Candy in Bondage
level 0

level 0

Welcome to level 0!

Candy in Bondage magic sex doll

Warning: If you are squeamish or easily offended, leave this page right now!

Most modern web browsers have the ability to save a web page as a PDF file. You have permission to make text, html, or pdf copies of any of these web pages for your own personal use and the use of those in your personal player group (even if your game play is broadcast, podcast, streamed, or otherwise made available to the public).

There is some randomness in each presentation of this webpage. If you like a particular version, use copy and paste to save it to a text file before it changes. Depending on the browser you use, a save may reload a new version. Creating a PDF may or may not reload a new version.

Concept: There are several ways to introduce Candy into your game: Candy in Bondage can be used as a magic item doll, a villain NPC, a supporting role NPC, a magic item wearable suit, or a player character doll.

Candy in Bondage can be a non player character (NPC) helping your adventuring party.

When needed, the Candy in Bondage NPC can be activated as a group character. All of the players vote each round on what actions the group character will take. This may give the adventuring party access to some special skills needed for a particular advanture. As a group character, the majority vote can assign useful supporting actions and allow the regular player characters the opportunity to shine and be the heroes.

Candy in Bondage can be a villain or a minion of a villain.

Candy in Bondage can be an intelligent magic item owned by one character or shared by the entire party.

Candy in Bondage can be a wearable suit, imparting all of her abilities to the character wearing the Candy in Bondage suit.

Candy in Bondage can be a player character run by one of the players in your group.

Candy in Bondage can be an introductory character for new players. When a new player joins your group, they can play Candy in Bondage as a wearable suit or play Candy in Bondage as a sex doll character. This will give the new player the full range of choices while learning the game. After the first game session, the player can create a new character or their character can remove the magic suit.

Because the player character doll Candy in Bondage excels at all aspects of the game, a new player can try out all of the player classes at once and then have a much better idea of what character they want to generate for regular play. And there is a cushion for beginner mistakes without the threat of immediate death.

After the first game session or two, the player can create their own character and this character will fade back to being a reliable NPC (non-player character).

    “If you’re over twenty and you have a doll in the house, you better be a guy and it’d better be inflatable.” —Bill Maher, Real Time, 28 October 2005

You can look at the character sheets and notes for all levels of this combination character, from 0 to level 125. To make it easy to go to a particular level, the list of all levels is on home page.

historical background: Candy in Bondage can be used as a magic item doll, a villain NPC, a supporting role NPC, a magic item wearable suit, or a player character doll.

One of the earliest known sex toys is a 20 cm polished siltstone dildo sculpted around 28,000 years found in Hohle Fels Cave near Ulm, Swaba, by a Tübingen University team.

Some of the first sex dolls were created by French (dame de voyage) and Spanish (dama de viaje) sailors in the sixteenth century who would be isolated during long voyages. These masturbatory dolls were often made of sewn cloth or old clothes and were a direct predecessor to today ’s sex dolls. Later, the Dutch sold some of these dolls to Japanese people during the Rangaku period, and the term “Dutch wives ” is still sometimes used in Japan to refer to sex dolls.

One of the earliest recorded appearances of manufactured sex dolls dates to 1908, in Iwan Bloch’s The Sexual Life of Our Time. Bloch wrote:

In this connection, we may refer to fornicatory acts affected with artificial imitations of the human body, or of individual parts of that body. There exist true Vaucansons in this province of pornographic technology, clever mechanics who, from rubber and other plastic materials, prepare entire male or female bodies, which, as hommes or dames de voyage, subserve fornicatory purposes. More especially are the genital organs represented in a manner true to nature. Even the secretion of Bartholin’s glands is imitated, by means of a “pneumatic tube” filled with oil. Similarly, by means of fluid and suitable apparatus, the ejaculation of the semen is imitated. Such artificial human beings are actually offered for sale in the catalog of certain manufacturers of “Parisian rubber articles.”

In 1918, Austrian artist Oskar Kokoschka commissioned a life-sized doll of Alma Mahler (whom Kokoschka was in love with) to German puppet maker Hermine Moos, while he was in Dresden. Although intended to simulate Alma and receive his affection, the “Alma doll” did not satisfy Kokoschka and he destroyed it during a party.

German surrealist artist Hans Bellmer has been described as “the father figure of the modern sex doll” for his sex puppets in the 1930s whose more realistic models moved sex dolls further into the future. Bellmer made three dolls, increasingly sophisticated in design, which also made waves in the international art community.

The commercial sex doll has its origins in Germany, especially since the creation of the Bild Lilli doll in the 1950s, which was in turn the inspiration for creating the famous Barbie doll.

The production of human simulacra to substitute for human sexual partners took several technological leaps forward in the late twentieth century. By the 1970s, vinyl, latex and silicone had become the materials most frequently used in the manufacture of sex dolls; silicone, in particular, allowed a greater degree of realism.

Sales of sex dolls increased significantly during the COVID-19 pandemic.

Following the introduction of the Real Doll and its various competitors, the sales of vinyl, cloth, latex, or rubber wearable doll suits came into existence.

Recently there has been an explosion of interest in kigarumu anime and sex doll body suits and masks.

The Candy in Bondage magic sex doll is loosely based upon the Spread Eagle Doll.

The Spread Eagle Doll has a doggie style or seated position (with legs spread wide open). This allowed the pussy to be in a more realistic position and allowed easily entered from the front or back. She had the standard almost anime blonde haired blue eyed face mask of typical inflatable doll of that time period. She had jumbo tits that usually appeared only on more expensive dolls. She had a blonde bush around a bright pink pussy. She had a giant butt. She had permanently printed onto ther body a lingerie set of black lace open breast brassière, black lace open crotch panties, black lace garter belt, and black fishnet stockings. To me, this made her the sluttiest of the inflatable sex dolls.

The Selina Love Doll and Nadia Russian Love Doll were the same doll under a different name.

This is Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll.

Candy in Bondage has the magic power to turn men into beautiful sissies, women into beautiful futanari (a beautiful woman with a vagina and a very large penis), and either into kigurumi animegao (male or female inside the latex or rubber suit of sex doll). How long they are changed depends on how they have sex with the doll and how often. Candy in Bondage has additional magic powers, but this basic power always works, even in no mana/no magic worlds or settings.



basic features:

basic features

Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll has three basic features:

Indestructible. Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll can be deflated (which requires a sissy to blow her back up), but never killed or destroyed.

Sissification: Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll magically turns men into sissies. She makes them beautiful. The amount of time they are sissified depends on which holes they use and how many times. Brief sissification comes with just touch. She can place the sissies into any kind of clothing and accessories and into any bondage equipment. She can change the appearance, clothing, and bondage at any time. Sissies are kept in clit cages except when having sex with her. Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll can also turn women into futanari, beautiful women with a normal female body, except that in addition to a vagina, she also has a penis, with length in the 12-18 inch range and 2-3-/12 inch girth and excessive seminal output ranging from pints to gallons. Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll can change either men or women into kigurumi animegao, being trapped inside a flesh colored female doll body suit and matching female anime mask with large breasts, vaignal, mouth, and anal holes.

All classes. Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll starts as a zero level character and rises through the levels through adventuring with her sissies. She is in all classes and non-class system. She can freely move, but if she has to move out of sex doll positions (other than minor movements of hands, feet, mouth, etc.), the player characters lose all experience points for the current adventure or part of adventure and may temporarily drop a level (but never below level zero) or more, at the game referee’s discretion.

Character classes. Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll, at the game referee’s discretion, can grant selected sets of powers and abilities. These can be in place of the choices in the game being played or can supplement those of the game. If used as a supplement, the special abilities and power are granted at the half way experience points/level (level one coming during normal level one halfway to level two).

The player character classes that Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll grants include: Marine Scout-Sniper (Archer, Druid, Ranger), Specal Forces Weapons Sergeant (Paladin, Sorcerer), Navy Flight Surgeon (Pilot, Cleric, Healer), Air Force Tactical Air Control/Combat Controller/Communications Sergeant (Bard, Pisonics, Mystic), FBI Intelligence Operative (Psionics, Diviner), Navy Seal Operations Petty Officer (Monk, Wizard), and Navy Seal Diver (Monk). All characters have aspects of the rogue and fighter, with the major gaming classes spread over the group.

Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll, guides the adventuring party of sissies on travels. She is turned on by watching the sissies be prostitutes.

Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll eventually teams up with a drow elf queen and an ogre magi king and runs a fancy sissy brothel at the entrance/border of the drow underworld and the above ground ogre magi lands.

Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll can walk around like the kigarumu people do, but her preference is to be in the position of the Spread Eagle Sex Doll. She can wear sexy clothing but her preference is to be naked. She also likes to be in bondage gear. She has a detachable penis, a deluxe rainbow colored rabbit (with a pari of balls and with a butterful vibrator on the base so she can be simulated while pegging her sissies.

The sissy who purchases her from the adult store becomes her special favorite sissy. If the favorite sissy is a bard and sexually pleases the Spread Eagle Sex Doll to make her moan, she serves as the sissy bard’s instrument. The sexual pleasuring can be fucking (any hole) or fingering (butthole, vagina, or jumbo breasts) or pussy licking or even kissing.

The Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll gets off on placing the sissy adventuring party into prostitution and embarassing sexual circumstances.

Preferences:

Preferences: Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll has the power to turn males into beautiful sissies. The doll prefers to be in doll form and having sex with sissies, watching sissies and women have sex or struggle in bondage, or being sexually fondled. She adventures with her sissy party in order to grow her number of sissy followers. She will cast spells and take other actions that don’t require movement. She will take actions that only require minor movements or movement of her arms and hands while otherwise remaining a motionless inflatable sex spread eagle doll. She will take kigarumu form for enjoying self-bondage, engaging in sex, or actively participating in adventures. She can also take her animal form for participation in adventures. She can recall her detachable penis (a deluxe rainbow colored rabbit) to her groin at any time. If deflated and there is a TPK, she can revert to being packaged into a box and appear on a random shelf in a sex toy store or other appropriate location where she is likely to fall into the hands of a new sissy.

Backstory:

Backstory

This character was in the military on this earth in modern or near modern times. The military background includes both special forces and flight surgeon (combination of both doctor and pilot).

The character was genetically modified and cybernetically enhanced for a special mission. Something went wrong and the character was castaway on a fantasy world where powerful magic is real.

The character learned how to survive on this new world and is attempting to learn enough high pwered magic to be able to return home.

This allows the new player a reason to sometimes think like a member of modern society and gives the character the same fish out of water feeling that many new players feel when first learning the game.

Character Ability Scores:

Strength:

Strength: Rolled 18/00 (maximum for starting human character) —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Dragonborn: +2 to strength —Dungeons & Dragons Edition 5 Player’s Handbook

Total: 20

Strength Adjustments:

for 18/00

Hit Probability: +3 —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Damage Adjustment: +6 —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Weight Allowance: +3,000 —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Open Doors: 1-5 (2 for locked, barred, magically held, or wizard locked) —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Bend Bars/Lift Gates: 40% —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Intelligence:

Intelligence: Rolled 18 —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Gnome: +2 to Intelligence —Dungeons & Dragons Edition 5 Player’s Handbook

Total: 20

Intelligence Adjustments:

for 19

Number of Additional Languages: 7 —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Chance to Know Each Listed Spell: 95% —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Minimum Number of Spells/Level: 10 —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Maximum Number of Spells/Level: All —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Wisdom:

Wisdom: Rolled 18 —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Kalashtar: +2 to wisdom —Dungeons & Dragons Eberron: Rising from the Last War

Total: 20

Wisdom Adjustments:

for 18

Magical Attack Adjustment: +4 —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Spell Bonus: Two extra 1st level spells —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Spell Bonus: Two extra 2nd level spells —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Spell Bonus: One extra 3rd level spell —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Spell Bonus: One extra 4th level spell —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Chance of Spell Failure: 0% —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Dexterity:

Dexterity: Rolled 18 —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Elf or Halfling: +2 to Dexterity —Dungeons & Dragons Edition 5 Player’s Handbook

Total: 20

Dexterity Adjustments:

for 18

Reaction/Attacking Adjustment: +3 —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Defensive Adjustment: -4 (in the early system lower AC was better) —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Picking Pockets Adjustment: +10% —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Opening Locks Adjustment: +15% —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Locating/Removing Traps Adjustment: +5% —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Moving Silently Adjustment: +10% —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Hiding in Shadows Adjustment: +10% —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Constitution:

Constitution: Rolled 18 —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Dwarf: +2 to Constitution —Dungeons & Dragons Edition 5 Player’s Handbook

Total: 20

Constitution Adjustments:

for 18

Hit Point Adjustment: +4 (for fighters) —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

System Shock Survival: 99% —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Resurrection Survival: +100% —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Charisma:

Charisma: Rolled 18 —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Half-Elf or Tiefling: +2 to charisma —Dungeons & Dragons Edition 5 Player’s Handbook

Total: 20

Charisma Adjustments:

for 18

Maximum Number of Henchmen: 15 —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Loyalty Base:+40% —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Reaction Adjustment: +35%—Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Hit Dice:

Current Level Hit Dice Type: 2-7 Hit Points for laborers. —Advanced Dungeons & Dragons Edition 1 Dungeon Master’s Guide new for this level: 7

Constitution Hit Point Adjustment: +4 per hit dice for Constitution of 18 (fighter) Advanced Dungeons & Dragons Edition 1 Player’s Handbook two starting hit dice total bonus for all levels: +4

Hill Dwarf: Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 for every time you gain a level. —Advanced Dungeons & Dragons Edition 5 Player’s Handbook +1 per level for total bonus for all levels: +1

Total: 12

Species/Race:

Genetic Experiments:

This character was the subject of genetic experiments.

Races:

This character has some of the genes that relate to gameplay regarding the races of: Aarakorca, Aasimar, Dragonborn, Dwarf (Arctic, Deep, Duergar, Gold, Gully, Gray, Hill, Mountain, Shield, Sundered, Urdunnir, Wild), Elf (Aquatic, Avariel, Dark/Drow, Gray, High, Moon, Sea, Snow, Sun, Sylvan, Valley, Wild, Wood), Gnome (Athasian, Deep, Forest, Furchin, Hairfoot, Kender, Mad, Rock, Stout, Surface, Svirfneblin, Tallfellow, Tinker, Wild), Half-Elf (Common, Aquatic, Drow), Halfling (Ghostwise, Lightfoot, Strongheart), Half-Orc, Hengeyokai, Human, Korobokuru, Spirit Folk, Genasi (Air, Earth, Fire, Water), Goliath, and Tiefling.

Dwarves:

Because of their very nature, … this nature gives them a bonus with reagrd to their saving throws (see COMBAT, Saving Throws) against attacks by magic wands, staves, rods, and spells. This bonus is +1 for every 3-1/2 points of constitution ability. Thus, if a dwarf has a 7 constitution he or she would gain +2 on the dice rolls made as saving throws, at 14 the bonus would be +4, and at 18 constitution the bonus would be +5. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

BONUS for 20 CON is +6

Similarly, dwarves have exceptional constitutional strength with regard to toxic substances, ingested or injected. Therefore, all dwarven characters make saving throws against poison in the same manner and bonuses as they do against magical attacks from wands, staves, rods, and spells. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

All dwarves are able to speak the following languages (q.v.): dwarven, gnome, goblin, kobold, and orccish; in addition dwarven characters are able to speak the “common tongue” of all humankind. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Dwarves are able to see radiation in the infra-red spectrum, so they can see up to 60' in the dark noting varying degrees of heat radiation. This ability is known as “infravision”. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Dwarves are miners of great skill. They are able to detect the following facts when within 10' or less of the particular phenomenon (except determination of approximate depth, which can be done at any distance): —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Detect grade or slope in
passage, upwards or downwards
75% probability
(d4, score 1-3)
Detect new construction or
passage/tunnel
75% probability
Detect sliding or shifting walls or
rooms
66 2/3% probability
(d6, score 1-4)
Detect traps involving pits, falling
blocks and other stonework
50% probability
(d4, score 1-2 or
d6, score 1-3)
Determine approximate depth
underground
50% probability

Note that the dwarven character must be actively seeking to determine the phenomemon in question in order to be able to determine the answer; the information does not simply spring to mind unbidden. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

In melee combat (see COMBAT), dwarven characters add 1 to their dice rolls to hit opponents who are half-orcs, goblins, or orcs. When being attacked by ogres, trolls, ogre magi, giants, and/or titans, dwarves subtract 4 from their opponents’ “to hit” dice rolls. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Elves:

An elven character can also be multiclasses, i.e. a fighter/magic-user, a fighter/thief, a magic-user/thief, or a fighter/magic-user/thief. Although able to operate freely with the benefits of armor, weapons, and magical items available to the classes the character is operating in, any thieving is restricted to the armor and weaponry usable by the thief class. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Elven characters have a 90% resistance to sleep and charm spells (if these spells are cast upon them a percentile dice roll of 91% or better is required to allow the magic any chance of having an effect, and even then the saving throw against spells is allowed versus the charm spell. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

When employing either a bow of any sort other than a crossbow, or a short or long sword, elven characters gain a bonus of +1 on their die rolls “to hit”. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

All elven characters are able to speak the following languages in addition to that of their chosen alignment: elvish, gnome, halfling, goblin, hobgoblin, orcish, gnoll, and the “common tongue” of mankind. Elven characters of above 15 intelligence are able to learn one additional language for every point of intelligence over 15, i.e. a character with an 18 intelligence score could learn three additional languages (q.v.). —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Elves have the ability to see into the infra-red spectrum, so they are able to see up to 60' in darkness, noting varying degrees of heat radiation. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Secret or concealed doors are difficult to hide from elves. Merely passing within 10' of the latter makes an elven character 16 2/3% (1 in 6) likely to notice it. If actively searching for such doors, elven characters are 33 1/3% (2 in 6) likely to find a secret door and 50% likely (3 in 6) to discover a concealed portal. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

As has been shown previously, elven characters add a bonus of +1 to their initial dexterity score. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

If alone and not in metal armor (or if well in advance — 90' or more — of a party which does not consist entirely of elves and/or halflings) an elven character moves so silently that he or she will surprise (q.v.) monsters 66 2/3% (d6, 1 through 4) of the time unless some portal must be opened to confront the monster. In the latter case the chance for suprise drops to 33 1/3% (d6, 1-2). —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Gnomes:

Similar to their cousins, the dwarves, gnomes are highly magic resistant. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Gnome characters are able to speak the following languages in addition to their alignment laguage (q.v.) and the “common tongue” of humanity: dwarvish, gnome, halfling, goblin, kobold, and they can also communicate with any burrowing mammal (such as moles, badgers, ground squirrels, etc.). —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Gnomes have infravision, the ability to see into the infra-red spectrum, so a gnome character is able to see up to 60' in the drk, noting varying heat radiation. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Being miner of exceptional merit, gnomes are able to detect the following facts when within 10' of the area to be examined, or at any time with respect to determination of their approximate depth underground: —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Detect grade or slope in passage
upwards or downwards
80% probability
(d10, score 1-8)
Detect unsafe walls, ceilings, or
floors
70% probability
(d10, score 1-7)
Determine approximate depth
underground
60% probability
(d10, score 1-6)
Determine direction of travel
underground
50% probability
(dANY, score any half)

It is important to note that the gnome must be actively seeking to determine the matter in question. The phenomenon does not otherwise become apparent to the character, for he or she must concentrate on the subject to get some form of answer. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

In melee combat, gnome characters add 1 to their dice rolls to hit opponents who are kobolds or goblins. When being attacked by gnolls, bugbears, ogres, trolls, ogre magi, giants, and/or titans, gnomes subtract 4 from their opponents’ “to hit” dice rolls. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Halflings:

All halfling characters have a high resistance to magic spells. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Halflings also have a similar resistance to poisons of all sorts. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Halfling characters are able to speak the following languages in addition to mankind’s “common tongue” of humanity and their alignment laguage: dwarvish, elven, gnome, goblin, halfling, and orcish. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Halflings are able to note if a passage is an up or down grade 75% (d4, 1-3) of the time and they can determine direction 50% of the time. Note that these abilities function only when the character is concentrating on the desired information to the exclusion of all other thought and activity. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

overall:

The most obvious results of the genetic manipulation are fangs, claws, horns, wings, and a tail. Less obvious is characteristics of the cephalopods (octopus, squid, and cuttlefish) — this character can change skin coloring and shape and change its entire body shape to have the appearance of other beings or natural items, such as rocks or coral formations. While normally presenting in a humanoid shape, the arms, legs, and tail are five of eight octopus completely flexible sucker covered limbs. The character also has two longer squid tentacles. Wings described below.

wings

The two wings are covered with feathers simialr to those on an owl, allowing near silent flight. Like the limbs of cephalopods, the wings can be change coloring and shape to create camoflauge. Additionally, the wings can be modified for the various optimized flight patterns of birds:

  • elliptical wings: High degree of control and maoeuverability in confined spaces and minimized drag to allow rapid ascent and descent. WIng beat is rapid. Hghly slotted between the primary feathers to prevent stalling during sharp turns, low-speed flight, and frequent landing and takeoff.
  • high speed wings: Relatively long and tapered to allow for high flight speed with low drag and low energy consumption during flight Aerodynamically efficient for high speed but cannot easily fly at low speeds.
  • long soaring wings: Long with high aspect ratio for long distance soaring, creating good lift with little energy expenditure. Can easily glide over large expanses of water. Poor for take off and landing. Low maneuverability.
  • broad soaring wings: Allows takeoff and landing in fairly confined areas, high lift, low speed soaring, and slow descents. Good manoeverability for tactical soaring in air currents over land.

Breasts:

Breasts: Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll has jumbo breasts in a black lace open breast brassière. Whether inflated or deflated, her rack can provide fresh water, any kind of animal or plant milk, lemonade, coconut water, any kind of fruit or vegetable juice, any kind of tea or herbal tea, any kind of coffee, hot cocoa, hot chocolate, apple or any other kind of cider, sparkling water, any kind of soda or soft drink, and kind of fruit punch, any kind of fruit nectar, any kind of fruit sherbert, any kind of carbonated fruit drink, any kind of fruit syrup, maple syrup, agave syrup, cane syrup, flavored syrups, gomme syrup, honey, any kind of fruit cordial, any kind of fruit drink, any kind of fruit squash, any kind of fruit sherbert, any kind of energy drink, any flavor milkshake, any kind of smoothie, any kind of beer, any kind of wine, any kind of eggnog, any kind of hard soda, whiskey, vodka, gin, tequila, brandy, rum, or any kind of cocktail or mixed drink. Each individual breast can provide a different beverage simultaneously. Her tits can be “milked” to fill up containers of any size. When inflated, she is is complete control of what beverages come out of her tits. When deflated, a character can lick, suck, or kiss her nipple and then verbally declare what beverage is desired.

Vagina:

Vagina: Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll has a bright pink cunt in black lace open crotch pantes, surrounded by a blonde bush and including mons pubis, labia majora, labia minora, urethra, clitoris, and clitoral hood. When inflated (not when deflated), her urethra and twat can provide fresh water, any kind of animal or plant milk, lemonade, coconut water, any kind of fruit or vegetable juice, any kind of tea or herbal tea, any kind of coffee, hot cocoa, hot chocolate, apple or any other kind of cider, sparkling water, any kind of soda or soft drink, and kind of fruit punch, any kind of fruit nectar, any kind of fruit sherbert, any kind of carbonated fruit drink, any kind of fruit syrup, maple syrup, agave syrup, cane syrup, flavored syrups, gomme syrup, honey, any kind of fruit cordial, any kind of fruit drink, any kind of fruit squash, any kind of fruit sherbert, any kind of energy drink, any flavor milkshake, any kind of smoothie, any kind of beer, any kind of wine, any kind of eggnog, any kind of hard soda, whiskey, vodka, gin, tequila, brandy, rum, or any kind of cocktail or mixed drink. Additionally her cunt can provide eggs from any animal (including chicken eggs and caviar). The eggs can be raw in their shell or cooked in any style, including North African shakshuka or omelets with any ingredients. Her urethra can also provide other useful liquids, including soapy water, any kind of animal urine, mercury, bromine, rubbing alcohol, honey, ethanol, gasoline, diesel, jet fuel, any kind of vegetable oil (including extra virgin cold pressed olive oil), any color ink, glycol coolants, liquid propellants, mineral oils, any kind of liquid lubricant, and of course vaginal fluids. Her urethra and pussy can also provide one dose of magical potion per hour per level from the choices of climbing, diminution, fire resistence, growth, healing, oil of slipperiness, philter of persuasiveness, speed, sweet water, and water breathing. She is control of what comes out of her cunt or urethra when inflated. When deflated a character can lick, suck, or kiss her clitoris and then verbally declare what they want to come out of her twat or urethra. Her entire private parts area is self-cleaning.

Mouth:

Mouth: Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll has a wide open mouth with bright red lipsticked lips. She can breathe out air, even under water or in space. She can breathe out high quality cannabis smoke (sative, indica, or blends). This can occur when she is inflated or deflated. Her mouth is self-cleaning after sex.

Ass:

Ass: Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll has a bubble butt with a wide open asshole. Her ass is self-cleaning after sex.

Belly button:

Belly button: Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll has magic bellybutton with connections. These connections may not be useful in a fantasy setting, but may be very useful in a science fiction or modern setting. When inflated she has control over which connections are available, if any. When deflated, a character can lick, suck, or kiss her nipple or clitoris and then verbally announce what connection they want available (but only for connections the character could know about). When there is no connection available her belly button appears to be an ordinary belly button. The possible connections include electricity (in any of the formats for delivering electricty — there is no limit on how much electricity she can provide), ADB, DVI-M1, ethernet connection, FireWire, HDMI, microphone (XLR [3-pin, 4-pin, 5-pin, 6-pin, 7-pin, with or without phantom power] mini XLR [TQG, TA3, TA4], TS [1/8" and 1/4"), TRS [1/8" and 1/4"), TRRS [CTIA, OMTP], TA5, Tube Power Supply, Switchcraft 2501F, Nexus, Amphenol Tuchel), Micro USB, Mini HDMI, Mini USB, SD card slot, Star Trek, Star Wars, stereo headphone, SVGA, Thunderbolt, USB A, USB B, USB C, and VGA.

Hands and arms:

Hands: Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll has magic the typical mitten style hands of an inflatable sex doll, but can instantly change to fancy doll hands with fingers and brightly painted fingernails.

Feet and legs:

Feet: Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll has the typical rounded stub style feet of an inflatable sex doll, but can instantly change to fancy doll feet with toes and brightly painted toenails.

cybernetics

The character also has cybernetic implants giving a variety of military capabilities.

Background:

Senses:

Infravision:

Dwarves or Elves or Gnomes or Half-Elves are able to see radiation in the infrared spectrum, so they can see up to 60' in dark, noting varying degrees of heat radiation. This ability is known as “infravision”. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Darkvision:

Dwarves or Eleves or Gnomes or Half-Elves: Accustomed to life underground (dwarf/gnome), or accustomed to twilit forests and the night sky (elves/half-elves), you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. —Dungeons & Dragons Edition 5 Player’s Handbook

Absolute Direction:

5 point advantage

Absolute Direction: You always know which way is north, and you can always retrace a path you have followed within the past month, no matter how faint or confusing it may be. This ability does not work in environments such as interstellar space, the limbo of the astral plane, etc., but it does work underground, underwater, and on other planets. Also gives a +3 bonus to your Navigator skill. —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

Absolute Timing:

5 point advantage

Absolute Timing: You have an accurate mental clock. Unless you have been knocked unconscious, hypnotized, or otherwise interfered with, you always know what time it is, down to the second. You can also measure any elapsed time with equal accuracy. Sleep does not interfere with this (and you can wake up at a predetermined time if you choose). Changes of time zone also have no effect. Time travel will confuse you until you find out what the “new” time is. —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

Acute Hearing:

2 points/level advantage

Acute Hearing: You get a bonus on your Hearing roll whenever you must roll to hear something, or when the GM rolls against IQ to see if you noticed a sound. Cost: 2 points for every +1 bonus to your roll. —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

Two levels of Acute Hearing (cost 4 points) +2 bonus

Acute Taste and Smell:

2 points/level advantage

Acute Taste and Smell: You get a bonus on any Taste or Smell roll. For instance, the GM might roll to see if you noticed the taste ot smell of poison in your drink. Cost: 2 points for every +1 bonus to your roll. —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

Two levels of Acute Taste and Smell (cost 4 points) +2 bonus

Acute Vision:

2 points/level advantage

Acute Vision: You get a bonus on any Vision roll — that is, when you roll to look for something, or whenever the GM rolls against IQ to see if you noticed something. Cost: 2 points for every +1 bonus to your roll. —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

Two levels of Acute Vision (cost 4 points) +2 bonus

Alertness:

5 points/level advantage

Alertness: A general bonus you get on any Sense roll, or when the GM rolls against your IQ to see if you notice something. This advantage can be combined with any or all of the acute senses. Cost: 5 points for each +1 bonus to your roll. —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

Three levels of Alertness (cost 15 points) +3 bonus

Divine Sense:

Starting at first level of Paladin, the presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or descecrated, as with the hallow spell. —Advanced Dungeons & Dragons Edition 5 Player’s Handbook

You can use this feature up to a number of times equal to 1 _ your Charisma modifier. When you finish a long rest, you regain all expended uses. —Advanced Dungeons & Dragons Edition 5 Player’s Handbook

Outdoor Skills:

Animals:

See also mount.

Animal Empathy:

5 point advantage

Animal Empathy: You understand animals and like them, and they like you. You get a +2 on any reaction roll by a wild animal, and a +4 on any reaction from a tame animal. You also get a +4 bonus on any “animal” skill roll (Animal Handling, Riding, Vet, etc.). However, you may never kill an animal without a very good reason, and you should try to prevent others from doing so. Note that killing for food is perfectly acceptable, and in a hunting situation you will get a +3 bonus to find game. —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

Animal Handling Skill (Mental/Hard):

Defaults to IQ-6

This is the ability to train and work with all types of animals. To train an animal, the Animal Handler must make his or her success roll once per day of training. A failed roll means the animal learned nothing; a badly-failed roll means the Handler was atatcked. The time it takes to train an animal depends on the animal’s intelligence and tractability — see Animals.GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

When working with a trained animal, the animal hamdler rolls against his or her skill for each task he or she sets the animal. Modifiers: -5 if the animal is not familiar with the handler, -5 if the circumstances are stressful to the animal -3 or more if the task is a complex one. —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

This talent can also (sometimes) be used to quiet a wild, dangeruous, or untrained animal. Modifiers: -5 if the creature is wild or very frightened, -10 if it is a man-eater or man-killer. —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

Finally, this talent gives an advantage in combat against animals. If you have this skill at level 15 or better, any animal’s attack and defense rolls are at -1 against you, because you can predict its behavior. If you are an expert (skill 20 or better), the animal’s rolls are at -2. —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

4 points = Skill Level 20

Movement:

Movement Rate:

The normal movement rate for a human or most demihumans is 12". —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

The movement rate for a 0th level Monk is 12". —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Move: 12" (which is 0" faster than normal human move speed)

Athletic Skills:

Ambidexterity:

10 point advantage

Ambidexterity: You can use both hands with equal skill. You do not suffer the -4 DX penalty for using an “off hand” (see Handedness), and can fight (or act) with either hand, or (in an All-Out Attack) wth both hands at once. Should some accident befall one of your arms or hands, assume it is the left one. —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

Acrobatics (Physical/Hard):

Defaults to DX-6

Acrobatics: This is the ability to perform acrobatic and gymnastic stunts, roll, take falls, and so on. A separate skill roll is required for each trick. This can be handy on an adventure: tightrope walking, human pyramids, and trapeze swinging all have useful applications. —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

An Acrobatics roll may be substituted for a DX roll in any attempt to jump, roll, avoid Knockback, and so on. —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

A character trying to Dodge a blow may attempt an Acrobatics Dodge, a jump or roll which avoids the attack in a flashy way. A successful Acrobatics roll will also reduce the effective distance of any fall by five yards. —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

The GM may apply penalties as he or she sees fit for an especially difficult trick. —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

40 points = Skill Level 25

Combat:

Armor and Weapons Permitted:

Armor and Weapons Permitted:

Armor: any (from cleric, fighter, paladin, and ranger) No armor worn while fighting as a monk. May cast spells while armor clad from elf. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Shield: any (from cleric, fighter, paladin, and ranger) —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Weapons: any (from fighter, paladin, and ranger) —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Oil: yes (from cleric, druid, fighter, paladin, ranger, magic-user, illusionist, and thief) —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Poison: DM’s choice —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Combat Table:

Combat Table:

Use the 1.B. Attack Matrix for Fighters, Paladins, Rangers, Bards, and 0 Level Halflings and Humans —Advanced Dungeons & Dragons Edition 1 Dungeon Masters Guide

Opponent
Armor
Class
20-sided Die Score to Hit
-1026
-925
-824
-723
-622
-521
-420
-320
-220
-120
020
120
219
318
417
516
615
714
813
912
1011

Advanced Dungeons & Dragons Edition 1 Dungeon Masters Guide

Saving Throws:

Saving Throws:

The first edition of Dungeons & Dragons used a saving roll system where the lower the table number the better. The player needs to roll the designated number or higher on 1d20 to make the save.

Paralyzation, Poison, or Death Magic saving roll of Clerics: 2Advanced Dungeons & Dragons Edition 1 Dungeon Masters Guide

Petrification or Polymorph saving roll of Thieves: 7Advanced Dungeons & Dragons Edition 1 Dungeon Masters Guide

Rod, Staff, or Wand saving roll of Magic-Users: 3Advanced Dungeons & Dragons Edition 1 Dungeon Masters Guide

Breath Weapon saving roll of Magic-Users: 7Advanced Dungeons & Dragons Edition 1 Dungeon Masters Guide

Spell saving roll of Magic-Users: 4Advanced Dungeons & Dragons Edition 1 Dungeon Masters Guide

Armor:

Plate Armor:

Plate armor is AC 3. —Advanced Dungeons & Dragons Edition 1 Dungeon Masters Guide

Plate mail with a shield is AC 2. —Advanced Dungeons & Dragons Edition 1 Dungeon Masters Guide

Weapons:

Unarmed Combat:

Unarmored Armor Class:

When fighting unarmored, the 0th level monk has an effective armor class of 10 (a bonus of +0 above no armor). —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Open Hand Attacks:

Open hand combat damage is shown in MONKS TABLE II below. In addition, the monk has a chance to stun, or even kill, an opponent. An opponent is stunned by a monk for 1-6 (d6) melee rounds if the score of the monk’s “to hit” die score exceeds the minimum number required for a hit by 5 or more, i.e. if a 15 is required, a score of 20 would indicate a stun. The open hand “to hit” scores rolled by the monk are never modified by any strength ability bonuses. The chance to kill is a percentage which equals the armor class (AC) of the opponent, modified by the number of experience levels above seven which the monk has attained. AC -1 is a negative chance for killing, as an example, but a monk of 9th level (two above 7th) would allow a 1% chance of killing. Note that 1) the monk must score a hit, and 2) the hit must stun the opponent, and 3) the percentile dice score must be equal to or less than the armor class of the stunned opponent, modified by the monk’s level over 7th, in order to score a kill. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Open Hand Attacks per Melee Round: 1 —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Open Hand Damage: 1-3 —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Magic:

Sissification:

Sissification: Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll magically turns men into sissies by touch. She makes them beautiful. The amount of time they are sissified depends on which holes they use and how many times (10 minutes for a hand or foot job, 1 hour for tittie fuck, 1 day for a blow job, 1 week for a ass fuck, 1 month for a pussy fuck, and 1 year for all three holes on the same day — all sissification stacks and is cumulative). Brief sissification comes with just touch. She can place the sissies into any kind of clothing and accessories and into any bondage equipment. She can change the appearance, clothing, and bondage of her sissies at any time. Her sissies are kept in clit cages except when having sex with her. Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll can also turn women into futanari, beautiful women with a normal female body, except that in addition to a vagina, she also has a penis, with length in the 12-18 inch range and 2-3-/12 inch girth and excessive seminal output ranging from pints to gallons. Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll can be worn by either men or women into kigurumi animegao, placing the character inside a flesh colored female doll body suit and matching female anime mask with large breasts, vaginal, mouth, and anal holes, and granting all of the abilities of the Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll to the character.

Magic Item Use:

The character may use all potions; all magic, clerical, “protection”, druid, and illusionist scrolls; all rings; all wands, staves, and rods; all miscelleous items; all books and similar written works; all artifacts; and all forms of armor, shields, and weapons. The character may employ magic items and spells while wearing armor.

Musical Instrument:

Bard Instrument: Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll is a bard musical instrument for the various magic effects that a bard can do with a musical instrument. She is activated by having her mouth kissed, mouth fucked, breasts fondled, breasts kissed, titties sucked, breasts fucked, hotbox fondled, vagina kissed, pussy sucked, vagina fucked, or butthole fucked by a bard of any level. She moans when activated in any of these ways (by anyone, but the magical effects only occur from a bard). When she orgasms, she screams and moans loudly, providing a double effect for that round.

Divine Magic:

Clerical Investment:

5 or more points advantage
GM’s discretion

Clerical Investment: You have been ordained as a priestess of Bast. A cleric has a +1 reaction bonus from co-religionists and those who respect her faith. She will be addresses by a title — Sesh Per Ankh or Priestess — and can perform such ceremonies as Confirmation, Marriage, and Exorcism. —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

Clerics can call upon active aid from Beyond. So, Clerical Investment will be worth 10 points or more. —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

Total Cost: 10 points

Arcane Magic:

Hybrid Spell Users:

Hybrid spell users are of professions combining two realms of power. They can obtain the power of the most potent pure spell user only in a very restricted set of spells; however they are much more flexible in that they have access to two realms of power. When a hybird spell user cats a spell he or she must abide by the restrictions of that realm of power (only); if he or she is casting a mentalit spell, he cannot be wearing a helmet, etc. When casting one of the spells from his or her base hists he or she must abide by the restrictions of both realms. —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

4.21 SocererI.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Sorcerers are hybrid spell users who combine the realms of essence and channeling, having concentrated on spells of destruction. Their base spells deal with the specific destruction of animate and inanimate material. —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

4.22 AstrologerI.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Astrologers are hybrid spell users who combine the realms of channeling and mentalism; they have concentrated on spells which pertain to gathering information. Their base spells deal with detection, communing, precognition, and communciation. —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

4.23 MysticI.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Mystics are hybrid spell users who combine the realms of essence and mentalism; they have concentrated on subtle spells of misdirection and modification. Their base spells deal with personal illusion as well as the modification of matter. —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Non-Spell Users:

These professiona have no trained realm of power, and thus can only learn spells at great effort and cost (if at all, according to the Gamemaster’s discretion). Even then their spells are of very limited potency. If a non-spell user does learn to cast spells, he or she is restricted to spells from one realm only. —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

4.41 FighterI.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Fighters are the primary adventuring inhabitants of any fantasy world. They are person who have very little training except in the use of weapons and armor. —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

4.42 ThiefI.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Thieves are persons who are skilled in the use of arms (though not as skilled as a fighter), but who have spent a large part of their training in the areas of maneuvering and manipulation. —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

4.43 RoguesI.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Rogues are characters whose training lies between that of fighters and thieves in the amount of time spent in the area of arms and maneuvering. —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

4.44 Warrior MonksI.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Warrior monks are persons who have concentrated their training in unarmored, unarmed combat. —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Psionics:

Psionic Ability:

352 Psionic Ability —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

176 Psionic Attack Strength —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

176 Psionic Defense Strength —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Attack Modes:

 Attack Range
Attack ModePoint Cost per UsageShortMediumLong
A. Psionic Blast202"4"6"
B. Mind Thrust43"6"9"
C. Ego Whip74"8"12"
D. Id Insinuation106"12"18"
E. Psychic Crush145"--

Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Defense Modes:

Defense ModePoint Cost per UsageArea Protected
F. Mind Blank1Individual only
G. Thought Shield2Individual only
H. Mental Barier3Individual only
I. Intellect Fortress810'r. of individual
J. Tower of Iron Will103'r. of individual

Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Thief/Rogue:

Monk:

Artistic Skills:

Dancing (Physical Average):

Defaults to DX-5

Dancing: This is the ability to perform dances appropriate to your culture, and to learn new dances quickly. Modifiers: -5 if the dance is unfamiliar. Once you have succesfully performed a dance three times, it is familiar. Note that certain physical handicaps make this skill effectvely impossible! —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

1 points = Skill Level 19

Craft Skills:

Cooking (Mental/Easy):

Defaults to IQ-4

Cooking: This is the ability to prepare a pleasing meal from raw materials (not just heat water and open boxes). In any “outdoor” society, it includes the ability to dress out game — that is, to prepare a fresh-killed animal for cooking. —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

1 point = Skill Level 20

Language Skills:

Languages Known:

“Common Tongue” from Human, Dwarf, Elf, Gnome, Halfling —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Druid Druids have their own secret language, and all speak it in addition to their other tongues (alignment, common, and others known). Upon becoming a 3rd level druid (Initiate of the 1st Circle) and with each level increase thereafter, a druid gains a language of his or her choice: centaur, dryad, elvish, faun, gnome, green dragon, hill giant, lizardman, manticore, nixie, pixie, sprite, treantish. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Dwarven from Dwarf, Gnome, Halfling —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Elvish from Elf, Halfling —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Gnoll from Elf —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Gnone from Dwarf, Elf, Gnome, Halfling —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Goblin from Dwarf, Elf, Gnome, Halfling —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Halfling from Elf, Gnome, Halfling —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Hobgoblin from Elf —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Kobold from Dwarf, Gnome —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Orcish from Dwarf, Elf, Halfling —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Communicate with any burrowing mammal (such as moles, badgers, ground squirrels, etc.) from Gnome. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Telegraphy (Mental/Easy):

No default

Telegraphy: This is the ability to send and receive Morse code, to do simple troubleshooting ona telegraph system, and to recognize other individual operators by their “fist” — that is, the characterstic way they send. This skill is normally found at Tech Levels 5 through 7; at TL8+, humans rarely send code themselves. They use a computer instead. —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

At TL5, a telegrapher can send or receive 2 words per minute (wpm) for each point of his or her skill. At TL6+, with a semi-automatic key, this becomes 3 wpm per point of skill. However, skill improves slowly even for the intelligent; your effective rate of sending or receiving, in wpm, may not exceed the number of weeks since you first acquired the skill. —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

An operator may attempt to send or receive messages at a speed greater than his or her skill would normally allow, at -2 skill for each additional 2 wpm (TL5) or 3 wpm (TL6+) attempted. Maximum rate at TL5 is 25 wpm; at TL6+, maximum is 75. —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

Sending or receiving messages in code, rather than plain English (or another known language) is at -4 to skill. Sending or receiving in a non-native language is at -1 for every point by which the operator’s skill in that language is less than 10, to a maximum penalty of -4. —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

1 point = Skill Level 20

Social Skills:

Charisma:

5 points/level advantage

Charisma: This is the natural ability to impress and lead others. Anyone can acquire a semblance of charisma by good looks, good manners, and intelligence — but real charisma works independently of these things, and you either have it or you don’t. It affects amy reaction roll made by any intelligent creature. Cost: 5 points for each +1 bonus. —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

Followers and Estate:

Tech:

Techno Ability:

Stone Age technology (stone knapping, stone hammer, stone handaxe, stone arrow head, bone awl, bone needle, harpoon point, stone engraving burin, stone adz, stone knife, fire, lever, language)

Vehicle Skills:

Scientific Skills:

Medical Skills:

Professional Skills:

Mount:

Equipment:

Starting Equipment:

Equipment (AD&D 1e):

The following equipment is from the options in the Advanced Dungeons & Dragons Edition 1 Player’s Handbook:

Armor

No armor. Wait until can get kevlar or some other high tech armor.

Arms

Arrow, normal, dozen 1 gold pieces (swords and bows)

Bow, short 15 gold pieces (swords and bows)

Dagger and scabbard 2 gold pieces

Halbard [their spelling] 9 gold pieces

Sword, long & scabbard 15 gold pieces (sword and bows)

Clothing

Belt 3 silver pieces (the classic utility belt)

Boots, high, hard 2 gold pieces (with really tall hig hspike heels

Cloak 5 silver pieces (as close to a cape as the rule book has, and every superhero has to have a cape flapping in the wind [even in space] while flying)

Girdle, broad 2 gold pieces (what sissy wouldn’t want a sexy girdle?)

Hat 7 silver pieces (a very stylish hat)

Robe 6 silver pieces

Miscellaneous Equipment & Items

Backpack, leather 2 gold pieces

Candle, wax (six) 1 silver pieces each, 6 silver pieces total

Lantern, bullseye 12 gold pieces (this one is way expesive but fits in with the eventual association with magic lanterns) note that the Dungeons & Dragons 5th edition version costs only 10 gold pieces

Oil, flash of 1 gold pieces

Pouch, belt, large 1 gold pieces (to start the classic utility belt)

Pouch, belt, small (three) 15 silver pieces each, 45 silver pieces total (to start the classic utility belt)

Quiver, 1 score arrows cap. 12 silver pieces (swords and bows)

Rope, 50' (five) 4 silver pieces each, 20 silver pieces (bondage)

Sack, large 16 copper pieces

Skin for water or wine 15 silver pieces

Spike, iron, large (five) 1 copper piece each, 5 copper pieces total

Thieves’ picks & tools 30 gold pieces

Tinder Box, with flint & steel 1 gold pieces

Provisions

Rations, iron, 1 week 5 gold pieces

Rations, standard, 1 week 3 gold pieces

Religious Items

Beads, Prayer 1 gold pieces

Incense, stick 1 gold pieces

Symbol, Holy, Wooden (Ankh) 7 silver pieces

Total Cost

103 gold pieces

96 silver pieces

21 copper pieces

Total of 107.95 gold pieces

Equipment (D&D 5e):

The following equipment is from the options in the Advanced Dungeons & Dragons Edition 1 Player’s Handbook:

Weapons:

Net 1 gold piece

Whip 2 gold piece (whips are cool and can be used for S& M; at some point you gotta use a whip to put out a candle)

Adventuring Gear:

abacus 2 gold pieces

chalk (twelve) 1 copper pieces each, 12 copper pieces total

arcane focus crystal 10 gold pieces

backpack 2 gold pieces

ball bearing (bag of 1,000) 1 gold piece

basket 4 silver pieces

bedroll 1 gold piece

blanket 5 silver pieces

block and tackle (two) 1 gold piece each, total of 2 gold pieces

bottle, glass 2 gold pieces

case, map or scroll 1 gold piece

climber’s kit 25 gold pieces (special pitons, gloves, and harness)

clothes, costume 5 gold pieces

clothes, fine 15 gold pieces

clothes, traveler’s 2 gold pieces

component pouch 25 gold pieces

crowbar 2 gold pieces

Druidic focus sprig of mistletoe 1 gold piece (shouldn’t any devout Druid collect their own mistletoe from the wild?)

fighing tackle 1 gold piece

flask 2 copper pieces

grappling hook 2 gold pieces

hammer 1 gold piece

hammer, sledge 2 gold pieces

healer’s kit 5 gold pieces (leather pouch with bandages, salves, and splints; good for 10 uses)

Holy Symbol amulet (an ornament or small piece of jewelry that gives protection against evil, danger, or disease -- a talisman gives magic power or brings good luck) or emblem (a heraldic device ot symbolic object as a distinctive badge of a nation, organization, or family) or reliquary (a container for holy relics)

ink pen 2 copper pieces

jug or pitcher 2 copper pieces

ladder (10-foot) 1 silver piece

lamp, bullseye 10 gold pieces

manacles 2 gold pieces

mess kit 2 silver pieces (cup and simple cutlery and “case” that unfolds into a cooking pan and a shallow bowl)

mirror, steel 2 gold pieces (in Advanced Dungeons & Dragons 1st edition this costs 10 gold pieces)

oil (flask) 1 silver piece

paper (one sheet) 2 silver pieces

parchment (one sheet) 1 silver piece (parchment and vellum were a lower cost replacement for papyrus, but paper [invented in China] was even lower cost than parchment and vellum)

perfume (vial) 5 gold pieces

pick, miner’s 2 gold pieces

piton 5 copper pieces

pole (10-foot) 5 copper pieces

pouch 5 silver pieces (in Adbanced Dungeons & Dragons 1st edition a large pouch costs 1 gold piece and a small pouch costs 15 silver pieces)

quiver 1 gold piece (in Adbanced Dungeons & Dragons 1st edition a quiver costs 12 silver pieces)

rations (1 day) 5 silver pieces or 35 silver pieces total for a week (in Adbanced Dungeons & Dragons 1st edition 1 week [seven days] of standard rations costs 3 gold pieces, which is 60 silver pieces, and 1 week of iron rations costs 5 gold pieces or 100 silver pieces)

robes 1 gold piece (in Adbanced Dungeons & Dragons 1st edition a robe costs 6 silver pieces)

rope, hempen (50 feet) 1 fold piece (in Adbanced Dungeons & Dragons 1st edition 50 feet of rope costs 4 silver pieces)

rope, silk (50 feet) 10 gold pieces

sack 1 copper piece (in Advanced Dungeons & Dragons 1st edition a large sack costs 16 copper pieces)

scale, merchant’s 5 gold pieces

sealing wax 5 silver pieces

shovel 2 gold pieces

signal whistle 5 copper pieces

signet ring 5 gold pieces

soap 2 copper pieces

Spellbook 50 gold pieces

spikes, iron (10) 1 gold piece (in Adbanced Dungeons & Dragons 1st edition a large iron spike costs 1 copper pieces)

tinderbox 5 silver pieces (flint, fire steel, and tinder) (in Advanced Dungeons & Dragons 1st edition a tinderbox costs 1 gold piece)

torch 1 copper piece

vial 1 gold piece

waterskin 2 silver pieces (in Advanced Dungeons & Dragons 1st edition a waterskin costs 15s silver pieces)

whetstone 1 copper piece

Staff/Wand:

Staff/Wand:

The character has a pair of staff/wands.

At zero level, one is a multitool and one is a survival/hiking staff.

First level and higher, these are a pair of identical items. Each staff/wand works seperately.

The staff/wand can change into any of the weapons or tools without passage of time; only one change per round.

At all higher levels, it is a magic device. It can change from a staff to a wand and back. It can switch to being a multitool or any of several other devices (listed below, some added at higher levels).

At first level, it can turn into any of several +0 magic weapons (listed below). At higher levels, additional pluses and capabilities are added.

At higher levels it attains magical capabilities.

The staff/wand can be loaned to others. The owner can recall the staff/wand at any time, and it will travel in a safe manner to return to the owner in no longer than one minute.


Contact

make suggestions or comments:

Your Name:
Email Address: (optional)
Twitter Handle: (optional)
Phone Number: (optional)
Message (required):


topics: