (and Virility)


Hyper-Fertility (or Virility): Hyper-fertility refers to
creatures who are at the height of their natural fertility
cycle, or otherwise more likely to become pregnant
through traditional means. Impregnation checks
made involving a Hyper-fertile Creature are made with
advantage.
The most common instances of hyperfertility are
found in races who experience extended periods of heat
or reproductive fertility, but spells and other effects can
also cause a creature to become hyper-fertile

Infertility: The infertile condition applies to creatures


who cannot become pregnant or make another creature
pregnant through traditional means. This includes
creatures who are biologically infertile, but also
creatures infertile due to trauma or magical means.
Impregnation checks made involving infertile
Creatures automatically fail.
Reproductive Compatibility This chart is intended to provide a useful rule of
While there are a variety of items and spells that can thumb, and exceptions most certainly exist. Because
be used to overcome such limitations, not all creatures player Races frequently lack a creature type other than
are reproductively compatible with each other. The humanoid (even when an additional creature type
Reproductive Compatibility Chart provides a helpful, should be obvious), use your best judgment when using
but frequently incomplete, resource for determining this chart, and consult your DM if you are unsure where
the compatibility of Intelligent creatures, based on their a creature or race falls.
creature type or prominent features. When reading the
be sure to take note of the following: Pregnancy and Term
The length of pregnancy can vary both by creature’s race,
• The "◉" symbol denotes compatibility that can and by the source of the pregnancy. As a general rule
result in traditional pregnancy. These combinations Non-traditional pregnancies have terms of only a few
frequently result in half-blood or hybrid offspring days, or even hours, while Traditional pregnancies las
• The "○" symbol denotes compatibility only by non- much longer. A creature who is visibly pregnant, or far
traditional pregnancy, such as oviposition or tentacle enough along to suffer noticeable side effects, gains the
breeding. These combinations generally result in following effects
offspring of the same race as the paternal parent
• "Pure Humanoid" refers only to creatures who do • A Pregnant Creature has disadvantage on Strength
not have a more complex creature type, or share the And Dexterity Saving throws
features of a creature type other than humanoid. • Upon completing a short or long rest, a pregnant
• Creatures with a mixture of creature types or creature must succeed on a DC 15 Constitution
features are generally treated as the most compatible Saving throw or be poisoned for 1d4 hours.
of these types for the purpose of reproductive • Attacks made against a pregnant creature score a
compatibility critical hit on a roll of 18-20
• "Maternal" and "Paternal" parent are not necessarily • A pregnant creature that is subject to a critical hit
connected to the sex or gender of a species, and must succeed on a Constitution saving throw with a
refer only to which creature in a pairing carries the DC equal to the damage taken, or the pregnancy is
pregnancy to term. terminated.

Maternal Parent
Aberration

Undead
Beast (Avian)
Beast (Aquatic)
Beast (Amphibian
Beast (Insect)
Beast (Mammal)
Beast (Reptile)

Dragon
Elemental
Fey
Fiend

Pure Humanoid
Monstrosity

Plant
Shapeshifter
Celestial
Construct

Giant
Goblinoid

Ooze
Reproductive
Compatibility

Aberration ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○
Beast (Avian) ◉ ◉ ○ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉

Beast (Aquatic) ◉ ◉ ◉ ○ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉
Beast (Amphibian) ◉ ◉ ◉ ○ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉
Beast (Insect) ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ○ ○ ◉
Beast (Mammal) ◉ ○ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉
Beast (Reptile) ◉ ○ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉
Celestial ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ○ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ○ ◉ ○
Construct
Paternal Parent

Dragon ◉ ◉ ◉ ◉ ○ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉
Elemental ◉ ◉ ◉ ○ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉
Fey ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ○
Fiend ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ○ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ○ ◉ ○
Giant ◉ ○ ◉ ◉ ◉ ◉
Goblinoid ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉
Pure Humanoid ◉ ○ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉
Monstrosity ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉
Ooze ◉ ○ ○ ○ ◉ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ◉ ◉ ○ ○
Plant ◉ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ◉ ◉ ○ ○
Shapeshifter ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉ ◉
Undead ○
Sexual Histories Modest Lover
Your sexual experience is about average for someone
While most creatures have a natural drive for sex, not your age - for getter or worse.
all of them have the same degree of experience with it.
Sexual histories are similar to backgrounds, in that they • Your Recovery Dice is a d8
represent your character's general life experience, and • You are proficient with your natural implements,
provide various proficiencies and other benefits. and gain proficiency with up to 4 artificial implements
However, sexual histories specifically describe the of your choice.
sexual experience your character starts with, and are • You may start with 1 fetish of your choice
chosen in addition to your background. • You may start with a Self Pleasure pack.
• Once between long rests, when you make a sexual
Devoted Partner advance, or a saving throw against a sexual advance,
You aren't inexperienced in sex, but your experience is you can choose to roll an additional d20. You can
strictly with those you share a strong relationship with, choose to do so after you roll the die, but before the
such as a spouse, fiancé, or close-nit polycule. outcome is determined. You choose which of the d20s
is used for the attack roll, ability check, or saving
• Your Recovery Dice is a d8 throw.
• You are proficient with your natural implements,
and gain proficiency with up to 4 artificial implements
of your choice.
• You may start with up to 2 fetishes of your choice,
excluding the following: Anonymist, Street Whore,
and Swinger
• You start with an Aftercare Pack
• Attempts to seduce you are made at disadvantage
while your monogamous partner is present, or you are
wearing a token of the bond you share with them.

Erotic Professional
You have made a living selling your sexual services, and
are well versed in a variety of techniques and pleasures.

• Your Recovery Dice is a d12


• You are proficient with your natural implements,
and gain proficiency with up to 8 artificial implements
of your choice.
• You start with up to 3 fetishes of your choice.
• You start with a Harlots pack or Dominant's pack
• You always add your proficiency bonus to checks
made to seduce other creatures. Regardless of the
type of check, or any conditions or features affecting
you or the target.

Experienced Kinkster
You are well versed not just in sex, but in a variety of
kinks and fetishes, frequently exploring new ways to
enjoy yourself.

• Your Recovery Dice is a d10


• You are proficient with your natural implements,
and gain proficiency with up to 8 artificial implements
of your choice.
• You start with access to 6 fetishes of your choice,
but may only benefit from 3 of these fetishes at one
time.
• You Start with a Dominant's pack, a Rigger's pack,
or a Sadist's Pack
• Each time you complete a long rest, you may
change which of your fetishes to benefit from.
• If you spend at least 10 minutes observing a
creature, you can determine if they share any of your
sexual vulnerabilities or fetishes.

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