- Incontinence
- Continence is measured on a scale from 0 to 100
- If the result is equal to or less than their current continence that is considered a success, otherwise it's a failure.
- Continence is divided into tiers that indicate how much stress has built up and how it affects the character and/or their stress induced incontinence.
- If one has taken their own level of continence, that number may not be increased past its original starting number unless they undergo 'Potty Training'.
- The max continence your character can choose is whichever is lower of con x10 or MA x2.
- You CAN roll your own custom number through this formula however: Continence = (10 x Constitution) - (5 x (Highest stat - Lowest stat)
- If you're feeling bold, go ahead and just roll a pure 1d100, then take that number. You may reroll that number once, but must take the 2nd result.
- Tier 1 80-99
- At this tier, your character is considered fully potty trained.
- Any character with a constitution score of 10 or more has no problems with holding it for the bathroom
- If a character has 9 or less constitution they can hold it for that many hours before becoming Desperate
- Tier 2 60-79
- At the start of the day, and whenever the character voids themself, roll 1d8 and add their con mod.
- They can hold it that many hours before becoming desperate. If the result is negative it results in the same as a Nat 1.
- Bedwetters roll 1d8+CON mod until passing a total of 8.
- Tier 3 40-59
- At the start of the day, and whenever the character voids themself, roll 1d4 and add their con mod.
- They can hold it that many hours before becoming desperate. If the result is negative it results in the same as a Nat 1.
- Bedwetters roll 1d4+CON mod until passing a total of 8.
- Tier 4 20-39
- The character can hold it for 1 hour before becoming desperate. -10 to desperation rolls
- Bedwetters roll 1+CON mod until passing a total of 8.
- Tier 5 less than 19
- The GM makes a secret roll every hour; The player may only find out the result if another person in the party checks their underwear.
- Bedwetters roll 8 times in secret.
- Desperation
- If they succeed, they get a stacking desperation tick, which adds a cumulative -1 to attack rolls, saves and skill checks, until they have relieved themselves.
- If they fail, check the corresponding chart below to see what happens.
- If they roll a nat 1, roll a 1d5 on the corresponding chart to see what happens.
- Dribbling does not count as having relieved oneself.
- Making it Potty
- For any tiers above 5, you can use the potty like a big kid. Once your hour count is 1 or 2(Not counting rolling that. If 2, you must go to the bathroom at 1 count. If 1, you must wait until the desperation check.) Once you get to the potty, roll your desperation die. If the result is lower than your continence, you've successfully made it potty. Roll on the accident chart to determine what you did, and increase your continence by 1,2,3, or 4 for peeing, pooping, both or the almighty Huge Potty Problem respectively. If you roll higher, you can't tell that you have to go potty, and must go about your day until the continence check.
- Bedwetting
- At the beginning of the day, roll 1d100. If the result is higher than your current continence, it counts as a minor dribble. From there, 25 - 49 is bedwetting, 50 - 74 is bedmessing, 75-99 is completely soiling, and the almighty 100, which requires new pants, sheets, bed, and therapy.
- Accident chart
- 1 Huge accident(2 mess 1 wet)
- 2 Wet and Messy (1 mess 1 wet)
- 3 Messy
- 4 Messy
- 5 Wet
- 6 Wet
- 7 Wet
- 8 Wet
- 9 Wet
- 10 Dribble (1/3 wet)
- 11 Dribble (1/3 wet)
- 12 Dribble (1/3 wet)
- 13 Dribble (1/3 wet)
- 14 and greater: Stack 1 desperation per passed roll.
- Conditions
- Fear soiling
- If one fails a fear related will save, roll continence depending on severity of fear effect. In order, Shaken, Frightened, Panicking and Cowering cause a -10/-20/-30/-40 to the desperation roll.
- Paralysis
- If already desperate, roll on the accident chart. If not, no effect.
- Sleep/Unconscious
- Roll your usual bedwetting die once, then again every 8 hours of induced sleep. Unconscious rolls for accident if desperate, or bedwetting once if not.
- Poison
- Poison is variable, with it either damaging continence, CON or simply causing your muscles to spasm, causing an accident roll.
- Fatigued/Exhausted
- Causes -10/-20 to continence rolls while asleep, and -6/-11 while awake.
- Sickened/Nauseated
- Causes -2/-4 to accident rolls while awake, -10/-20 to bedwetting rolls while sleeping.
- Confusion
- Causes desperation roll if confusion hits in the 26-50 range.
- Potty Training
- What's that? Wanna be a big kid? You fun wrecker you.
- Any character with less than tier 1 continence may undergo Potty Training,
- A character may potty train themselves, or ask for help from another, more mature individual. They're limited to a max continence number of their MAx2.
- For every time you 'make it', add 1 to your continence + however many desperation ticks you may have acquired.
- Pull-ups really shine here, as if you have an accident in one but still managed to hold it for a bit, take the number of ticks, halve it and round down, then add to your score. Any number less than one is rounded up to one.
- If you're potty training in diapers, when you stand in front of the potty, you have one last continence roll to hold it while you undo your tapes and whatnot. Pull-ups negate the roll entirely.
- Wetting Penalty
- Characters lose 1d4 Continence
- Fill capacity 1
- Messing Penalty
- Characters lose 2d3+1 Continence
- -5 Speed
- Max dex bonus -1
- Fill capacity 2
- Rash Penalty
- When rash sets in take 1d4 nonlethal damage and every hour that you don't change, take another 1d4 nonlethal.
- As long as you have any nonlethal damage in this way you have -1 to fortitude saves
- If at any time the wearer of underwear is submerged in water without an appropriate diaper or cover, add capacity equal to it's max capacity
- Doubling up
- If people REALLY need to, then one may take 2 of their diapers and put them together, one over the other. If prepared correctly, the first diaper will hold its capacity, but the diaper put over it will grant an extra capacity of half that diaper's normal capacity rounded up. If prepared incorrectly, the first diaper will hold its capacity, but the diaper over it will only hold an extra 2 capacity, regardless of diaper type.
- Panties
- Normal panties worn by most young ladies.
- Max Capacity 0
- Price varies 1sp - 100 gp
- Over Capacity Penalty: Lose 1d3 extra continence, Lose 1d4 MA, -4 on cha based skills, 1 round stun
- Rash begins after 1 hour of capacity 1+
- Being changed into these from any kind of diaper restores 1d4 MA.
- Pullup
- Slightly padded underwear for those that have trouble holding it
- Max Capacity 2
- Max Dex +7
- Price 3pack 3gp, 12pack 10gp, 25 pack 15gp
- Over Capacity Penalty: Lose 1d3 extra continence, 1 round stun
- Rash begins after 1 hour of capacity 2+
- Being changed into these from any higher capacity diaper restores 1d3 MA.
- Diaper
- Thickly padded underwear for using instead of a toilet
- Max Capacity 4
- Max Dex +6
- 1 to ACP
- Price 3pack 5gp, 12pack 20gp, 25pack 30gp
- Over Capacity Penalty: Lose 1d4 extra continence, 1 round stun
- Rash begins after 2 hours of capacity 3+
- Cloth Diaper
- Thickly padded underwear for using instead of a toilet
- Max Capacity 3
- Max Dex +5
- 1 to ACP
- Price 1 15gp
- Over Capacity Penalty: Lose 1d3 extra continence, 1 round stun
- Rash begins after 2 hours of capacity 3+
- Thick Diaper
- Super Thickly padded underwear for those who can't stop making their diapers leak
- Max Capacity 6
- Max Dex +4
- 2 to ACP
- Price 3pack 8gp, 12pack 32gp, 25pack 40gp
- Over Capacity Penalty: Lose 1d6 extra continence, Lose 1d4 MA, 1 round stun
- Rash begins after 3 hours of capacity 5+
- Being changed into these from any form of underwear with less capacity loses 1d4 MA.
- Nighttime Diaper
- Super Thickly padded underwear for those who can't stop making their diapers in their sleep.
- Max Capacity 10
- Max Dex +1
- 5 to ACP
- Price 3pack 14gp, 12pack 46gp, 25pack 108gp
- Over Capacity Penalty: Lose 1d8 extra continence, Lose 1d6 MA, 1 round stun
- Rash begins after 3 hours of capacity 9+
- Being changed into these from any form of underwear with less capacity loses 1d6 MA, unless for nighttime only, which loses merely 1 MA. If one needs these at nighttime indefinitely, then the MA remains unchanged.
- Plastic Pants
- Extra plastic guard for those who are REALLY bad at keeping their pants dry
- Adds 2 extra capacity to current diaper, but rash still occurs at the diaper's natural threshold.
- Price ?
- Diaper Insert
- Inserts to help contain extra waste
- Extends the maximum capacity of current underwear by 1. Stackable up to 3 times.
- Price 1 insert 4 gp
- Diaper Powder
- Powder designed to wick away moisture and avoid chafing.
- Extends the time before rash starts to set in by 2 hours
- Price 1 bottle 3 gp
- Diaper Wipes
- Wipes designed to clean up people that have soiled themselves
- Grants a +5 bonus to changes
- Price Pack of 50 1gp
- Baby Bottle
- Bottle that can hold a decent amount of liquid
- Price 1sp
- Drains 1 MA per use
- Adds 1 point to Heal for 8 hours.
- Pacifier
- Requires a DC 10 linguistics check to cast spells with verbal components
- Drains 1 MA per use
- Adds 1 point to Bluff for 8 hours
- Mental Age is a 0-100 scale representing the 'maturity' of an individual
- 0 represents borderline infancy, while 100 represents an overbearing mother-type figure. 50 is the average, natural adult.
- Explicitly tied to Continence, if one constantly soils their pants, it'll lean them ever so slightly towards being more child-like in nature. Likewise, a person who can hold themselves like a 'big girl' and make it potty gain adulthood.
- True to reverse, those who have lower MA have less continence. Those with more have higher continence.
- Every level of maturity gets different disciplines; Exploit those points to choose your path
- For every 10 points under 50, a character adds -1 to their potty rolls.
- For every 10 points above 50, a character adds 1 to their hour count before desperation.
- MA is found out by multiplying the character's current Wisdom by 5, or can be picked during character creation.
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