Looking for Kassane's matches, come help me squirt out xp~
Sihori, Level 2 Submissive Sorceress (Exp: 0)
Signature Strength:
Tempting Revelation: actions that strip myself count as hypnosis, and if more than 1 article of clothing comes off my opponent's first escape roll becomes one step more difficult (6 instead of 5-6 for example)
No gag reflex (Orator): On oral action, if opponent rolls 1 or 2, they skip and edge. I automatically succeed the first roll given to me while I'm giving oral
Signature Overwhelm with Orgasms: If your opponent fails an orgasm test, you may control their actions for 1d4 turns and edges that many times. You can give them irl instructions during this time.
Signature Ruler: if the opponent rolls a 1 when resisting your strength or their own weakness you can give them a rule for the rest of the match. If it is a critical I control their next turn as well.
Strength:
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.
Critical: The effect triggers after only one failure to escape.
Signature Weakness:
Tied temptress: while bound, all of my weaknesses are critical
Weakness:
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.
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.
Pet: Getting a 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
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.
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.
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