Let me know if you want to join my little RPG game :)
Active
Here is the list of current players! Reach out to them for a game!
How to create a character
You start at level 1, and choose one weakness and one strength from the list at the bottom.
Then in the first line, put your name, level, and a class. The class is just flavor for fun :) I figure you can have it change with your level, more impressive the higher you are or the opposite the lower. In the next two lines list your strength and weakness. Put this in your profile somewhere with a link to this profile for the game rules. Then let me know so I can add your name here!
See my character details at the top for an example. Here is a template to add to your profile:
Character sheet for Kassane's RPG game:
Your Name, Level 1 Your Title (Exp: 0)
Strength: list your strength
Weakness: list your weakness
How to play:
Play as you normally would in each mode, specific rules, such as bondage and hypno rules for classic are encouraged.
When an action involving a strength or weakness shows up, then carry out the actions.
Optional IRL:
If you and your partner are up for IRL play, you can use the IRL parts of the weakness/strength rules. You both should agree on whether or not to use them, but you can choose to have one player play IRL and not the other if you would both like that.
For IRL, it is encouraged that an IRL orgasm be counted as an instant loss.
Leveling Up/Down
On completing a game, take the loser's level minus the winner's level. If the result is less than 1 it equals 1. This is doubled if the winner still has 70 or more life at the end of the game. This number gets added to the winner's experience, and subtracted from the loser's.
If you have your level in experience points you gain the next level, if you have negative experience, you lose 1/2 that amount in levels. So if you have -5 xp, you lose 2 levels and end up with -1 xp.
Example Level 1 vs Level 5
If Level 1 wins, they gain 4 experience and go up to level 3 with one exp left over. Level 5 loses 4 experience and will go down 2 levels to level 3.
On leveling up, you may gain a strength or lose a weakness (you can't have less than 1 weakness). On leveling down, you may lose a strength or gain a weakness (you can't have less than 1 strength).
Leveling cost chart:
To level up
- If >level 0, cost is the current level. i.e. leveling from 2 to 3 costs 2xp, from 3 to 4 costs 3xp
- If level 0 or lower, cost is 1xp
To level down
- Cost is always -2xp
Just let me know if you complete a game under these rules and I can help you with figuring it the results if needed, and I can update your profile with any level changes. Happy to answer any questions
Signature Strengths/Weaknesses (optional)
This only applies if one gains/loses 4 xp in a single match. For example, if a level 1 beats a level 3 while still having >70 life. Then the level 3 would gain a signature weakness and the level 1 a signature strength. The weaknesses can only be removed if you don't have the option to remove other weaknesses, or if you win 4xp in a match, then you can remove one if you choose as on of your level ups.
These can be a combination of existing strength/weaknesses to make something slightly more powerful, or some equivalently unique ability.
Attributes (Strengths and Weaknesses)
These are grouped into twos so there is a strength that corresponds to each weakness. If you end up with a corresponding pair both played then it is a critical and a stronger effect will happen.
Hypnotist: 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.
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.
Artificer: On any electric sex toy action, your opponent must roll 5 or 6 or you choose their next action. They must also use that toy IRL.
Toy slut: On any electric sex toy action, you must roll 5 or 6 or they choose your next action. You must also use that toy IRL.
Critical: The affected person must continue to roll and use the toy until they roll a 5 or 6.
Orator: On oral action, if opponent rolls 1 or 2, they skip and edge.
Oral weakness: On oral action, if you roll a 1 or 2, skip and edge.
Critical: This triggers on a 1-3 on the dice.
Sadist: On pain action, if the opponent rolls a 1 or 2, they skip. If IRL, instead of rolling you give them instructions, and if they refuse, they skip.
Masochist: On pain action, if you roll 1 or 2, skip. If IRL, instead of rolling the opponent gives instructions, and if you refuse, skip.
Critical: Roll becomes a 1-3 or if IRL you may punish them in order to extract additional concessions aside from a skip.
Pheromones: On an action with body parts that would smell, if your opponent rolls a 1, then they are hypnotized.
Weak to smells: On an action with body parts that would smell, if you roll a 1, then you are hypnotized.
Critical: Roll becomes 1-3.
Overwhelm with Orgasms: If your opponent fails an orgasm test, you may control their actions for 1d6 turns. You can give them irl instructions during this time.
Strong Orgasms: If you fail an orgasm test, you lose control of your actions for 1d6 turns. Your opponent can give you irl instructions during this time.
Critical: This becomes 4d3 turns.
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.
Foot Addict: If your opponent plays a foot action against you, roll a d6, on a 1 you fail and must skip. If IRL you must also edge. In addition, if you fail, add one to the failure number, up to a maximum of 5. If you roll a 6, the number goes down one.
Critical: The failure number can never go down.
Rigger: If you bind your opponent, you can choose their first action after they escape from bondage, you cannot have them skip. You may also bind them with one thing IRL or have them edge.
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.
Tight Hole: If you choose an action that puts your opponent's strap on, cock, or tongue in your hole (choose ass or vagina), roll a d6, on a 5 or above they skip a turn trapped in there, on a 6 they redraw then skip. If over 5 and IRL, they must also edge if you roll a 1 you must edge.
Service Top: When your opponent rides your cock, tongue, or strap-on (choose ass or vagina), you roll a d6, skipping on a result of 5 or higher. If using IRL, you must also edge.
Critical: Skipping now occurs on a result of 3 or higher. On a 6, the top is considered Bondaged.
Cheek Master: When you choose an action penetrating your opponent's ass with tongue, cock, or strap-on, your opponent rolls a d6, skipping on a result of 5 or 6, if doing IRL and over 5, your opponent must also penetrate your ass with something.
Butt Slut: When your opponent chooses an action where they put their strap on, cock, or tongue in your ass you must roll a d6 and if it is a 5 or 6, you must skip, if doing IRL and over 5, you must also penetrate your ass with something.
Critical: If butt slut is triggered, you must skip on a 4 or above, and in addition, you must always penetrate yourself if doing IRL on this action.
Merciless Tickler: If you play a tickling action on your opponent, they must roll a d6. If they roll a 4 or lower, they fail and must skip their turn. If they're in bondage, rolling anything less than a 6 is a failure.
Tickle Toy: If your opponent plays a tickling action on you, roll a d6. If you roll a 4 or lower, you fail and must skip your turn. If you're in bondage, rolling anything less than a 6 is a failure.
Critical: Once your opponent plays a tickling action on you, you must continue skipping turns and rolling until you get a successful roll (6 if you're in bondage, 5 or 6 if not), and if playing with IRL rules you must edge each time you fail. Alternatively, you can allow your opponent to give you a new rule for the remainder of the game to escape this effect (however, the effect will trigger again if another tickling action is used).
Focus: Once per game, you can choose to turn a failed roll into a success for bondage or hypno.
Ditzy: Once per game, your opponent may choose to turn a successful roll into a failure for bondage or hypno.
Critical: Each effect can be used twice in the game.
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.
Voyeur: When your opponent undresses any type of clothes you need to roll a dice -> on 1-3 you 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
Tamer: Putting a tailed butt plug or any pet play bondage in or on your opponent gives them a new rule to follow for this match.
Pet: Getting a tailed butt plug or any pet play bondage in or on means your opponent can give you a new rule to follow for this match.
Critical: A leash now counts as well.
Edge Milker: Every time your opponent has to edge, you may roll 1d3 and add that many additional edges for them. In addition, if you roll a 3, they have to skip. If they are not doing IRL, you may still roll and have them skip whenever they would have had to edge.
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.
Dress to Impress (Choose one: Latex/Cosplay): For each article of the chosen type of in-game clothing you are wearing (so up to 5) your opponent's die size goes up by one for escaping submission such as bondage and hypno. (For example, if you had one item of latex clothing, your opponent would roll a d7 instead of a d6) If IRL, your opponent must edge on failed rolls while you're strengthened by your outfit.
Fashion Victim: For each article of clothing you wear against your will, your dice for escape rolls goes up by 1 size. If IRL, you must dress according to your new outfit.
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.
Outnumbered: If your opponent plays an action involving more than just you and your opponent, you must roll over the number of extra people on a d8 or skip and edge.
Critical: the roll reduces to a d4
Unyielding: Your opponent's weaknesses requires +/-1 on dice rolls to pass, and the number of your opponent's turns you control increases +1.
Compliant: When an opponent uses their strength against you, roll 1d6. For roll 1-3 you gain the corresponding weakness for the rest of the game. Your opponent may replace this at any time with another weakness related to another of their strengths. Only one weakness can be given this way at a time. Once a weakness has been given, it may not be given again in that game. This does trigger criticals for those weaknesses.
Critical: All the opponent's strengths are upgraded to criticals.
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.
Gullible: Your opponent can choose to make you accept the same bet as in gambler at the start of the game.
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.
High Risk High Reward: The strength that comes with a weakness! When your opponent rolls a 1 on a hypno or bondage escape roll, it takes effect. You can give your opponent a task or a question. If the opponent object they need to skip, or edge 2 times if irl. if the opponent object you can give a new command the next turn. For the max of 2 turns. BUT if they roll a 6, they can do the same to you.
Risk Bunny: If you pick a submission action you need to offer yourself to your opponent. The rules of the strength "high risk high reward" then apply.
Critical.
It triggers on a roll lower than a 4
If you have any additional ideas for strengths or weaknesses, please let feel free to propose them, this is only meant as a set of ideas.
Hall of Shame
A list of public defeats.
Lyn teleported Kassane to her realm to humiliate her. She overwhelmed Kassane, binding her, adding her demonic toys, and mesmerizing her brain until she broke and was defeated. And as that happened, she showed off the humiliation through her magic to anyone who wanted to see.
You can keep some notes on this character. You'll be the only one to be able to see this: