free now for Irl rules kassane's games anyone?
Character sheet for Kassane's RPG Game:
Jill, Level 4, Olympic Athlete (0xp)
Finally on the team, now its time to go for gold!
Pheromones: On an action with body parts that would smell, if your opponent rolls a 1, then they are hypnotized.
Critical: Roll becomes 1-3.
Alluring Feet: If you play a foot action on your opponent, they roll a d6, on a 1 they fail and must skip. If IRL they must also edge. In addition, if they fail, add one to the failure number, up to a maximum of 5. If they roll a 6, the number goes down one.
Critical: The failure number can never go down.
Exhibitionist: When you undress any type of clothes your opponent needs to roll a dice -> on 1-3 they skip and can't use the bottom action in the next turn.
Critical: Skip and for a number of turns equal to your rolled number on the dice you are forbidden to use your bottom action
Orator: On oral action, if opponent rolls 1 or 2, they skip and edge.
Critical: This triggers on a 1-3 on the dice.
Sexy friends: If you play an action involving more than just you and your opponent, they must roll over the number of extra people on a d8 or skip and edge.
Critical: the roll reduces to a d4
Captivating Cheerleader (Signature Strength): Cute dance actions act as Hypnosis
Addicting Hypnotist (Signature Strength): Hypnosis dice starts at a d4, but failing to escape hypnosis increases the dice size by 1 with each time. If you keep opponent in hypnosis for 3 turns, you may give them one rule for the remainder of the game. This can include IRL.
Critical: The effect triggers after only one failure to escape and dice size starts at d6.
Gullible: Your opponent can choose to make you accept the same bet as in gambler at the start of the game.
(Gambler: You can wager an experience point at the start of a match, your opponent can deny you the match if they want because of this, the winner will get 1 more exp from this match. the loser loses 1 more.)
Critical: They can wait to make the bet real as long as they want, even if its the last turn, but not after they have won.
Edge Battery: Every time you have to edge, roll an additional 1d3 edges, if you roll a 3, you must skip.
Critical: The dice becomes 1d9, and the edge battery must skip on a 6-9.
Ropebunny: If you are bound by your opponent, they get to choose your first action after you escape, they cannot make you skip. They may also bind you with one thing IRL or have you edge..
Critical: After being freed, opponent controls for 3 turns, and they may bind with 3 items.
Weak Will: If you are in hypnosis for 3 turns, your opponent may give you one rule for the remainder of the game. This can include IRL.
Critical: The effect triggers after only one failure to escape.
![]()
Fantasy character of Jill
Puedes guardar algunas notas sobre este personaje. Serás el único que podrá verlas: