Age: 21
Height: 5' 7"
sexual Preference: Bi, leaning towards female.
Trainer:
VoreBattleRules
Passive
Steadfast
Whenever Luca causes the opponent to flinch, roll a 1d3. A roll of 3 allows her to make one move in any vore in a favorable direction.
Inner Focus
If the opponent tries to use a move that will stun her on a success, they roll 2d20 instead and must use the lower of the two results.
Rule of 5%
Rolling a natural 20, gives the other person a free action. This can be a extra move in a favorable direction, or an activation of an ability. A roll of a natural 1 gives a -5 penalty to the player's next roll.
Tight stomach
Luca doesn't digest her prey straight away. Instead she tightens in her stomach so it doesn't look like it's got something in. As a result her prey has four (4) rounds to try and escape. On the first round they need a roll of 14 to get into her throat or 13 to get into her bowels. Second round is 15 for her throat and 15 for her bowels. Third round is 16 for her throat and 17 for her bowels and the final round is 18 for her throat and 19 to get into her bowels. After that it is far too tight to be able to move inside of her and her prey is digested
Flinch
The next roll after a flinch, is made with 1d12 instead of 1d20. All bonuses and penalties still apply. This ability is a definition for active ability effects.
Foresight
At the start of battle, Luca gets a +3 to the inital grapple. She also gets a +2 against the pokeball throw.
Active
Quick Attack
When activated, Luca gains a bonus to her next roll equal to the opponent's active bonus ontop of her own current bonus's. If she wins, the opponent flinches.
Nom nom nom
If her mouth is available for use, Luca can nom on the opponent causing them to flinch on a natural roll of 10 or more.
Force Palm
Using this technique, she can hold the opponent at a range and slam them into the ground or other objects dealing 1 damage each win. If they escape, neither participant holds the other.
Finishers
Aura Sphere
After the third natural 20 of a battle for Luca, Her entire body ins enveloped by a blue aura that wraps around the opponent and rested the battle. This also reduces the opponent instantly to 3 hp. This does no give hp to go up to 3.
Masterball
After all five pokeballs have been used and broken out of, after rolling a natural 19 or 20, the opponent gets use of a Master ball. A Master ball is a guarenteed catch if it hits. There is only one chance to escape and the pokemon gets a penalty equal to the difference between max hp and current HP. [A Holds B] -> [A throws Master Ball] -> [B is caught no rolls]
Additional Voctory
Pokeball
The opponent may capture her in a pokeball. Each opponent gets 5 pokeballs to use. Pokeball caputure works as below
[A hold B] -> [A throws poke ball at B] -> [B is captured, 3 chances to beat opponent rolls. Penalties below]
Stunned: -1
Below Half HP: -1 for each point below
Previous Vore attempts [at least first stage]: -3 for each attempt
Broken out of Pokeball: +3 for each escape