Weakness:
Masochist - On pain action, if you roll 1 or 2, skip. If IRL, 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.
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.
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.
explanation: The Game
Description
In the bustling metropolis of New Haven, amidst the blur of city lights and the relentless rhythm of daily life, there emerged a figure both enigmatic and formidable. His name was Alexander "Alex" Knight, a man whose intellect was as profound as his physical strength.
Born to a family of scholars and athletes, Alex was a fusion of two worlds. His early years were a mosaic of academic accolades and athletic triumphs, painting a portrait of a prodigy. He possessed a mind that could unravel the most intricate puzzles and a body that could withstand the toughest challenges.
As he grew, so did his reputation. In the hallowed halls of academia, he was known as a visionary, his insights into quantum physics and artificial intelligence pushing the boundaries of human knowledge. On the streets, he was a guardian, using his strength and martial arts expertise to protect those who could not protect themselves.
Yet, for all his abilities, Alex carried a sense of humility. He understood that with great power came great responsibility, and he dedicated his life to serving humanity, both through his groundbreaking research and his acts of valor.
In a world teeming with ordinary heroes, Alex Knight stood apart—a beacon of hope and a testament to the extraordinary potential that resides within the fusion of mind and muscle.
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