Sometimes I play with him.
If you're lucky I might play with you.
Here for a good time not a long time.
xo K
Classic rules:
1. Since you're so used to chastity and ass fucking, then your pussy should be sensitive. When your pussy gets fucked, you have to be grateful for it, you can't do things with your pussy yourself because you're out of the habit (Mistress Myo will decide ? games when I'm out of chastity)
2. While you're in bondage if a vibe is used on you, skip your turn. (3/5 games)
3. I begin each game in bondage and can only escape with a roll of 6 (2/4 games)
4. If multiple partners are fucking me, I skip my turn (0/3 games)
Advanced/Extended bondage rules:
- On roll of 1 or 2, redraw actions and then skip turn
- If the bottom two options are greyed out due to lack of energy, you are too tired to struggle and skip your turn without rolling to escape.
- Modular bondage, the bound may still choose actions based on what body parts they have free, (RP dictated)
Chris beat me and gave me hypno triggers, the first time they happen in a match: The first time I'm naked, plugged or nipples clamped. (5/5 matches)
Chris beat me. When my asshole is stimulated, I roll. On a 1 I redraw and skip. On a 2 I skip. (3/3 anal orgasms)
Khristina, Level -9 Rope Bunny (Exp: 0)
Chris made a rigger character just to beat me ... and he did on his first try... and second... then Matt Stormheart somehow had a huge win despite a level gap.
Strength(s):
1) 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.
SIGNATURE WEAKNESS:
A) SIGNATURE Ropeslut: 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 do 2x edges. On the first escape roll after a bondage action, can only escape on a 6.
Critical (vs Rigger): After being freed, opponent controls for 3 turns, and they may bind with 3 items.
B) Signature Super Ditzy: Twice per game, your opponent may choose to turn a successful roll into a failure for bondage or hypno.
Critical (vs Focus): Each effect can be used three times in the game.
C) Signature Strong Orgasms: If you fail an orgasm test, you lose control of your actions for 1d10 turns. Your opponent can give you irl instructions during this time.
Critical (vs Overwhelming Orgasms): This becomes 4d4 turns.
D) Signature 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. First roll to escape hypnosis is only successful on a 6.
Critical (vs Hypnotist): The effect triggers after only one failure to escape.
E) Signature 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. On a roll of 1, I'm hypnotized.
Critical (vs Cheek Master): 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.
F) Signature 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 d4 and on a lost roll, edge and the audience can choose your next action or skip, and may make you redraw once.
Critical (vs Sexy friends): the roll reduces to a d3
STANDARD WEAKNESS
G) Gullible: Your opponent can choose to make you accept the same bet as in gambler at the start of the game.
Critical (vs Gambler): 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.
H) 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.
I) 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 (vs Unyielding): All the opponent's strengths are upgraded to criticals.
J) Rule Slut: when you roll a 1 when resisting the opponent’s strengths or your weaknesses the opponent can give you a rule for the rest of the match
Critical (vs Ruler): this applies to hypno/bondage too.
K) 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 (vs Artificer): The affected person must continue to roll and use the toy until they roll a 5 or 6.
You can keep some notes on this character. You'll be the only one to be able to see this: