Geno_VB

Nayru's Vore Battle abilities. Why not?

These moves are for the character Geno.

Shrink Potion (3 vials):
Geno knows that there's a good chance he'll run into potential meals that may be bigger than him... and that's why he keeps shrink potions around! The kirin will throw the vial at his opponent and when it breaks on them, they shrink down small enough to fit into the palm of his hand. If he wins with a 6-11, the opponent shrinks for a turn. 12-15 is for two turns. 16-19 is three turns. 20 shrinks the opponent for five turns! If Geno fails with a 2-5 he shrinks for two rounds. Failing with a 1 shrinks him for 3 rounds. Shrunken opponents take a -5 to all rolls.

Growth Potion (3 vials):
Geno has come to learn that some meals are very large, and they may not even give him the chance to shrink them! The kirin has begun carrying a few growth potions around as a result. Geno can only use this when held or holding, and it only matches the height of whoever he's looking at. This means he cannot use it to become larger than his opponent. Geno must roll a 10+, but he does NOT have to beat his opponent's roll. If the opponent wins by 10 or more (with modifiers), they stop the kirin from using the potion. If he manages to grow but loses the roll, he must move where the opponent planned to move him. If he wins the roll, there is no phase movement; Geno simply grows. This effect lasts for 3 rounds on a 10-16, 5 rounds on a 17-19, and for the rest of the match on a 20. Geno will NOT return to his normal size if he has an opponent in any phase past holding (e.g. mouth, throat, stomach, etc).

Seduction:
Geno can attempt to seduce an opponent with his charm and good looks. If he is successful, the opponent is less likely to fight back and may do certain things they wouldn't normally do! If he wins with a 6-11, the opponent is seduced for a turn. 12-15 is for two turns. 16-19 is a one turn stun and two turns of seduction. Rolling a 20 stuns the opponent for a turn and seduces them for four turns! If Geno fails the roll, he is actually charmed by the opponent! If this happens, the opponent may use any of Geno's Seduction-only specials on him. Backfired seduction lasts for one round. Failing with a 2-5 charms Geno for three rounds. Failing with a 1 charms Geno for five rounds. Seduced opponents take a -5 to all rolls.

Shrink moves
After shrinking an opponent, Geno has the opportunity to use various attacks on the helpless opponent. These attacks may only be done to a shrunken opponent!

Hot Bowl of Noodles:
As strange as it may seem, Geno never enters a battle with an opponent without first preparing a bowl of steaming hot soup and setting it aside for later. If Geno wins the roll, he drops the tiny opponent into the bowl of noodles and slowly begins to eat. The opponent must roll a 15 or higher to escape and they take 2hp of damage per turn from the intense heat of the soup. If the opponent fails to escape three times in a row, they are gulped down by the kirin and immediately enter his stomach. An opponent cannot return to normal size until they escape the bowl or are ingested, but the -5 penalty from shrinking does not affect their escape roll.

Stomp:
Geno simply stomps his large, hooved foot onto his tiny prey in order to crush them. Stomping does 3hp of damage normally, but a win with 12-15 does 4hp of damage. Winning with 16-19 does 5hp of damage and winning with a 20 means the prey ended up right under the hooved part of his foot and is flattened fatally.

All Chewed Up ((Finisher)):
Sometimes Geno just isn't happy with the way his meal is acting and has no choice but to chew them up! If Geno wins the roll, the prey is tossed into his mouth and has two rolls to get a 17+ or they are instantly mashed up by the kirin's sharp teeth. If the opponent does make an escape roll, they are now holding Geno.

Seduction moves
A seduced opponent can have the following moves used on them as they are more likely to go along with it. If Geno fails a seduction enough to get himself seduced, the opponent may use these moves on him.

Shrink Potion Drink:
Geno will attempt to coax a seduced opponent into falling to their knees and letting him pour one of his shrink potions down their throat. If he succeeds, the opponent will shrink for three turns no matter what the roll! If the Geno is the one seduced, an opponent may do this to him by taking one of his shrink vials, but they must beat Geno's roll by at least 4 or else he isn't convinced to give up one of his potions (no phase movement).

Growth Potion Drink:
If Geno has seduced himself against a tiny opponent, they may try to take a growth potion for themselves. They simply have to win the roll and they become Geno's height for 5 rounds. If they beat Geno's roll by 4 or more, they become Geno's height for the rest of the match. If the opponent wins with a 20, they become Geno's height for the rest of the match AND they convince the kirin to drink a shrinking potion. An opponent that is under the effects of a growth potion can no longer be hit with a shrink vial!

Foot Worship:
Geno will try to convince his opponent to lick and worship is feet. If he wins the roll, the opponent takes a -1 to subsequent rolls, and an extra -1 for every time the opponent fails to stop worshiping. While in the Foot Worship, both players roll and the seduced player must keep worshiping until they win a roll. If their seduction wears off, they must keep licking, but no longer take the -5 penalty. If the opponent fails with a 5 or less (after modifiers), Geno gives them an abrupt kick for doing a poor job, causing 2hp of damage.

Complete Worship ((Finisher)):
If Geno wins three Foot Worship rolls in a row, he may attempt to get his prey to submit to him completely. If he wins the next roll, the opponent cannot fight their infatuation with him and give themselves up completely. Geno will of course take this opportunity to eat his prey and digest them thoroughly, meaning he wins the match.

Have a Seat!:
Geno will attempt to convince his opponent to make themselves into a seat for him. If he wins the roll, the opponent gets on their hands and knees and the kirin sits atop their back. For every round after that the opponent loses, they take a -2 to all future rolls. If the opponent escapes this move, they keep all penalties for the next three rounds. Macro/Micros cannot use this move as both opponents must be the same size. If either opponent is supposed to grow/shrink back while the move is under way, they simply do not do so until they escape.

Goodnight! ((Finisher)):
If Geno wins three Have a Seat rolls in a row, he will attempt to knock his loyal chair unconscious so he can gobble them down. The kirin may wrap his legs around their neck, or simply smother them with his rump, depending on his mood. Geno must win this last roll in order for the finisher to work.


Vore Battle Record: (4-5)

1. vs. Coneja - Loss by oral vore
2. vs. Coneja - Win by Hot Bowl of Noodles
3. vs. Coneja - Loss by oral vore
4. vs. Coneja - Loss by Kiss
5. vs. Coneja - Loss by Foot in Mouth
6. vs. Ritter - Win by Complete Worship
7. vs. Coneja - Loss by Cleavage Crush
8. vs. Leika - Win by Complete Worship
9. vs. Nayru and Coneja - Win by Stomp
10. vs. Coneja - Loss by same-size Stomp