Marsupials weren't exactly typical as is - but apparently this was never enough for Arinya.
The 6'3" tall kangaroo immediately stands out, if only because of her pitch black fur and dyed hair - if not for her impressively toned body, wicked smirk and dull green eyes. The roo keeps in shape, and she goes to no pains to hide this, wearing tight fitting grey cargo shorts and an open collar-short sleeved blue shirt covered with a casual unbottoned vest over the top. This certainly left the tone in her arms free to see, but the kanga was far more impressive lower down - despite being an anthromorphic shape, Arinya was built where a roo was meant to be built, making her pleasantly bottom-heavy in both size and strength. Her attire made it impossible not to notice the powerful thighs, the tense calves, the large, bent jumping feet - or the thick tail pushing through her clothing, drawing attention to a very womanly rear - built just as much for jumping as the rest of her. This build often pushed Arinya to stand in a slightly bent knee'd stance - though her humanoid physiology seems well adapted enough that even so, Arin can stand up more or less straight.
Arinya was quite a trouble maker - always getting into fights and creating altercations, probably reflected by the grey boxing tape that often kept her hands and wrists wrapped up tightly - or the leather that covered her feet from lower calf to heel to mid-sole, but left her thick toes free - so they didn't impede her leaps. Indeed, Arinya was a bit of a brawler when it came down to the wire, and she hardly seemed to care - the kanga was wild, rebellious, and sometimes downright violent! It's possibly that Arinya is not her real (or only) name - but she never seems to refer to herself as anything else, nor does anyone else, shady employer or otherwise - so no one seems to ask.
If her personality and color weren't quirky enough, Arin's skin always seemed to have a bit of an odd texture to it, shiny and stretchy, thought it felt smooth and fleshy for the most part - it didn't seem normal. The effects of this tended to see a demonstration sooner or later once things got conflictual, Arinya can stretch her stomach but good - and loves nothing more than to swallow and digest her victims rather noisily and perhaps follow up by belching up a bone or two - always with that wild smirk of hers. Even if her chosen victim was too large, her odd biology served other purposes, allowing Arinya to grow and expand - if she could get her latent abilites to work at the time, anyway.
Arinya's growth abilities seem to work as something of a bulls-eye or backfire when she has an off-day, and the origins of this and her unusual flexibility have something to do with an odd curse she suffered as punishement for her behavior. Whatever Arinya's punishment was, it didn't seem apparent anymore, but it sure left its mark - since the kanga's stretchy skin and misfiring ability to change size have become part and parcel of her habits.
Stuff for Nayru's vore battle below. Character is not just for this system! Mainly done on the side for fun.
Arinya's abilities:
Flood Belly - Done automatically with opponent in belly, meaning Arinya rolls during stomach phase. Taking advantage of her stretchy body and added control, Arin can flood her belly with acid, causing it to swell with unusual amounts, gurgling loudly. If Arin rolls 14 or more, her opponent takes an extra point of HP per turn, and her opponent's escape rolls are penalized -1. The effect continues as long as Arin continues to roll above 14. If Arin rolls 18-19, her belly floods further than expected, making the damage 2 extra HP, which continues if she manages to keep rolling 14 and higher. If Arin should ever roll a 20, her belly floods completely, depriving her opponent of air and damaging them enough to prevent escape. If Arin rolls a 1 at any time, no extra damage is caused that turn. If an opponent escapes back into Arinya's throat or further, Arinya must keep rolling if she wishes to maintain her belly flooded.
Under the Genie's thumb - Years of enduring punishment and certain acts at the hands of her genie have given Arinya a certain submissive bent and enjoyment of certain things. When rolling against unbirth, Arin always suffers a -1. She suffers a -2 when the opponent attempting unbirth is of the following species: Kangaroo, Tiger, Rabbit (The second and last being the most common form of her genie and the one who punished her to begin with.)
Brawler - Arinya knows how to fight! The roo gets +2 to her rolls when trying to hold an opponent (Escape from their hold phase). This does not apply when Arinya is the one doing the holding, as it is assumed trying to devour someone is a different field of expertise.
Abilties which require Arin's Genie:
Growth - Arin attempts to convince her Genie to make her grow, this can go as far as 25ft tall. Arin must roll 17 or better to convince the Genie to do this. If she rolls 10 or higher and wins the roll, she grows to 10ft tall. If Arin fails badly, rolling 1-3 and losing the roll, the Genie shrinks her to 4'3". Anywhere else and the Genie ignores her. Growth can be used until it has an effect, whereupon the circumstance on how it can be used again vary - if Arinya fails and shrinks, she takes her -2 penalty when trying to grow, but otherwise as normal. If while shrunken, Arin wins the roll but at less than 10, she merely returns to her normal size. If Arinya is at her middle size (10ft) she may keep attempting to grow, needing a roll of 10 or better on a win to grow - but she does not get her +3 for the purpose of trying to grow a second time.
25ft, +4 to all rolls.
10ft, +3 to all rolls.
4ft, -2 to all rolls.
((Prototype Section!))
Moves that Arinya does by herself:
Kick-Starter: A move on it's own, Arinya can also use this to lead into her choice of grapples if it rolls well. Arinya prepares a leap to kick her opponent with her powerful legs, she need only beat her opponents roll to perform the kick, which does 1hp damage and allows her to hold her opponent next round. When calling out the move, Arinya mentions which grapple she wishes to lead into, ff Arinya wins the roll on 14 or more, her move will change from a simple kick into one which leads into one of the following.
Bear Hug - Instead of kicking, Arinya tackles her opponent and then lifts them up into a powerful bear hug, rounds continue as if opponent is in the 'held' position, but for every round her opponent does not escape, Arinya deals 2h of damage, and 3hp on a 20, if Arinya attempts oral vore from this hold, she does it at a bonus of +3
+Special: Digestive Kiss - Must be done while in bearhug hold. Instead of squeezing, Arinya forces a kiss on her opponent, if she wins the roll, she inflates her own belly with acid and sluices it into her opponent! The opponent's belly bloats with Arinya's bubbling acid and they suffer a -3 to future rolls, plus an additional -1 to rolls when an opponent is in their mouth, due to a burnt tongue. However, should the opponent manage to swallow Arinya, their digestion damage is 5hp instead of 3hp! If Arinya rolls a 20, she locks her opponent in a deep and passionate kiss, and fills them excessively with acid, inflating them and dealing -6 to all future rolls. Should they actually manage to drop Arinya into their belly in this state, it is fatal for her. Her kiss ends the bear hug, but starts a chain if Arinya does not roll 20, she may continue to kiss, if she wins the roll a second time, the penalty increases to -5 and the increased acid damage to 8hp, if she wins a third time in the chain, the effect is the same as if she rolled a 20. Arinya may resume the chain by starting another bearhug if an enemy escapes.
Thigh Press- Arinya jumps considerably higher, and hits her opponent square in the face with her rump, landing atop them, where she squeezes her thighs around their neck. For every round Arinya continues this hold, the opponent takes 1hp of damage and receives a -2 to their rolls, after three rounds of success in a row, the opponent is stunned for two rounds. If the hold is broken, any remaining penalties remain for 2 rounds, if she can re-enter the hold before the penalties end, they will continue to stack, due to the difficulty in recovering from choking. Arinya unbirths from this hold.
+Special: Neck Twist - Arinya may attempt to twist her opponent's neck, she can only try this once every 5 rounds. If she attempts this while the opponent is stunned from continued thigh squeezing, Arinya only needs to win on a 12+ roll. She can attempt the move anyway, but must win with a whopping 17+
Rump Pin - Similar to above, except Arinya turns before slamming her rump into her opponent's face mid-air. She still lands atop them, only sitting fully on their face with her rump, pressing her weight down on their body. This hold is all about the penalties! Every round the hold continues the opponent receives a -3 to their rolls, plus 1hp of suffocation damage if Arinya rolls 16+. The opponent is stunned for three rounds if Arinya keeps this hold three rounds in a row. Arinya AVs from this hold.
While Giant! (The following moves can only be done if Arinya grows to her largest size using the growth move.)
Foot Crush - Arinya attempts to squash her opponent beneath her large roo foot. If Arinya wins the roll, she deals 2hp damage. If she wins the roll with a 15 or more, she deals 4hp damage. If Arinya gets a natural 20, and beats her opponent, she deals 6hp and stuns for a round.
Rump Crush - Done with a leap or a well placed sit, Arinya uses something else to do the damage! And to a wider area. If Arinya wins the roll, she deals 1hp damage, if she wins the roll by 16 more more, she deals 4hp damage and dizzies her opponent, giving them -3 to their rolls for 1 round. If Arinya gets a natural twenty and wins the roll, she makes quite the crater, and the attack is fatal.
Chest Squeeze - Arinya attempts to squeeze an opponent with her...assets! Arinya deals 2hp is she wins the roll, but if she rolls a 16+, she deals 4hp and her opponent is stunned for a round. On a 20 the damage is five and the stun duration is 2 rounds, owing to those rather...seductive 'assets' at that size.
M.I.A. - Giant only finisher! If Arinya AV's her opponent, she may attempt this finisher so long as her victim is either in her large or small intestine. Arinya rolls against her opponent, temporarily stopping the AV process, she must beat her opponents roll by 6 if they are in her large intestine, and by 5 if they are in her small intestine. If Arinya rolls a natural 20 but her opponent does not, the move succeeds no matter what. Arinya will then grow immense - to at least 70ft in size, to the point her body becomes a labyrinthine maze to her tiny by comparison opponent. Her opponent is then essentially beaten, lost inside Arinya's body permanently - likely to starve.
((End Prototype Section!))
Finishers -
Genie Merge: This must be activated before Arinya has access to her direct finishers, if Arinya should win three consecutive rolls her Genie will become impressed with her (or jealous, depending on how you look at it) and, either by Arinya's choice or not, will merge with her body. The effect will produce a tiger/kangaroo hybrid of increased build and strength, and Arinya will automatically match and outgrow her opponents size by several feet, conferring her a +3 bonus to all future rolls. It generally depends on case, but this form may be controlled by the combined personalities of Arin and her Genie, or one or the other. In the case of her Genie or a combination, this will create quite a sadistic being!
Get out here! - Especially typical if the Genie is in control so that she can use her frightening finishers. No matter what phase her opponent is in (so long as they are in her maw, throat, or stomach), if Arinya succeeds, she regurgitates her opponent, launching them from her stomach, throat or maw with force. If Arinya beats her opponents roll, she succeeds in coughing them up, if Arinya beats her opponents roll by a higher number, the force may stun them, beating the roll by 2 stuns her opponent for one turn, by 5 stuns her opponent for two turns, by 10 stuns her opponent for three! If Arinya loses the roll, she coughs up her opponent but they then hold her.
Brawn - The non-magical way! Often preferred when Arinya is the one in control. So long as Arinya beats her opponents roll, she uses her impressive strength to squeeze the breath out of her opponent, and ingests them in a series of massive gulps, before constricting them with her muscled abdomen. The first squeeze takes 1 hp, followed by a further 1 hp for throat constriction, and a boosted round of digestion thanks to her squeezing stomach of 4hp from that round. After this move, Arinya will continue to roll, everytime she wins to roll, she will squeeze her abdomen again, adding the extra point of damage to each successful round of digestion.
Perfect Leap - Arinya can perform this if her roll beats her opponent's roll by 3 or more. Using her titanic legs, Arinya prepares herself for a colossal leap, using the strength of her hybrid form. Using a little magic and sheer strength, Arinya will come crashing down on her opponent. After her roll has succeeded by the required amount, Arinya may choose her landing after said roll.
*Foot Crush- If Arinya only beat her opponents roll by 3, the attack deals 4hp of damage, and severely winds her opponent, making their next roll at -1, if Arinya's roll won by 4 or more, the attack deals 7hp, but does not wind. If Arinya rolled a twenty, it's fatal.
*Rump Crush- Arinya lands on her rump, if the roll only won by 3, the attack deals 5 hp of damage. If the roll won by 4 or more, it deals 8hp.
*Exact Aim- Arinya performs the above but aims just such at her opponent that he/she is instantaneously AV'd and ends up in Arinya's stomach, but they also suffer 3hp of damage from the fall.