The Office of Physician Thomas
Request birth rolls for you characters here. For more information about family rules and skills, check the Rules Thread

Siring Children
ATTENTION:

Players MUST post the current ages of the two would-be parents.

Order of rolls:
Conception
: d100
Birth: d100 and d60
Defects & Gifts: d100

Conception
Roll a d100. 30% base chance of conception, so 70-100 is a successful copulation. 91-98 equals the conception of twins, and 99-100, triplets.
You can only have one successful childbirth every 5 RL days. If you fail at conception, you may try again in 2 RL days.

The would-be mother’s age affects this. Aged 31-35 gives a -1, 36-40 gives a -2, 41-45 gives -3, and 46-50 gives a -4. 51 years and above thus require getting a 20/20 to successfully conceive.

If successful at conceiving a child, the child will be born in 5 RL days (so if you got the conception roll on a Monday, the child will be born on that Saturday), representing the 9 months it takes for pregnancy to progress.

Birth Roll
At that point (or earlier if you like), ask for a childbirth roll. This is one d100 to determine gender, 1-50 is a boy, 51-100 is a girl; and then another d100 to determine the outcome of the birth: 1-4 is death for both mother and child, 5-8 is a stillborn (or similar result), 9-12 is a stillborn that causes the mother to become barren, 12-15 is the mother dead but with a surviving child, 16-20 is the mother and child both surviving but the mother being rendered infertile, and 21-100 are perfectly fine births.

If the mother is aged below 18, add -10 to this roll. -20 if she is aged below 16. If the mother is 31-39, add -5 to this roll. If the mother is 40-45, add -10. -15 if the mother is 46-50, and -20 if the mother is 50.

In case of twins, flip a coin to determine whether the twins are identical and thus of the same sex (heads), or fraternal and thus of of opposite sexes (tails). In case of triplets, the children will all either be boys or girls.

Birth Gifts and Defects
If the child survived, we roll a d100, to see if they have any gifts or defects.
If the mother is aged between 31 and 35, add a -1 to the roll. If she is aged between 36-40, add a -2. Each increment of 5 years thereafter is thus worth a -1. Ex. a mother aged 52 gives a -5 to this first roll. The father also has the same effects when it comes to birth defects, and his age effect stacks with the mother’s. So a father and mother both aged 52 gives a -10 to the birth defect/gift roll.

There’s a chance to inherit the following congenital gifts & defects if at least one of the parents have them: in this case, DO NOT immediately roll the d100 for conventional gifts/defects. Instead, roll a 1d4 (25% chance of inheritance) if one of the child’s parents has a gift/defect and flip a coin (50% chance of inheritance) if both parents have the same gift or defect. If the child inherits nothing from either parent, then move on to the above 1d100 roll.

The new congenital gifts & defects are as such:
Strong: +2 to all physical situations, including personal combat and assassinations carried out personally by the player. If the character is female, this trait adds +5 to childbirth survival rolls.
Weak: -2 to all physical situations, including personal combat and assassinations carried out personally by the players. If the character is female, this trait adds -5 to childbirth survival rolls.

Fair: +1 to charisma when the character is personally present and attempting to convince.
Homely: -1 charisma when the character is personally present and attempting to convince.

Vigorous: +2 survival chance in death rolls and post-battle situations, as well as reducing the chance of being fatally wounded after battles/assassinations/duels. If the character is female, this trait adds +5 to childbirth survival rolls.
Frail: -2 survival chance in death rolls and post battle situations, as well as increasing the chance of being wounded after battles/assassinations/duels. If the character is female, this trait adds -5 to childbirth survival rolls.

Smart: Grants +1 to a battles trait of your choice, wealth, and charisma when coming of age.
Dull: Gives -1 to a battles trait of your choice, wealth, and charisma when coming of age.

Tall: This character towers above others, meaning their presence cannot be missed. +1 to personal combat.
Short: This character is shorter than most, perhaps opening the door for mockery. -1 personal combat if fighting against a tall character.

Fertile: This character does not have trouble with conceiving children. +2 to conception chance.
Unfruitful: This character struggles to conceive children. -2 to conception chance

Roll a d100. Subtract penalties from the age of the parents if applicable.

1-2 Troublesome Blood
3-4 Bad Organs
4-6 Uncontrollable Convulsions
7-8 Developmental Disorder
9-10 Autism
11-12 Unfruitful Child
13-14 Frail Child
15-16 Weak Child
17-18 Short Child
19-20 Homely Child
20-21 Dull Child
21-70: Normal Child
71-75: Fertile Child
76-80: Vigorous Child
81-85: Strong Child
86-90: Fair Child
91-94: Tall Child
95-99: Smart Child
100: Golden God Child, pick any two congenital gifts

Adoption
As direct blood ties were less important for inheritance than in the medieval period, you can also adopt children into your family as well. Random rolls will still be done to determine the adopted child’s traits, but the player may control to some extent the back story of the character to be adopted.