When Ozymand'as rose and conquered all
Into the sky his empire had to grow
From great ships his armies do enthral
Into all lands, so civl'ization's known
Name:
Ninasisi Turaka Achiyaku
Height:
173 cm / 5' 8" (Not including ears)
Ear Length:
20 cm / 8"
Age:
27
Species:
Mountain Cottontail Rabbit / S. nuttallii
Occupation:
Unancha in the Imperial College / Researcher
Genderfluid
Whichever pronouns
In Brief:
Ninasisi is a bunny-rabbit that has a taste for others. He's playful, outgoing, and has a bit of magic. He can turn himself into a she, and has been known to do so. He likes having fun, and teasing people, but at his core he's a friendly guy (or gal) who just wants to have fun.
He's very flexible, personality-wise. As predator he ranges from dominating to loving, and as prey he ranges from very submissive to a willful struggler (like that's ever saved him!) Basically, he has fun with it, and does all he can to make sure his partner is having fun as well.
Also, in-character, Nina's culture holds snakes, jaguars, and birds of prey to be kind of like demi-gods. If you match any of those, don't be surprised if the bunny starts acting kinda weird. He'll go above and beyond to make you happy, and as a rabbit, he knows his rightful place is digesting in their bellies. :3
Background
Ninasisi is a foreigner, though the land from which he hails is conspicuously absent from modern maps or history books. He claims to be a part of the "Imperial College", though for what empire is unclear.
The empire from which he comes is vast, advanced, and incorporates a vast conglomeration of species. During its dawning years, the then-empress realized that nationalistic pride could quickly become a problem. Thus, with the help of the College, instituted the Festival. Once a year, with copious reformation magics, the entire population of the Empire is reminded that they are merely rabbits, and no matter how powerful they get, they still have a place on the food-chain.
The Festival has persisted throughout the ages, and even today it is a major part of Ninasisi's culture. Although his powers are growing, this message of humility has been hammered into his being.
While the Empire is nearly entirely secular, the old religion still hangs on, mostly in culture than actual religion. The ancients had divided the universe into three spheres: the sky, the surface, and the ground, each overseen by a god-spirit: the Condor, the Jaguar, and the Snake, respectively. These are the three creatures mostly used during the Festivals, and as such Ninasisi holds those species, or anything resembling them (nagas, cats, birds, etc.) in high regard. And he'll be particularly submissive in the presence of such demigods.
Magic Overview
Ninasisi's magic consists of using a few basic principals and building off of them, akin to programming in Assembly. His powers are extremely finite, as he relies entirely on environmental arcane forces.
Developing spells takes a long time, and remembering them can sometimes take a long time, too, as he might have to re-build it from the ground up.
Ninasisi and his people are not inherently powerful. Instead they have developed a way to utilize environmental arcane forces. They can draw from their immediate surroundings fairly easily, but the energy required to do so increases with the cube of the distance. Pulling from more than a few dozen meters makes them very tired very quickly.
If given a desired effect, and enough time (and paper), a Weaver can create a Method that will produce the effect. The upshot of this is that there is, in effect, no limit to what can be done. Each Tapestry is created from the ground-up, and can be modified at any point to alter the effect. The downshot is that such calculations take time (and, usually, paper), as well as concentration. If a spell isn't commonly-used, it will often take the spellcaster a few minutes, or even a few hours, to remember or even re-calculate how to do it. Thus, they often carry around a lot of scrolls with Methods printed on them for quick-reference.
These scrolls are written in the arcane script developed by Nina's people. Written as vertical columns, each Method is laid out in a series of easy-to-follow steps, dictating what ties should be done with which threads. The Methods are easy to follow, and easy to cast. However, these scrolls take time to make (though no more than doing the calculations themselves) and, of course, they take up space and can be easily damaged. It's important to note that there's nothing inherently magical about the scrolls. One has to know how to read them, and how to Weave, for them to be of any use.
Magic Terminology
Not surprisingly, Ninasisi's people have developed their own terminology to deal with the arcane. Here is a dictionary of sorts, arranged not in alphabetical order, but to follow the general flow of ideas inherant in the magic.
Weaving - The act of manipulating the arcane forces. Similar in idea to 'spellcasting'
The Weave - The mish-mash of arcane forces found in nature. The Weave's composition and density vary from place to place, and it takes anywhere from a few hours to over a week for used energies to be replenished.
Thread - The individual arcane forces. They are described by color, and each act on the world in its own unique way. Threads can be tied to physical objects (even fluids) or a space relative to the Weaver (see: Black Fabric).
Crimson Thread - Adds or removes thermal energy. This is used to heat or cool objects, and is useful for starting or stopping chemical reactions.
Amber Thread - Provides force. One of the most versatile Threads, as it can be used to levitate objects, or hold things down. It can also purify solutions (the force acting upon impurities to pull/push them out).
Emerald Thread - Manipulation of chemical processes, especially in regards to life. This can be used to alter emotional and mental states of people, creating or destroying enzymes (provided the building-blocks are there), etc.
Azure Thread - Manipulation of quantum processes, especially in regards to life. This can be used to alter high-level thought processes, DNA replication, and the like, while also able to deal with more mundane things, like atomic stability.
Indigo Thread - Physical Alteration. This thread is used to alter, or even create, physical objects. Created objects are usually bound to the magical energies that created them, and are easily destroyed, though it's possible they can be made as permanent as anything else.
Ivory Thread - Electro-magnetic forces. This allows the creation (or cessation) of electrical flow, as well as altering the conductive properties of semi-conductors. It's also used, more benignly, to create or absorb light.
Ebony Thread - Aetherial manipulation. This thread affects the essense, or 'soul', of living things. Because of how powerful and dangerous this is, work with the Ebony Thread is restricted to the highest-level mages in the Empire, appropriately titled "Ebony Mages".
Knots / Ties - The method of getting the individual threads to interact with each-other and the world. There are hundreds of different knots, each having their own implications. A knot can consist of just one thread, or many, allowing the threads to be mixed for more advanced effects.
Braid - A specific family of knots that involves to or more threads (doesn't necessarily mean different colored threads) into a single meta-thread. Utilizing braids are an advanced form of Weaving, as their potency varies wildly based on their composition.
The Black Fabric - Space in general. Specifically the quantum foam that unerlies the universe. As this is never stable, and there is no point of reference for the whole universe, it is generally, though not always, a point defined in relation to the caster.
Tapestry - A completed "spell". A Tapestry consists of threads woven in a very specific way, with the intent of a very specific effect.
Method - The steps by which a Tapestry is created. You could think of it as a process, or set of instructions. If followed, a Method will always produce the same Tapestry.
Chant - A special type of Method, by which the intended Weavings are done without the agency of the chanter. Chants are developed by extremely advanced mages, to both hide the Method involved in a particular Tapestry and allow less-experienced mages to use the Tapestry. The most common Chant known is the reformation spell taught to all mages. By hiding the Method, these mages can use the spell without having to worry about botching their use of the Ebony Thread.
Examples of methods
Creating a ball of light, or making an object glow, is rather simple, and is one of the first Methods taught to students. The Ivory Thread can be used to excite electrons in a medium which, as they decay back to low-energy states, emit EM radiation. Properly used, this would produce visible light.
To cause an object to glow, one need only tie this single-Thread spell to the object using the Indigo Thread.
Fire is glowing, ionized air, caused by exothermic reactions, usually oxidation. It can be imitated to varying degrees of authenticity. Using the Ivory Thread, one can cause a patch of air to emit the proper frequencies of light (specifically: use it to excite electrons in the air, which will emit EM radiation (light) as they fall back to more stable energy states).
To imitate the heat, one would just need to use the Crimson Thread to add thermal energy to the glowing air. This would naturally cause the air to rise, which would make the imitation flame behave as one would expect, but also force the caster to constantly power the pseudo-reaction, as the affected air would quickly rise out of the area of effect (usually tied to the Black Fabric, such as the space just above the caster's hand).
To complete the illusion and function, the air must also be ionized, which can be done using the Ivory Thread.
In this way, a ball of fire can be created. However, to be thrown, it must be able to be manipulated at the will of the castor. Particularly experienced Weavers can make the root tie to the Black Fabric move wherever they want, though this requires quite a lot of energy and concentration. A simpler method would be to use the Indigo Thread to conjure a small lump of combustible material (say, graphite), heat that material to combustion temperatures, and then use the Amber Thread to direct it around. Clever use of the Crimson Thread around the flaming ball would allow minute alterations of the flame's progress, and a core made of sufficiently fragile material will shatter on impact, the sudden increase in surface area of oxidizing matter causing a decent explosion.
A third option, and the most inefficient, would be to use the Amber Thread to manipulate the actual air particles being used to imitate the fire. However air, being a very fluid medium, is quite difficult to control in this way.
The various purification Methods all follow the same basic principle: removing something from a medium (or, alternatively, removing the medium itself, if that proves easier). This words for anything from removing mud from water (which would be, rather, removing the water from dirt) to cleansing a liquid of poison to even pulling metals from ore.
It all revolves around the Amber Thread, though sometimes the Crimson is needed to loosen the materials a bit. The caster must first identify what needs to be done. As the Amber/Indigo Braid must be tied to a specific compound (usually molecular, though in that sense proteins and DNA are molecules, though it can be done to basic elements as well). In the case of extracting water from mud, the water (a simple molecule) is much easier to grasp, as the contents of the mud would be ridiculously complex, and each compound would require it's own braid. Far easier to just tie the braid onto the water itself.
Once identified--which is by far the most difficult problem of such Methods--the braid need only be tied to the target compound(s). The Amber Thread would then be able to physically extract the compound(s) from the solution, separating the two.
A note about the Amber/Indigo Braid. As it must be tied into certain compounds, it makes moving complex objects rather difficult. For instance, when trying to keep blood away from water, Ninasisi, only having enough time to make a single braid, chose hemoglobin, which, while keeping the red blood cells away from the water, allowed everything else to continue flowing unaffected.
Thus, while the Amber/Indigo Braid can be used to lift or restrain something, it's often tied to nitrogen around the object, the air forming a thick, firm blanket, with the magic not directly affecting the object itself.
Personality
Ninasisi is very much mature, although he's, to his people, relatively young. Almost everything is new to him. He's curious and wants to learn everything he can, even if it doesn't involve magic.
He's also pretty loyal to his friends, his state, and his mentors. He generally knows when a joke has been told, and thus isn't fiercely intense or anything, but he'll defend those he deems worth defending.
He can be playful and dominant at times, especially when he knows he can get away with it. He's not above using his magic to put others at a disadvantage, so he can play with them. However, he's also honorable, and would never cheat his way to winning a fair fight.
Physical Description
Ninasisi is colored like a typical Mountain Cottontail (Sylvilagus nuttallii), with mostly gray fur speckled with black and white. His legs have a reddish tinge to them, as do the inside of his ears. The ears themselves are pretty short, in rabbit terms, being only about 20 cm long. His eyes are reddish-brown, and sit above his most distinguishing facial feature: a patch of white fur just beneath his nose that looks like an inverted mustache.
His regular attire consists of multiple layers. If he's travelling he'll be wearing a knee-length poncho woven of rough, coarse fur. The poncho is jet-black, trimmed in dark brown triangular symbols down both edges.
Under that are two main articles of clothing: a shirt, and a cloak. The shirt is more like a knee-length vest, a gold-trimmed maroon piece of cloth that wraps around his body one and a half times, creating a kind of golden V-neck. The outer fold of this makes a golden line cross down his chest and meet his right hip. There the golden fringe is lost in a complicated set of folds that allow the shirt to drape down to his knees. Squareish symbols, in blues and greens, cross around the shirt's at his waist like a belt.
The cloak is deep blue, with very little in the way of trim or markings. If it weren't such a definite color, and if he didn't have the poncho, it might have been a travel cloak. But this could be nothing other than some kind of ornamental garb.
He also brought with him a simple tunic. Basically a tube of thick-woven beige wool without much in the way of decorations. He sometimes wears this under the shirt, especially if he's not wearing the cloak and poncho.
On his head he wears a small headdress, a small arc of gold that's about 5 centimeters wide at its widest point, dropping away to nothing just beneath his ears. Beyond that whatever straps or bands might hold the gold on his head is lost within his fur. The headdress has a few small leaf-like symbols carved into it, but is otherwise unmarked. In the same vein he has bands of gold around his wrists and upper biceps, with similar leaf-like symbols.
Vore Battle
Overview: Ninasisi is a mage, and thus has some extra abilities and stats. I'm also incorporating a rudimentary fatigue system for him. Every point of fatigue is a -1 to all dice rolls. Fatigue can be increased in one of two ways: attempting spells, and failing battle rolls. Every attempted spell, whether it succeeds or fails, is a fatigue point, and every 5 failed battle rolls is a fatigue point. This is to help simulate, well, fatigue: the rabbit doesn't have infinite endurance, after all. He will get tired and clumsy.
Magic-based moves
Due to his magic being fueled by environmental arcane energies, each time he uses a spell, the next time becomes more difficult (depending on the strength of the spell). Also, for the sake of simplicity, each spell will have a major thread color (check the long profile for definitions) to make chance calculations easier. All threads start with 10 points.
Crimson Thread spells
Distract - Causes a small but harmless explosion to erupt on or near the target. Costs 1 crimson point per attempt. 1d20-10 must be higher than the number of remaining points. If opponent cannot roll higher than 12, they suffer -2 for the round.
Amber Thread spells
Push - Exerts 100 N force (enough to lift 10 kg / 22 lbs). Costs 1 amber point per 100 N per second. 1d20-10 must be higher than number of remaining points. +1 to next dice roll for each 100 N.
Dodge - Basically push, but used on himself for maneuvering. Costs 1 amber point per 100 N per second. 1d20-10 must be higher than number of remaining points. +1 to next struggle dice roll for each 100 N.
Emerald Thread spells
Calm - Calms the target from aggressive feelings (note: only feelings; does not remove free choice). Costs 5 emerald points per attempt. Rolls 1d20. Greater than 15, success (-1 to all future rolls). From 11-15, failure (no effect). 10 or lower, makes the target more aggravated (+1 to all future rolls).
Lethargic - Reduces cellular respiration, making target slow. -1 to dice rolls for the next 2 turns Costs 5 emerald points per attempt. 1d20 must roll 13 or higher.
Paralysis - Completely paralyzes the target for 1 turn by inhibiting neural signals. Cost 10 emerald points per attempt. 1d20 must roll 18 or higher.
Azure Thread spells
Submission - Makes the target completely submissive for 2 turns. Costs 10 azure points per attempt. 1d20 must roll 20.
Confusion - Temporarily confuses prey, giving them a -2 to rolls for 2 turns. Cost 5 azure points per success. 1d20-5 must roll higher than remaining points.
Indigo Thread spells
Shrink - Does what it says on the tin: shrinks the target to roughly a 10-inch height. Cost 10 indigo points per success. 1d20 must roll 20.
Stretch - Allows the target to stretch to non-biological proportions (basically allowing vore). Costs 10 on success. 1d20 must roll 10 or above.
Explanation
As an normal rabbit, Ninasisi cannot be pred unless his prey is rather small, or he has magically made himself stretchy. If you want, he can be stretchy pre-battle, to make him more likely to win. At any rate, that means there are two styles of him being pred: micro prey, and stretchy pred. Each has their own sequence of being ingested, and each stage carries with it it's own detriments for the prey.
Each detriment is indicated in parenthesis after each stage; it's only natural that a micro in a gullet would have to fight considerable harder to escape than a same-sized person fighting him from outside his body.
For the same-size stages, the stage refers to the point where the deepest part of the body is. The first detriment is head-first, the second feet-first. The detriments are calculated based on how much a bipedal body remains outside, and their ability to struggle (for feet first, e.g., once a character's arms are pinned, it's going to be quite difficult to escape).
Vore Types
Oral Vore (Micro Prey): Mouth (-2) -> Back of throat (-3) -> Gullet (-5) -> Stomach (-10) Oral Vore (Samesize): Mouth (-1/-0) -> Back of throat (-1/-0) -> Gullet (-2/-1) -> Stomach (-4/-1) -> Penultimate gulp (-10/-4) -> Ultimate gulp (-10/-10) -> Consumed (-10/-10)
Anal Vore: (Will fill out when I feel more like filling out AV. Honestly not my fave, so unlikely anyway. :P).
Cock Vore (Micro Prey): Hand (-2) -> Half-ingested (-3) -> Mostly ingested (-5) -> Fully ingested (-5) -> Base of cock (-5) -> Near prostate (+2) -> In balls (-2) Cock Vore (Samesize): (Will fill out ... maybe. Dunno how I feel about SS CV).
Passive Abilities
Religious Submission: -3 to all rolls against an avian, serpentine, or feline opponent. Top of the Bottom: +0.5 to all rolls against rodents. Potent Meditation: +1 against all attacks that involve gonads. Knows his Place: -1 to rolls immediately after being taunted for being a prey species. Lucky Rabbit Foot: Bestows a +2 to his opponent's next roll if they rub his foot. Trained Warrior: +1 to all (exterior) attacks if Ninasisi has a staff.
Active Abilities
Adrenaline Rush: A compounding +1 to all rolls per round for 5 rounds, after which he suffers a -5 to all rolls permanently. Fleet-footet: A one-time +10 boost vs a grapple move, allowing Nina to avoid being grappled, but also making it impossible for him to initiate a grapple until another turn has passed. If a d20 rolls less than 5, Nina trips, and is thrown prone in the attempt. Spellcasting: Instead of engaging in melee, Nina will attempt to cast a spell, as per the rules above.
Sliders
+100% - I adore it
+075% - I love it
+025% - I'm okay with it
-025% - Not my favorite, but willing to include it if you want
-100% - Not happening, sorry.
Non-existent slider = Talk to me!
Space Bun
Ninasisi is a crewmember aboard the Xipi Totec, a long-range exploration vessel. Like most crewmembers he's a multi-specialist. Most of his training was in piloting the ship's various small craft and maintenance work. He works first shift as a pilot and payload officer.
Ninasisi spent his Mit'a as a soldier in the Imperial Peacekeepers. After renewing his service, he was chosen for special forces training, and spent 8 years on active duty. Shortly after that he joined the initial crew and assisted with acquiring parts and materials for the ship.
Currently, he is 1st Watch Payload Officer, with unofficial duties as the head of security and as-needed pilot for the ships' shuttles.
More prey than pred, although I'm willing to be pred for friends. Just please don't try to guilt-trip me into it~ ^_^;
Soft Vore
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Digestion
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Adored. Realistic, melty-gooey, doesn't matter. The more detailed the better! Bonus points if the prey's kept aware through it all, so they can feel their liquefied body getting processed <3
Fatality
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Tends to be what happens when things digest! The finality of the prey getting gurgled away is lovely~ Never absolutely delete-the-character permanent, though. :3
Reforming
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This is great, and allows awesome character interactions and relationship growths after lewds!
Oral Vore
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Loved!
Unbirthing
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You'll have to convince me to do this, but I'm not entirely against it!Much more enjoyed in a sex-toy kind of way than complete UB. When the prey is also transformed into a gooey orgasm, this is very fun! <3
Cock Vore
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Fun from both ends!
Anal Vore
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Clean or dirty, it's pretty fun! Though only micro situations, or scat-TF, and no going all the way to the stomach, sorry.
Soul Vore
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This can be a lot of fun!
Unconventional Vore
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This can be fun! Of particular interest to me is bladder/urethra vore. :3
Stretchy
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I'm not opposed to it, but I prefer preds to be made of flesh, not latex. ;) Obviously SOME amount of stretching is needed, but I prefer more realistic bulges~
Realistic
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Er, yeah, what I said up there. This is adored, though, as with above, certainly not a hard limit! xD
Food Related
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Adored, especially as prey! <3
Rough
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Gentle
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Sex
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I'm asexual, and this isn't really what I'm here for, but I'm not /opposed/ to it. Just don't go expecting it. ;)
Transformation
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This can be a lot of fun! CTF, especially. >///>
Scat
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I'm not much a fan of scatplay, but using it to tease and/or humiliate prey is loved~
Disposal
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One of my guilty pleasures~ Having the prey get disposed of at the end is ~amazing~, though by no means /required/ ^^;
Watersports
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Marking and stuff like that is fun, but this is amazing if used with CTF or urethra vore <3
Magic
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Just, don't go all god-mode or anything. ;)
Willing
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Unwilling
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Micro/Macro
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Sizeplay is greatly loved, especially as prey <3
Same Size
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But big bulges are fun, too~
Male Partner
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ANY AND ALL ARE WELCOME!
Verbose Posts
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I tend to write a lot, and get into the juicy details <3 I prefer medium to long paragraphs, though it's not required. As I work off my partner, the size of your posts will often dictate the size of mine~
Quick Posts
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The more detailed and juicier, the better. I really hate single-sentence posts, sorry. ^_^; However, I do my best to write as quickly as I can, to keep the action going!