Battle_Blob

**Battle_Blob is one of the characters in VoreBattleTrainers. If you see it online, it is probably being revamped**


It won't be hard to write about this character, purely because it doesn't have a character. Running almost entirely in instinct, its only purpose is to feed, grow and multiply. With barely any reaction to its surrounding aside to consume everything it can, most have theorised that it is not even sentient.

This character is designed as a bit of a niche for those who like vore-battles, but do not like losing. An almost unstoppable nomming-machine, it is incredibly powerful. If you play as this character, the chances of you winning are extremely high...



Passive Abilities

Thickness - Being a slime, Blob is highly resistant to physical attacks, taking half the original damage

Divide & Conquer - Blob can split its mass and become copies of itself...albeit weaker copies. The more it splits, the more rolls it has, but the weaker its rolls will be (see 'Split' under active moves). It can begin building its strength back up using various moves.



Active moves

Consume - Nothing is safe from Blob. To demonstrate, it can take a turn to expand its form, grabbing and consuming whatever matter is nearby. Twigs, stones, water, dirt, flies, leaves....anything! Every time Blob succeeds in this move, it adds a permanent +2 to its rolls, and there is NO LIMIT to how many times it can do this.

Split - Blob can split its mass in half, attacking its opponent using separate rolls for each 'piece'. However, each time it splits, it's dice roll halves. So if Blob splits while rolling a D20, it can now roll two D10's. If they split, four D5's...and so on.

Slime Wrap - Using its thick gooey mass, it can ensnare its opponent in a gooey embrace, trapping them. This move has three stages: First success, opponent must roll a 11+ to break free. Second stage, Blob wraps up more - 13+to break free. Third success, opponent is wrapped head to toe - 15+ to break free.

**If Blob splits while wrapping its opponent, the escape rolls halve too, but this is reset if the opponent breaks free**



Energy suck - Useful after splitting, Blob can begin to drain the energy directly from its opponent. For every successful roll, Blob (or Blobs), get a permanent +1 to its rolls, while its opponent gets a permanent -1.

Slime-shot - Blob can fire a thick piece of slime at its opponent. If successful, the opponent takes a -1 to their rolls. Opponent can spend one turn removing/washing the slime off. Otherwise, it stays throughout the battle. Can stack.

Slime Suit - If the opponent is held, Blob can encase them in a suit made from its own goo, controlling their movements to a point. Takes two turns to fully 'suit up' its opponent. After which, the opponent must roll a D10 to counter their own roll. If the suit roll is higher, The opponents move is cancelled, and Blob can use their chosen attack.





Vore Ability

Blob Vore - [Blob holds B] >> [Blob starts pulling B in] >> [B is mostly engulfed, taking 1Dam per turn] >> [B is fully engulfed taking 2hp of damage per turn and must roll a 12 or higher to escape]