DO NOT MAKE THE HOBBIT JOKE! I AM TIRED OF IT AND WILL IGNORE YOU FOR THE DAY IF YOU MAKE THAT DAMN JOKE.
Too long didnt read: He is adaptable, but not your average little punk. Is hard to digest and normally tastes of chocolate. Has the abilities of a mimic but rarely remembers them.
Species: Wark. Wolf shark hybrid/ shape shifter.
Gender: Varies, depending on form and well, who he is involved with. At base is male
Height: Also varies, at base is 6ft 4.
Weight: As normal is 180lbs, as taur, well she never did measure..
Has been many things, he suffers from timeline linkage. He may exist in multiple possiblities but most of them know of eachother. At his base he was a sweet hearted guy, yes he was in the military since he was 12, and has been trained in nigh every sort of weapon. He specialized in non lethal take downs for interrogation.
One might wonder why this all matters and how it came to be. Well, his long forgotten homeland had a bad penchant for randomly linking to different dimensions, and why its forgotten is because it changes names so often and leaders so often, that no one cares to even try and remember it. The only job that was consistent was military patrol.
He was the fastest in his mounted patrol, but he never used a mount. He was exceedingly fast and when they were near enviroment with trees of a decent height he was the forward scout as he could out pace them all by going from tree to tree. His need of non lethal take downs comes from the country's unstable nature.
People would wander into their lands and cause damage, but not only that, you catch one you can figure out WHO the hell you are now connected to, the state of their world, and what is worth trading between the two suddenly neighboring nations. Due to this he in general knows about alot of things, from anime like worlds, to high tech future places, and even magical powers. And of course thats the one that gets him in trouble.
By looking abit lower you might notice he has a flavoring. Well at base that flavor is chocolate, he liked to mess around with cults, and by doing so he was cursed, which is why his timelines and possibilities across the multiverse sorta go...tangled. One thing is certain in all of them, he will be destroyed somehow due to the curse. He opened a chocolate bar in the meeting as they were summoning some deep beast of the blah blah, basically an elder god. And it cursed him with being FLAVORED as chocolate. And to make the same mistakes over and over.
Now this doesnt make him eager to be eaten, one has to be very convincing. But he fits nearly everywhere, and is EXCEEDINGLY durable. Training, and all the weird shit he has gotten into over the years has toughened him, that and his regenerative capabilities makes digesting him a..long process. He has been everything from a super hero/villain, to a harem boy, to a dragon hunter. He does still have a multiverse spanning weapon called Endenell, a huge hammer filled to the brim with magic, tech, and all around dangerous crap. He mainly uses it on large dragons as they were something he hunted down for many years in many time lines with mythic creatures.
Now add in he is a sort of...genetic sponge due to this tangling of his, and you get a shapeshifter that tends to forget he is a mimic. But he does have a solid grasp on a good few forms as you can see in the art below.
Now, dont let any of this scare you off, he, and the player, are nothing if not adaptable and can be played in many ways for many different things. But he is generally nice till you give him reason not to be.
He is currently trying different flavors every so often, since chocolate gets him nothing but trouble! Todays flavor is: chocolate!
....
Crap.
Number of prey eaten in one day current record :19
If you need more pictures, and a few of him as a her, taur, and naga, click here!
Really interested in trying this with people, I seem to have missed the major time for this thing though.
Vore types!
Oralvore:
[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]
Bladder vore:
[A holds B] >> [A begins bladder voring B] >> [B begins to enter the bladder and takes 1hp of constriction damage] >> [B enters the bladder and takes 2hp of damage per turn. An 18 or higher must be rolled for escape.]
When female : Unbirth:
[A holds B] >> [A begins unbirthing B] >> [B enters womb and takes 4hp of damage per turn. A 13 or higher must be rolled for escape.]
Passives:
Flavored!: all opponents not disliking his current flavor have a +1 to all oral related actions taken against him
Y..you just got lucky!: when vored to the final stage of any vore his confidence is shaken, suffering a -2 to all escape attempts that stacks with other factors such as beta male, or over confidence. If he escapes he has a -1 on all rolls to resost being consumed again in any fashion for the rest of the battle and will take an additional 2 damage the first turn he is being digested again in any vore.
Over confident: against all traditionally prey species he takes a -1 on all actions regarding them. If they are 4ft or shorter he is at a -1 as well, -2 if also prey species. Stacks.
Beta male: any canine, vulpine, or traditional pack animal, along with those in power positions (general, guardian of ___, Captain, etc.) can choose to try and establish dominance over him. If they do, they get a +1 to everything in the battle against him, damage, digestion, rolls of all kinds. They must beat him in a roll at the beginning of the match before it starts with a +2 advantage only. If they fail, due to the challenging, they will lose the benefits of y..you just got lucky! And musk addled for the entire match. And if it applies, over confident as well (if they are at stage two where they are short and prey species, they only lose half the benefit)
Musk addled: all musk based effects except hypnosis or mind bending ones have double impact. And if he is engulfed in stage two of any genital vore he takes a -1 to all actions for 3 turns, unless another effect like this has been applied, then whichever is greater in determent.
Chaotic mind: due to his multiverse twisted mind, and general crazy, any attempts to hypnotize, mind read, or in general dig into his brain must succeed a roll of 16+ to have any effect, and if less than a 10 is rolled by the offending party the glimpse into his twisted psyche will stun them for 1 round.
Fast yet gullible: he has a +4 to his first move of the fight, but wont realize its starting till it has already begun usually so takes a -5 to see who goes first.
Exceedingly durable: Do to being so insanely durable and well, used to abuse, he has 15hp!
None lethal take down expert: All hold, pin, or grappling moves techniques or abilities outside of voring actions have a -1 when fighting him, he was trained for this!
Mythical hunter: all inherently magical beings, dragons, kitsunes, angels, demons, fairies etc. Give him a +1 in all rolls when fighting, even if facing multiple opponents some of which arent magical, it brings out the old hunter in him.
Magically absorbent: all elemental magics and abilities cast against him have halved effects, except in the cases of water and fire, they dont effect him at all.
Fast metabolism: All poisons are halved in effectiveness and duration, if they would do something with a -1 be it doing 1 health damage, or lowering his rolls, they do nothing instead.
Regenerative: every 7 rounds he gains 1 hp. Can not exceed max health
Dense!: No not dumb shush you, his body being all messed up and actually packed with matter as it is, is so dense yet still light that he is resistant to most physical attacks, making things such as striking, pinching, stabbing, or cutting rather hard. he takes a -1 to all physical based damage dealing attacks outside of digestion or ingestion damages. Yes that can make abilities that do one damage not do the 1 damage due to not actually causing any real damage his body doesnt instantly fix/deflect.
Activated abilities:
Seduce (scent based):
With Hunter’s musk active he tries to make a move on his opponent. If they cannot resist they might just fall for him.
1-8. fail.
8-15 -1 to next 5 rolls.
16-19. -2 to next 5 rolls.
20: - 3 to the next 5 rolls
(Stolen after shoving Hunter_taur into his bladder where he failed to escape )
Bolas!: Can attempt to break back away and throw a bolas at the enemy, wrapping them up. On a success the opponent is wrapped up, and may spend a turn to unwrap themselves. On a 19-20 they also take 1hp in damage. While tied they take a -2 to all things involvng movement but may still defend.
You are under arrest!: If Thorrin is holding the opponent, he may attempt to tie them up. If he wins on a roll with atleast a 10+ he ties them up. They may attempt to remove the ropes but automatically lose vs any actions directed at them during that turn. To remove them requires a 16 or higher, but until removed they suffer a -1 on all actions requiring movement until they succeed in removing them. On a roll of 1 he ties his own hands together and suffers his own effect, on a 20 the opponent suffers a -2 and has to wait a turn to remove the ropes due to tightness.
Tranqs(only useable once a battle): He attempts to stick the opponent with a tranquilizer, either thrown or in the grapple. If he succeeds the opponent is injected with a harmless yet dangerous drug adaptive to all biologies unless naturally immune or resistant to poisons. The first turn after injection nothing happens. On the second the opponent rolls and must get a 16+ if not the suffer a -1 on all rolls and digestion damage as they get loose muscles and tired. Third turn they roll again, on a 14-16 they stay stable, but maintain the -1, on a 17+ they shake off the affects. On a failed roll they gain a -2. Fourth turn they roll again, if they roll a 9-14 they stay stable, ona 15+ they shake all affects, on 8- they fall asleep for two turns and cannot defend themselves then wake with all effects gone. Until an opponent rolls and shakes the effect of the drug it stays at whatever stage it was at if stabalized and must be rolled for again the following turn.
Cant we be friends?: attempts to give a big hug, if he succeeds he has his opponent at a -3 that decreases by 1 a turn till its gone. If he wins and rolls a 19-20 he was so sincere that the oppenent gets a -1 on everything but digestion permanently for the rest of the match from being given mixed feelings bout their opponent. Only useable once.
Teleport only useable once: dont worry its not as bad as you think, can only be used when in first or second stage of being vored, he uses a sigil to port back outside on a roll of 13+. If he fails he auto fails the next roll to get free and slides a stage further and takes a -1 to getting out until he is successful. On a 1 he fails so bad he ports further inward, and fails against escaping instantly taking digestion damage and has the -1 from earlier. On a successful roll he ports out, but has a -1 against being consumed by the same opening for 3 turns. On a roll of 20 he ports out, and suffers no ill effect, as well as is now holding his oppenent.
Timeline jump: attempts to shake off all affects positive and negative given to him in the fight so far except passives that dont require an activation effect. If he rolls a 20, he succeeds but doesnt lose any positive bonuses he has, having jumped into a timeline he is doing much better in this fight, if he rolls a 1, he gains double any negatives he has that can be doubled.
Internal turmoil: he auto fails his escape attempt to attempt to cause damage to his consumer, they roll at a -2 against stopping him due to him being inside, if he succeeds he deals 2 hp damage to his opponent from within. He can use this up until he has 4 or less hp
Martial technique: he attempts to perform some sort of take down, depending on the oppenent depends on take down. If he succeeds he knocks the opponent prone doing 1hp in damage. If he rolls a 1 he fails so hard he falls prone instead. If he rolls a 20 he knocks the opponent down and onto the first stage of vore.
Smother: (gained through genetic sponge after Squabbit...showed him where those that try to capture him end up) Thorrin attempts to teach his opponent to respect him! 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 Thorrin rolls above 14, opponent takes another -1. If opponent fails 3rd escape attempt, they are knocked out two turns.
Jumping attack: He attempts to jump upon the enemy with varying effects.
1 Opponent may choose to take him 2 stages into any vore of their choice.
2-6 If he won, he takes 2 damage and lands at their feet.
7-11 he collides awkwardly, doing 1 damage to them both and landing in a sprawl atop them, counting as pinning grapple.
12-15 he pins them and does 1 damage to the opponent.
16-18 he does two damage to them and pins.
19+ he shoves the opponent 2 stages in oral, or anal vore.
Mount:Thorrin pins his opponent and starts to mate with one of their holes!
Gives -2 penalty on the first round
Gives -5 penalty on the second round
Climaxes on the third round, resulting in a stun for 1 round, then penalties of -3, -2, and -1 on the next 3 rounds as they recover.
Multiverse ripple: he rolls a 1d20, depending on the roll depends on the effect and what the opponent must defend against, or take advantage of
1:makes him turn chibi (as seen in his profile pic) get a -3 to all actions and be stunned for a turn, due to being shocked and unused to this form, all damage attacks do +1 while in this form and he must wait two turns to try and shake off the effects by rolling a 13+, but must waste his action (such as defending, escaping or whatever) to do so
2-4:explodes, yes, explodes. He takes 3 damage, and the oppoent takes 1 damage
5-9:tosses a net over both himself and the opponent, giving both a -2 on actions that require movement, but gives a +1 to voring him until someone rolls a 16+ and tosses the net off
10-14:throws a pie in the opponent's face!..but it tastes really good, healing the opponent for 2hp, but does give a -1 for one turn, he also snacks on a slice, gaining 1hp
15-18:
Rolls a 1d6 to see what effect to be defended against
1:Red dragon: 1d4 damage from flame if it hits, as well as a burn that gives -2 on all actions from pain until atleast 1hp is healed
2:Ice dragon: 1d4 damage from icey cone if hits. As well as a -2 on all actions for 3 turns, on the last turn it becomes a -1 as they warm up, if a 20 is rolled to hit, the opponent is frozen solid for a turn and is unable to act.
3:Water dragon: 1d3 damage from pressurized and boiling water jet if hits. As well as a -1 from pain of the burn that heals like red dragon. If the opponent is furred or wearing cloths/armor they are water logged, taking a -1 to moving, but not vore for 2 turns.
4:Poison dragon: 1 damage from the painful inhalation of poison gas. As well as a -4 on the following turn for the rest of the match until they heal atleast 2 hp from the poison wrecking their body
5:Crystal dragon: 1d6 damage from extremely sharp shards and chunks of crystal slicing and slamming into the opponent
6:Void dragon: no damage but must make a roll that loses by less than 5, or be condensed to a singularity. If they lose by 4 or less, they just get shrunk to half height and take -2 on all vore or physical damage attacks
19: Goes to a timeline that moves faster than the enemy, giving the opponent a -5 for two turns
20: Activates limit break finisher
Finishers:
Hogtied: May be initiated any time an opponent is tied up, has three stages; Stage one, opponent is tied and makes a roll vs. thorrin, if they lose they go from normal tied to ties and a pin, giving a -1 to all escape attempts from the ropes stacking from before. Stage two, another roll, if failed, the opponent is now tied once more but now in the classic hogtie, suffering a -2 to escape, stacks wih normal tied, but not with previous stage. Third stage, another roll, failed and they are taken captive gagged, tied and firmly at the mercy of the wark's pleasures. A success at any time frees the opponent from the tie completely and leaves the wark held by the opponent, who may attempt to tie them with the rope like in the abilitly: You are under arrest!
Limit Break: Tapping at his lock on one dimension is a very dangerous thing, and can call upon all of him...from everywhere, and when, all at once! When he uses multiverse ripple three times whether it hits or misses, rolls a 20 when using it, or is at 5 or less health he can activate this finisher, when in any position except stage two or further in any vore. (eating or being eaten) If not in control of the grapple he may instantly break free with 1hp of damage, and if he is in stage one of any vore he may escape taking the standard chew damage of the opponent (as if in oral vore, even from other areas). They each require no rolls as the body of the wark is shifting, twisting, breaking and all around malforming in horrifying and utterly undescribable ways. He then rolls a 1d20+3, then makes as many 1d20 rolls vs the opponent as the number rolled. No bonuses or negatives are applied to these rolls by either party. For every won roll, a Breaker token is given to him. After all rolls are completed he chooses what to do with his tokens. He may A: hit the opponent with 1 damage per counter he chooses to use, all at once. (As in, say he has 5 tokens, and the opponent has armor that takes one damage off every attack, if he uses all 5 tokens the opponent is hit for 5 hp at once and and only only blocks 1, taking 4 damage.) He may B: apply a permanent -1 to everything the opponent rolls against him for the rest of the match for every two tokens he spends. (Say he has 6 tokens, he can apply a -3 to his opponent) or C: for every 3 tokens he has move the opponent one stage into any vore with no roll, but to get them to the final stage in any vore still requires 9 tokens toinstantly consume an opponent (barring they are a taur, or say AV which will require more than 9, for example: if taking someone into anal vore, he must use 12 tokens as there are three stages before entering the stomach, or if it was an overly large or tauric enemy, would tke 15, as they add one more stage to voring them.). He may do these in any combination. Example: he has 7 tokens. He may apply a permanent -1 to his opponent, hit them for 2 damage, and take them into stage one of any vore.
Sometimes he gets eaten, but more often he eats. Gotta keep up that figure!
Hard Vore
Always/Love
+
--
Never/Dislike
Has no problem opening up his prey if he has to, but tends to try and be gentle first, as a mostly gentle soul.
Digestion
Always/Love
+
--
Never/Dislike
He does it without mercy unless there is a good reason not to. And turn about i fair play, infact, i insist!
Fatality
Always/Love
+
--
Never/Dislike
And once they're dead, he keeps their socks to play with!
Reforming
Always/Love
+
--
Never/Dislike
... And they're never seen again! Except in his collection. But it doesnt have to be cannon. and if he is digested, he wont come back in that timeline.
Oral Vore
Always/Love
+
--
Never/Dislike
Unbirthing
Always/Love
+
--
Never/Dislike
He cant do it, but you can if you got them!
Cock Vore
Always/Love
+
--
Never/Dislike
Anal Vore
Always/Love
+
--
Never/Dislike
Breast Vore
Always/Love
+
--
Never/Dislike
Vampiric Vore
Always/Love
+
--
Never/Dislike
Soul Vore
Always/Love
+
--
Never/Dislike
Unconventional Vore
Always/Love
+
--
Never/Dislike
Stretchy
Always/Love
+
--
Never/Dislike
Sex
Always/Love
+
--
Never/Dislike
Pain
Always/Love
+
--
Never/Dislike
He doesnt mind making it painful or soft depending on the partner preference, but if you can do it, he should be melted horribly for his crimes!
Disposal
Always/Love
+
--
Never/Dislike
If the partner is ok with it, he will do it, and if at all possible it should be done to him.
Willing
Always/Love
+
--
Never/Dislike
he will never turn down a meal! But he will never go to his doom willingly
Unwilling
Always/Love
+
--
Never/Dislike
Micro/Macro
Always/Love
+
--
Never/Dislike
He will eat you if your tiny, but if your so big he doesnt even constitute as abit of a struggle to swallow, he should not be eaten by you
Same Size
Always/Love
+
--
Never/Dislike
Male Partner
Always/Love
+
--
Never/Dislike
Female Partner
Always/Love
+
--
Never/Dislike
Herm Partner
Always/Love
+
--
Never/Dislike
Human Partner
Always/Love
+
--
Never/Dislike
all are welcome!
Demi Partner
Always/Love
+
--
Never/Dislike
Fur Partner
Always/Love
+
--
Never/Dislike
Scaly Partner
Always/Love
+
--
Never/Dislike
Feathered Partner
Always/Love
+
--
Never/Dislike
Plants
Always/Love
+
--
Never/Dislike
Animal / Non-morphic
Always/Love
+
--
Never/Dislike
Non-Sentient Partner
Always/Love
+
--
Never/Dislike
He wont eat a non sentient like that, he is too nice for that. but they could eat him