<span class="bbc_size" style="font-size: 18pt;">Bondage Gear</span><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Bondage gear</div><div class="spoiler_body"><span class="bbc_size" style="font-size: 18pt;">Restraints</span><br/>Instead of just purchasing manacles, locks and chains, players now have the option to customize their bondage gear by buying individual pieces and then assembling them. At the most basic, restraints consist of three parts: <em>shackles</em>, <em>connectors</em> and <em>locks</em>. However, not every combination requires all three as individual hardware.<br/><br/>Bondage gear is rated for its price, burst/break DC, it’s lock pick DC, it’s escape artist DC, it’s hardness and hit points and it’s dynamic load maximum in case you use it for climbing (static load is 5x dynamic load).<br/><br/><span class="bbc_size" style="font-size: 12pt;">Connectors </span><br/><strong>Chains</strong><br/>Standard chain (100kg, 0.3kg/m, 3GP/m) Burst DC24 5HP<br/>Light chain (50kg, 0.15kg/m, 2GP/m) Burst DC22 3HP<br/>Heavy chain (400kg, 1.2kg/m, 6GP/m) Burst DC28 20HP<br/>Material options: Iron, Mithral, Adamantine<br/><br/><strong>Rope</strong><br/>One inch rope (400kg, 0.3kg/m, 3SP/m) Burst DC26 2HP<br/>Light rope (133kg, 0.1kg/m, 1SP/m) Burst DC23 1HP<br/>Delicate rope (50kg, 0.05kg/m, 5CP/m) Burst DC20 1HP<br/>Material options: Hemp, Silk<br/><br/><strong>Bars</strong><br/>Quarter-inch bar (150kg, 0.3kg/m, 5SP/m) Burst DC25 10HP<br/>Light bar (75kg, 0.15kg/m, 3SP/m) Burst DC23 5HP<br/>Heavy bar (600kg, 1.2kg/m, 2GP/m) Burst DC29 40HP<br/>Material options: Iron, Wood, Mithral, Adamantine<br/><br/><br/><span class="bbc_size" style="font-size: 12pt;">Locks</span><br/>Standard lock (200kg, 0.5kg) Burst DC24 10HP<br/>Light lock (100kg, 0.25kg) Burst DC22 5HP<br/>Delicate lock (50kg, 0.1kg) Burst DC20 3HP<br/>Miniature lock (25kg, 0.05kg) Burst DC18 1HP<br/>Heavy lock (400kg, 1kg) Burst DC24 20HP<br/><br/>Lock prices are independent of size – larger locks use more material but are easier to make. <br/>Very Simple 20GP Pick DC20<br/>Average 40GP Pick DC25<br/>Good 80GP Pick DC30<br/>Amazing 150GP Pick DC40<br/><br/>Material options: (Iron, Mithral, Adamantine, Gemstone)<br/><br/><br/>Making a new key for a lock you managed to pick takes 2 hours, a masterwork thief’s kit and a blank worth 1GP. To make the key, you need to make an open lock roll at the lock’s difficulty +5.  <br/>Copying a key takes 30 minutes, a masterwork thief’s kit, a 1GP blank, and a skill check at the lock’s DC -10.<br/><br/>Instead of a lock, shackles may also be <em>riveted</em> shut for a more permanent incarceration. Rivets obviously can’t be picked, only broken at the same DC as the shackle. The proper way to remove them is by using a hammer and anvil along with a rivet spike to get them out, which takes ten minutes and a roll on profession blacksmith at DC 15. <em>Welded</em> rivets can’t be removed. The shackles themselves have to be broken or destroyed. <br/><br/><span class="bbc_size" style="font-size: 12pt;">Shackles and collars</span><br/>Shackles and collars are the ‘business ends’ of bondage as they are the parts meant to actually hold the victim’s wrists, ankles and neck. Shackles have an escape artist and break DC depending on their build. Rope can be tied around a limb to assume the role of a shackle. Break DC will depend on the type of rope and escape artist on the use rope skill roll. <br/><br/>Note that shackles are bought as ‘singles’, a manacle is two shackles and a length of chain. <br/><br/>Collars use exactly the same stats as shackles, but at double the price and weight to account for their larger size.<br/><br/>Standard shackle (200kg, 0.5kg, 5GP) Burst DC26 10HP<br/>Light shackle (100kg, 0.25kg, 3GP) Burst DC24 5HP<br/>Delicate shackle (50kg, 0.1kg, 2GP) Burst DC22 3HP<br/>Heavy shackle (800kg, 2kg, 10GP) Burst DC30 40HP<br/><br/>Security options: <br/>Standard Escape Artist DC30<br/>Secure (A tighter fit) Escape Artist DC35<br/>Comfort (A looser fit) Escape Artist DC25<br/>Variable (like modern hand cuffs). The jailer can choose any of the above, adds 25GP to the price. <br/><br/>Shackles and collars can be made as a custom masterwork for a specific prisoner. This adds 50GP to the price and gives the benefits of both ‘secure’ and ‘comfort’ at the same time (High DC and comfortable wear). When worn by someone else other than the intended victim, they suffer the penalties of both. <br/><br/><span class="bbc_size" style="font-size: 12pt;">Gags and chastity devices</span><br/>###<br/><br/><span class="bbc_size" style="font-size: 12pt;">Materials</span><br/><strong>Hemp</strong> (or other common organic materials) use the basic rules for ropes<br/><strong>Silk</strong>, oftentimes giant spider silk, doubles the maximum load of any rope and adds 2 to the break DC and gives a +2 bonus to use rope checks. <br/><br/><strong>Iron</strong> Basic material, has a hardness of 10.<br/><strong>Mithral</strong> Lightweight rare material, has a hardness of 15 and doubles the maximum load and raises break DC by 2. Mithral lends itself to the construction of delicate locks and chains. Any light, delicate or miniature lock or chain made from mithral increases its break DC by another 1 for every size class smaller than standard. (Total: +2 for standard or heavy, +3 for light, +4 for delicate and +5 for miniature). Mithral locks have their lock picking DC increased by 2. Multiply price x100, x200 for Heavy. <br/><br/><strong>Adamantine</strong> Tough rare material, has a hardness of 20, triples the maximum load, quadruples HP and raises break DC by 3. Multiply price x250, x500 for heavy<br/><br/><strong>Wood</strong> The poor man’s alternative. Shackles made from wood look more like stocks than manacles. Wood has a hardness of 5, lowers break DC by 2 and quadruples weight for shackles (though not for bars).<br/><br/><strong>Gemstone</strong> Gemstone locks are part mechanical, part magical devices, a product of dwarves ingenuity and very pretty. People unfamiliar with them will easily mistake a gemstone lock for a regular one. Gemstone locks add 4 to the break DC, quadruple the load, and multiply the price x10. Add another flat 500GP for the heavy lock due to sheer size. Gemstone locks have only half the HP but a hardness of 30. Only a character with spellcasting levels can craft or pick a gemstone lock but anyone can work the key. Gemstone blank keys cost 50GP each instead of 1GP and are often worn (and disguised as) jewellery. Make an open lock or appraise check (DC 15 to notice a lock, DC 20 to notice a key). The locks are magical, but the keys are not.<br/><br/><br/><strong> Mixing and matching </strong><br/>Shackles can be used singly and connected with rope as needed, but usually they are part of some kind of ensemble, either connected by a chain or welded together with bar between them. Locks can be integrated into shackles by design or applied as needed. Many designs aim to reduce the number of locks needed, for example by threading chain through all shackle opening but one, so that a single lock will suffice. Likewise, a pair of shackles connected by a bar can be made to open in the middle, again saving a lock. <br/><br/><br/><strong>Bound life</strong><br/>The design of your shackles (or the choice of your jailor if using rope) determines how much slack you have for your arms and legs. <br/><br/>Attacking with your hands generously bound in front of you is done at -4, -8 if there is very little slack and impossible with them bound in the back. The penalty for skill rolls that need your hands is half that, and you can take a skill roll behind your back at -8. <br/><br/>Walking speed in leg irons depends on the amount of slack granted to you. <br/>No slack, or rigid bondage, limits you to 5ft/move, with no step or running allowed.<br/>Average slack gives 10ft base speed, no running.<br/>Generous slack gives 20ft base speed.<br/><br/><strong>Escaping</strong><br/>To escape from bondage, make a strength or escape artist check at +4 to see if you get ‘lucky’ with either rusty gear or sloppy jailers. Any retry or take twenty won’t profit from this one-time chance, though. You regain the bonus every time your bondage is changed or reapplied.<br/><br/>Having your hands bound behind your back subtracts 4 from escape artist rolls. Being bound hand and feet subtracts 2.<br/><br/>Bondage gear that is all-rigid on your person subtracts 4 from escape artist rolls and 2 from Strength rolls to break it. <br/><br/>If you are bound with different kinds of gear, and your roll beats only the DC of parts of it, then you are partially free. <br/><br/><strong>Comfort</strong><br/>Every day a creature spends in bondage, sum up all comfort modifiers and, if negative, deal that amount of temporary Con damage to it. <br/><br/>Chained to a fixture -1<br/>Hands bound in front -1<br/>Hands bound in back -2 <br/>Feet bound -1<br/>Rigid bondage employed -2<br/>Strenuous position enforced -1 to -8<br/>(ex: Forced to sit up -2. Forced to stand -4. Strict strappado -8.)<br/>Wild animal or uncooperative prisoner -2<br/><br/>Gagged (play gag or masterwork effective gag) -1<br/>Gagged (effective gag) -2<br/>Partial chastity belt -1<br/>Full chastity belt -2<br/><br/>Comfort option on all shackles +1<br/>Secure option on at least one shackle -1<br/>Only using light shackles +1<br/>Only using delicate shackles +2<br/><br/>Bad hygienic conditions -2<br/>Prisoner cared for +2<br/>Loving care +4<br/></div></div><br/><br/><br/><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">New piercings</div><div class="spoiler_body"><span class="bbc_size" style="font-size: 12pt;">Sundrinker</span><br/><strong>Item slot:</strong> Clitoris, nipples, belly button, tongue<br/><strong>Activation:</strong> Continuous / Ritual (Recharge)<br/><strong>Crafting:</strong> 200GP, Piercing, Caster level 3, Endure Elements <br/><strong>Effect:</strong> The <em>sundrinker</em> piercing feeds on sunlight to fuel its enchantment of lesser endure elements (cold), which provides the wearer with a continuous protection from up to 1 points of cold damage per turn. As long as it is in the sun, the <em>sundrinker</em> feels warm and exceedingly pleasant to the wearer. However, if it has not consumed at least 2 hours of direct sunlight in the past 24 hours, then the piercing’s protective magic will turn into its opposite during the night. The pierced area feels cold and miserable, denying the wearer all rest and inflicting 1 point of cold damage every day until it is exposed to the sun again. Clothing will impair the <em>sundrinker</em>’s recharge; it requires 2 hours in the sun in the nude, 4 hours with the most skimpy and translucent clothing like spidersilks and 8 hours wearing thin, white underclothes. Anything more will count as complete shade. To recharge a <em>sundrinker</em> tongue stud, the wearer has to keep her mouth open and her tongue out for it to recharge, a rather daunting and humiliating proposition. <br/><br/><span class="bbc_size" style="font-size: 12pt;">Windspeaker</span><br/><strong>Item slot:</strong> Clitoris, nipples, belly button, tongue<br/><strong>Activation:</strong> Continuous / Ritual (Recharge)<br/><strong>Crafting:</strong> 1000GP, Piercing, Caster level 5, Entropic shield<br/><strong>Effect:</strong> As above, but the <em>windspeaker</em> piercing feeds on elemental air to fuel its permanent enchantment of <em>wind shield </em> (as entropic shield, but only affects physical projectiles). It requires <em>free flowing air</em> around it for at least 4 hours each day. Only the lightest silks permit enough air flow for the piercing, though going commando under a brief skirt will recharge a clitoris version of this piercing in 12 hours. Failing to keep the <em>windspeaker</em> fed will result in a restless night and 1 point of electricity damage every 24 hours. As with the <em>sundrinker</em> the <em>windspeaker</em> tongue stud needs to be consciously kept outside the mouth to recharge in free air for four hours. <br/><br/><span class="bbc_size" style="font-size: 12pt;">Cleardiver</span><br/><strong>Item slot:</strong> Clitoris, nipples, belly button<br/><strong>Activation:</strong> Continuous / Ritual (Recharge)<br/><strong>Crafting:</strong> 6000GP, Piercing, Caster level 5, water breathing<br/><strong>Effect:</strong> As above, but the <em>cleardiver</em> piercing feeds on elemental water to fuel its enchantment of <em>water breathing</em>. To maintain the <em>cleardiver</em>’s magic, the pierced area needs to be thoroughly washed and gently scrubbed at least two times a day. The ritual washing requires ten minutes and an open source of water, though in a pinch bottled water can be used (though this will waste at least 5 litres per wash).<br/></div></div>