Vore Battle Stuff
Vore Styles
Oral Vore:
[A holds B] >> [A puts B in mouth] >> [B enters A's throat, taking 1hp constriction damage] >> [B
enters stomach and takes 3hp of damage per turn and must roll a 16 or higher to escape]
Cock Vore:
[A holds B] >> [B is completely engulfed in member] >> [B enters testicles and takes 4hp of damage
per turn and must roll a 12 or higher to escape]
Anal Vore:
[A holds B] >> [A begins AVing B] >> [B is now completely in the anus of A, thus entering the
large intestines of A] >> [B enters the first part of the small intestines of A] >> [B enters the
second part of the small intestines of A] >> [B enters the stomach of A and suffers the usual 3hp
of damage per turn]
Sheath Vore [within 3 turns of climax, opponent shrunk]:
[Shrink] >> [A pins B to member] >> [B enters sheath of A] >> [B is captured, takes 4hp of damage
(scent and pressure) per turn and must roll a 11 or higher to escape]
Tail vore:
[A holds B] >> [A wraps tail around B] >> [Tail engulfs B] >> [Tail starts digesting B, dealing
3hp per turn and must roll 16 or higher to escape]
---
Passives
Experenced:
"Squabbit has been in quite a few battles. As such he's developed some tricks to help make him
last a little longer."
"Squabbit starts with 12hp instead of 10."
Paper Pouch:
"Squabbit loves origami, so much that he keeps a pack of folding paper on him at all times. The
waterproof package is tied to the base of his tail."
Carries a pouch of paper strapped in the fluff of his tail. It can be removed.
Deck of Cards:
"Squabbit owns a deck of cards he collected of his opponents. They are indestructible, but held
in the same pouch as the paper."
Often Shrunk:
"Squabbit is not a stranger to being small. His familiarity with being micro has slightly
lessened his weakness to it."
+1 when shrunk
Easily Intimidated:
"Eeep! Squabbit isn't the most physical of creatures, and he knows that. It can take him a bit
to build confidence."
-2 for first 3 turns against creatures significantly larger than he (more than a foot taller)
Fast Paws
"Squabbit swipes the opponent's item and uses it against them."
If the opponent failed an item based attack last turn, Squabbit can attempt the same attack this
turn.
---
Attacks
Shrink Spell:
"Squabbit zaps his opponent with a bit of shrinking magic. Pretty standard stuff here."
1-5: Squabbit's spell backfires, shrinking himself. -3 until he rolls higher than 15
6-15: Squabbit hits his opponent with a solid spell. They take -3 to rolls until they roll higher
than 15.
16-19: Squabbit puts some oomph behind it. Opponent takes -5 until they roll higher than 12 and
win the roll.
20: Squabbit throws something special. Opponent is shrunk the rest of the match, taking a
permanent -5
Stomp [opponent shrunk]:
"Squabbit attacks an unlucky tiny with his big rabbit foot."
1-15: Squabbit steps playfully on his opponent, smushing them under his foot fluff. -1hp
16-19: Squabbit hits with the pad of his foot, putting more weight and pressure on his opponent.
-2hp
20: Squabbit jumps and lands with both feet right on his opponent. -4hp
Sit [hold]:
"Squabbit decides to relax and rest his rump, getting comfortable on his opponent."
Opponent takes -2 (with another -1 each turn, (max -3)) to their rolls. Squabbit can hold this
position while he preforms actions with his paws (ie: shrink spells, folding origami, ect..)
(Squabbit takes -2 to those moves). Squabbit also gains +2 to AV from this position. Negatives end
when opponent gains control or reaches 2nd stage of vore.
Smother:
"Squabbit teaches his opponent to respect his rump. He presses their muzzle deep between his
cheeks, cutting off their air in an attempt to knock them out."
The opponent takes -1hp. Consecutive uses add another -1. (ie: -1hp, -2, -3) If Squabbit rolls
above 14, opponent takes another -1 to facesit's penalty. If opponent fails 3rd escape attempt,
they are knocked out two turns.
Tease:
"Squabbit's paws get adventurous. He begins to have some 'fun' with his opponent's sensitive
areas."
A stacking -1 (max -3) each turn (goes away when they gain control). If Squabbit looses control
from this move, the opponent gains a +[whatever the - of this move was] to sexual moves.
Yiff [hold]:
"Squabbit enters one of his opponent's holes and makes like the half-bunny he is."
Opponent has 3 turns to win or Squabbit climaxes, dealing 3dmg. They take a stacking -2 each turn
it continues (max -6) until they gain control. If Squabbit continues past 3 turns, it does another
1dmg per turn, with another 3dmg every 3rd turn for another climax.
Squirt:
"Squabbit paws someone off. Simple as that."
Two turn attack. If first turn is successful, Squabbit gets +4 to the next turn. If he fails the
2nd turn, he takes -2 to his next turn. If Squabbit wins the 2nd trun, his opponent is covered in
seed, taking a perm -2 for being so sticky.
Coat [opponent shrunk]:
"Similar to squirt, but with a much smaller opponent comes a much larger percentage covered in
sticky seed.
Opponent is rubbed against Squabbit's maleness, they take -1hp from the pressure along with
Squabbit getting the +4. If Squabbit climaxes, the opponent is covered in his spunk, slowing their
moves and humiliating them. They take a permanent -3.
Escape!:
Squabbit sometimes has to call it a loss and run away!
If in control, and under half health, Squabbit may attempt to run away! He rolls at a +5 and
starts a chase! One more win and Squabbit calls it a draw, breaking free of his opponent.
Mine [Finisher]:
"Squabbit enjoys a non-lethal capture sometimes. If the opponent is below 5 health, Squabbit
may begin the capture process.
Collar: Squabbit snaps a paper collar around his opponent's neck, giving them a -1
Leash: A paper chain leash (rolled strips of paper, connected together) is connected to the leash,
making movement harder and another -1
Lock: The paper fuses into a solid piece of metal around their neck. Capture complete!
Cocoon:
"Squabbit uses all his paper to trap the opponent in a paper cocoon, the first step of
transforming them into a card."
Squabbit must win by 10 or more for the move to work. If he loses, the paper is still used.
[opponent is surrounded by paper, taking -3 until escape] -> [Paper hardens, opponent must roll
higher than 16 to break free. Card TF can begin.]
Living Paper:
"Squabbit LOVES origami and will bring paper monsters to fight with him! Almost any time he has
a moment, he will break out the paper and start to fold his papers."
Squabbit summons distracting creatures to the fight. Each creature lowers the opponent's roll by
1. They can be destroyed by spending a turn attacking them. An opponent's win can destroy two
monsters.
1-15: Squabbit folds up one creature.
16-19: Squabbit quickly folds two creatures.
20: Roll 1d3. On 1 or 2, Squabbit folds 3 creatures. On 3, Squabbit Summons Ultra Dragon.
*Alternate Ultra Dragon Summon: "If five origami creatures are on the battlefield, Squabbit can
sacrifice all of them in an attempt to summon the dragon." Squabbit destroys all origami and makes
an opposed roll. If he wins, the dragon is summoned. If he loses, all creatures are still
destroyed.
Ultra Dragon: 5hp, +4 to all rolls.
"When summoned, the Ultra Dragon takes Squabbit's place in battle (he is riding on its back).
Battle continues as normal, with Squabbit able to be the target again after the dragon is dealt
with."
Dragon's Vore:
"The dragon WILL try to nom. If the opponent can't escape in time, they are transformed into a
playing card version of their self!
[Dragon holds B] >> [ B enters Dragon's throat] >> [B enters Dragon's stomach. Card TF begins.]
Card TF [Finisher from Dragon Vore or Cocoon]:
"Squabbit uses a combo of paper and magic to trap the opponent in a collector's card!
[walls close in] >> [Box flattens and becomes a Card]
Draw a Card:
"Squabbit draws a card from his deck of opponents!"
Upon a win, he rolls a 1d [number of cards in deck] and plays that effect.
::Squabbit's Deck::
Card 1: Theeo
Hypnotic Gaze: "Squabbit's eyes shine brightly, sending his foe to sleep!
1-3: The spell fails and Squabbit grows tired. -2 next round.
4-6: The spell don't work. No effect.
7-12: The spell makes Squabbit's opponent sleepy. -2 next round.
13-18: Squabbit's opponent sleeps for a moment. 1 round stun.
19-20: Squabbit's spell works well and knocks the opponent out a while. 2 round stun.
nat20: Out like a light. The opponent rolls 2d2 and is out that many rounds.
Card 2: Rosser
Hammer: "Squabbit summons a large hammer if his opponent has more than 20 base HP or if he is
lower than half health. He loses the hammer when he loses control of the battle."
1-5: Opponent dodges the hammer swing.
6-10: Opponent dodges the swing, but the rush of air hits them for -1hp
11-15: The hammer clips an opponent's limb for -3hp
16-20: Direct Hit -4hp
Card 3: Gaoru
Chibified: "Squabbit becomes chibi! He loses a foot in height and becomes infinitely more cute."
The opponent takes a -2 to all rolls due to the unfightable cuteness of the squabbit. The spell
lasts until squabbit draws another card or puts the card away.
Card 4: Copy_Cat
Copy Cat: "Squabbit gains the ability to copy the last move used by the opponent for the rest of
the battle.
Card 5: Elizabeth_Salander :
Elizabeth The 18th
Clone: If this card is played, Squabbit rolls a D20, with a roll of 13 or higher, a clone of
Squabbit spawns."
Card 6: Aquillinus
Wings: Squabbit grows a set of wings! He gains a +2 when not being grappled or in control. He also
takes no falling damage (unless a skill notes otherwise (like holding his wings))."
My battle history for those who are curious of the breakdown.