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Quests Of Change
Quests Of Change

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Basics Of Bondage (Alpha 0.3)

Whether it be through traditional mundane restraints or through a magically manifested means, some monsters and humanoid creatures such as Dominants utilize the use of bondage to restrain and/or humiliate others. 

All forms of bondage are classified in two factors: their type and their locking method. The type of bondage dictates the manner in which a given restraint affects a creature's capabilities, while the locking method dictates how the restraint may be removed. 

While forms of bondage can vary greatly, with some creatures utilizing specific or custom forms of restraints, the following are the most common forms of bondage that can be found within Quest of Change as well as traits they can possess in their most default forms.

Types Of Bondage

Lockable Clothing: Appearing in a wide range of forms, as the name implies, while locking clothing still allows an effected creature to freely move, they must do so within the context of what the lockable clothing at hand allows. While lockable clothing isn't by definition cursed or detrimental, it cannot be removed until its locking mechanism has been removed. Lockable heels are a common type of lockable clothing, serving as a means of affecting an equipped creature's movement until their locking mechanism is unlocked or removed. However, other types of lockable clothing exists within Quests of Change such as lockable dresses and lockable bodysuits. As a creature is incapable of equipping more than one piece of clothing at one that fits a given portion of a creature's body, lockable clothing is often utilized to prevent a creature from benefitting from other clothing or armor. 

Gags: Though coming in several forms such as ball-gags and tape, outside of locking mechanisms, all gags offer the same effects. As long as a creature is equipped with a gag, it is incapable of verbally communicating and that creature is incapable of casting spells.

Blindfolds: Among the most straightforward forms of bondage, as one would expect, a creature equipped with a Blindfold is incapable of seeing and is therefore constantly afflicted with the blinded status condition for as long as the blindfold remains.

Hoods: Though hoods come in various forms, they most often serve as an amalgam of several other forms of bondage. The physical form of a hood dictates which of a creature's senses are restricted and affected. In many cases, a creature equipped with a hood is treated as though they are simultaneously equipped with a gag and a blindfold with the added penalty of the equipped creature being unable to equip headgear. In some cases, hoods may prevent an equipped creature from hearing. 

Cuffs and Pillories: Though visually distinct from each other, cuffs and pillories are two forms of bondage that serve the primary function of restricting the movement of a given creature's arms. When a creature is bound via the use of cuffs, they are cuffed with their hands in front or behind their torso. If a creature's hands are bound in front, they are capable only making one hand's worth of actions during each of their turns. If a creature's hands are cuffed or tied behind their back or if a creature is bound via a pillory, that creature cannot make any actions that require the use of their hands. A creature bound this way retains their movement unless they are bound via a stationary pillory. If bound via a stationary pillory, a creature's movement is treated as 0.

Spreader Bars and Leg-Binds: Spreader bard and leg binds are forms of restrainst that are designed in order to make it difficult for a given creature to move. While a creature is bound through the use of Spreader Bars or Leg-Binds, that creature's movement becomes 1 unless that creature has access to a form of movement that doesn't' require the use of their legs such as flight or levitation.

Mittens: Mittens are a form of restraint that are designed to make the use of a creature's hands nearly impossible. While a creature is bound with Mittens, that creature is incapable of holding items or equipment with their hands. Additionally, a creature bound with mittens automatically fails all finesse rolls that require the use of their hands.

Full-Body Restraints: The most punishing form of bondage, Full-Body restraints are also the most varied, coming in a wide range of forms. Whether a creature's entire body is restrained with rope or coils, if a creature's entire body is bound to a piece of furniture, or if a creature is mummified, that creature is consider to be affected by Full-Body Restraints. Unless specified otherwise, a creature bound by full-body restraints has a movement and evasion of 0 and has 0 hands worth of actions on its turn. If the full-body restraints binding a creature are stationary and affixed to a given location, that creature cannot be moved. Otherwise, a creature bound this way can move or carry a creature bound with full-body restraints.

Though various locking mechanisms may be found within Quests of Change, the following are the most common.

Locking Mechanisms

Rope: When restraining a creature using rope, a creature may roll 1d6, adding their finesse to tie the knot. Once the knot is tied, another creature may roll 1d6, adding their finesse as a two-handed action to attempt to untie the knot, successfully undoing these binds if the total is greater than the roll made to tie the knot. Additionally, rope restraints are immediately destroyed if they are dealt any amount of Fire damage. 

Traditional Locks: The most commonly used locking mechanism in Quests of Change, traditional locks are physical objects attached to a given restraint. Every lock has a corresponding key that may be used to automatically unlock its corresponding restraint if used as a one-handed action. Additionally, all locks have a corresponding HP total (total varies from lock to lock) that if depleted, causes the lock to break.

Magical and Cursed: Among the rarest form of restraint in Quests of Change, Magical and Cursed locking mechanisms can only be removed when a specified criteria is met. These criteria is most often set by the creature that administers the restraint. In some cases, this criteria may be something as simple as "the creature that administered the restraint touching it with a specific object breaks the lock" or it may be unlocked through the bound creature performing a certain action a specified number of times. Unless specified otherwise, Magical and Cursed locking mechanisms are automatically undone if the creature that administered the restraint at hand is defeated or if the bound creature undergoes a Ritual of Purification. However, particularly resilient and powerful forms of bondage may be capable of subverting these clauses. 


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