Nayru






Name: Nayru

Gender: Female

Species: Anthro Kangaroo

Height: 6'3"


If your name is not in the VoreBattleRules profile, please send me (Nayru) a PUB so I can add you. Even though it might take me a long time to get around to adding you, feel free to fight in as many battles as you want. You don't need my permission to play :3








Personality:

Nayru is kind, fun, and loves meeting new people. She likes to help others when she can and loves making people smile... Unless she's hungry. If she's hungry, then whoever is closest to her is suddenly the main course. Nayru is quick, quite powerful, and loves to battle other preds to win the right to eat them. She used to be just a kangaroo that gobbled down would-be predators, but after being eaten, digested, and rebirthed by Tidal, she became a dragon-roo! But soon after, Shokusha showed her what a powerful roo's womb could do to her, turning her back into the roo she was!

If anyone out there thinks they're strong enough to make Nayru theirs, they just have to overpower her and get her in their womb! This works best with the UB Transformation game (details below). She is naturally a roo, so any transformations make her into a part roo, part species-of-whoever-unbirthed-her.

Vore:

- Nayru has two stomachs, the second of which being more powerful and merciless than the first. She loves to squeeze prey into the second chamber while they're still alive so she can feel them kick and scream. It feels much better when it's happening in the second stomach...

- Nayru has a pouch that she's been known to stick her prey into once in a while. The pouch constricts prey, completely numbs them, and pulls nutrients from their body. It is a very long process, but leaves no remains.


Kinks:

- Nayru loves to digest prey and loves it when they struggle and plead for their lives.

- Nayru will not have sex with others, but loves licking and sucking... Worship her feet and you may cause her to let her guard down.

- Nayru has a secret interest in cock vore and may not put up much of a fight if a pred were to try ingesting her through those means.

- Nayru is also very interested in facesitting and smothering! She may do it to pinned prey, and she probably won't stop preds from doing it to her! Ask about this OOC if you're also interested~


Other Info:

- Nayru is up for almost anything... And she's just a PM away! PMing IC is nice, especially for making lasting friends, but if you just want a "grab and gulp" experience, start with an OOC request of what you want.

- Nayru likes to be rough with prey, mangling them and pulling off limbs before even swallowing them... But she won't do it unless you message me OOC requesting it. Feel free to be rough with her if you end up as the pred, though!

- The picture above is not mine and is being used without permission... Ask me to take it down and I will! I guess I just need to commission someone to draw her...





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Click here for Rules to my Vore Battle!


Yes, I have a d20 vore battling system... It's been around since '07! Click the above link for all the rules.


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~Nayru's Special Attacks~




Bonuses/Penalties

--Cockvore Weakness: Nayru has a rather large interest in cockvore, so she gets a -3 to all rolls involving it, including her escape rolls. If her negative bonus combined with the opponent's positive bonus makes her have to roll over a 20 to escape, she only has to roll a 20.


Extra Vore Types

--Second Stomach: Nayru has a second, more poweful stomach that is directly connected to the first. After an opponent has been in the first stomach for one turn, Nayru may roll against the opponent to try squeezing them forcefully into the second stomach. A roll of 10 is required to escape, but opponents take 5hp of damage per turn. If an opponent escapes the second stomach, they immediately take their escape roll for the first stomach. Opponents must be in the stomach for one turn each time before they can be forced into the second.

NOTE: For the "One Way Out" battle type, Nayru digests for two rounds in her first stomach, and one round in the second stomach.

--Pouch: Nayru may constrict an opponent in her pouch for 1hp of damage per turn. Phases are:

[Nayru holds B] >> [Nayru crams B in pouch, dealing 1hp of damage per turn. 13 or higher escapes]

Note: If Nayru keeps an opponent in her pouch for three turns in a row, they are immediately absorbed into her second stomach.


Special Moves

--Bite (against macros): If Nayru is ever facing a macro opponent that is too big to swallow, she may attempt to bite them. She must be holding them to do this and it is a non-fatal move against the opponent. This move does 1hp of damage. If Nayru rolls 8 or more over the opponent's number (unmodified), 2hp of damage is inflicted. If she rolls 15 or more over their number, 5hp damage is inflicted!

--Facesitting: If Nayru ever wants to get into a more sensual battle with her opponent, she may try to sit on their face and drain the life out of them! Nayru must be holding the opponent to attempt this, and she must win the roll after calling the move out. Phases are:

[Nayru holds B] >> [Nayru pins B, giving them a -2 penalty] >> [Nayru sits on B's face, dealing increasing damage that starts at 1hp and requiring a 15 or higher to escape.]

NOTE 1: If it isn't clear, the first round that the opponent fails to escape the facesitting, they take 1hp of damage, then 2hp of damage on the next round, then 3hp, and so on. If the opponent escapes back to being pinned, the damage resets back to 1.

NOTE 2: Nayru cannot pin/facesit an opponent that is shorter than 3'0" or larger than 10'0"

--Rump Tackle: Nayru leaps at her opponent rump-first, slamming into them to deal a massive blow to their health and pride. She must be holding the opponent to do this, and winning the roll against them deals 1hp of damage while also stunning them for a round. During this stun round, Nayru can ONLY: a) Put the opponent in the Pin phase of Facesitting; b) Put a shrunken opponent into a Sit hold; c) Begin AVing an opponent. If Nayru wins with an unmodified* 16-19, she deals 2hp of damage, and can also do ANY move during the stun round. A natural 20 deals 4hp of damage and stuns for two rounds, during which any move can be performed.

*see Hip Check

NOTE 1: If Nayru fails this roll, she takes 1hp of damage from a hard landing. If Nayru has only 1hp when she fails this move, she stuns herself for three rounds instead of dying.

NOTE 2: If Nayru fails with an unmodified 1-5, she stuns herself for a round and takes 2hp of damage. As with normal failure, this move cannot result in her death. If she is at 2hp or less, she will instead be stunned for five rounds.

--Hip Check: If Nayru is held, she can attempt to slam her large hips into her opponent and knock them back. If she's successful, Nayru shoves her opponent away, and making them held by Nayru. On the next round, if Nayru attempts to use Rump Tackle, she gets a +3 to her roll. This bonus adds to the dice roll, but doesn't count as a modification! This means that if Nayru rolls a 13 on her Rump Tackle, this +3 makes the roll act as if it were an unmodified 16! This is the only bonus that has this effect. No other bonuses/penalties affect the unmodified Rump Tackle roll in this manner. If Nayru wins the Hip Check roll with a 16-20, the bonus is +5. Failing this move results in a -3 to Nayru's next roll.

--Shrink Spell (3 per battle): Nayru can (during the holding, starting, or held phases) attempt to shrink an opponent to an incredibly small size. Nayru must call this out BEFORE rolling and if she wins the roll, the opponent shrinks for one turn. If Nayru wins with an unmodified 16-19, the opponent shrinks for 3 turns. A natural 20 keeps them small for the rest of the battle. If the spell is cast while she is held, she takes a -3 penalty to the roll, but winning that roll allows her to shrink and hold the opponent. If she is holding an opponent while casting, she keeps her hold. Opponents that have the spell cast on them suffer a -5 penalty to all rolls. When the opponent returns to normal size, if they were being held, they stay held unless there is a special case.

NOTE 1: If Nayru rolls an unmodified 2-5 (win or lose!) she shrinks for one turn. If she rolls a natural 1, she shrinks for three turns. Also, if Nayru loses her shrink roll by 8 or more, she shrinks for one turn. If she loses by 15+, she shrinks for three turns. These penalties don't stack onto each other (so losing by 8 with a natural 1 isn't four turns of shrink). The number of shrink turns is simply the highest penalty (so it would be three turns in the previous example).

NOTE 2: If Nayru runs out of shrink spells and wishes to use another, she may, but it takes a lot out of her. Her three allotted spells come from an energy reserve she builds up naturally over time, so it's possible for her to dig deep to find the strength to cast more spells! These extra shrink spells work like normal, but Nayru rolls at a -x, where 'x' is the spell number she is at. So it will start at -4 (since it's her fourth spell), then it will be -5, -6, and so on. This has the potential to lead to unwanted shrinking, so it's not likely she'll do this unless she's being really stubborn!


Enemy Specials
NOTE: These are moves that Nayru's OPPONENT can use on her at any time.

--Plea: If Nayru shrinks an opponent and that opponent manages to hold her, they may make a plea to be returned to normal size. Perhaps they will use seduction, threats, guilt... Regardless, they're trying to get back to normal! If the opponent beats Nayru's roll (penalties still apply), she will return them back to normal, but she will be holding them. If the opponent beats Nayru's roll by 5 (after penalties), they actually cause Nayru to feel bad for what she's done and shrink herself for a round after returning the opponent to normal size. If the opponent wins by 10+, Nayru shrinks herself for 3 rounds. If they fail this plea, they must wait a round before trying again.

--Nibble: If a tiny opponent is holding Nayru, they cannot eat her. They must bite her in an attempt to cause her to give up, or to bide their time while they wait for the shrink spell to wear off. This move works exactly like Nayru's bite that she can do to macros. It is a non-fatal move that does 1hp of damage. If the opponent rolls 8 or more over Nayru's number (unmodified), 2hp of damage is inflicted. If they roll 15 or more over her number, 5hp damage is inflicted!


Shrink Moves
NOTE: If Nayru shrinks herself, the opponent may use these moves on her!

--Foot Crush: Nayru has been known to crush a tiny opponent's body under her massive footpaw. This must be done to a shrunken opponent and must be done from the "holding" phase. A successful attack deals 3hp of damage, while a roll of 16-19 deals 6hp of damage. A roll of 20 is completely fatal.

NOTE: Being crushed is NOT a phase and an opponent that returns to normal size after surviving a crush is set back to the "held" phase.

--Sit: Nayru will simply sit down on her tiny opponent, holding them in place. This is done from the holding phase, and counts as a phase of its own. When a tiny opponent is sat upon, they will remain tiny even when the shrink spell runs out, but they will lose the shrink penalty. They must escape the Sit phase AND have the spell wear off in order to return to normal size.

--Rump Grind (from Sit): Nayru will grind her plump rump all over her opponent's body, dealing 2hp of damage with each grind and a -1 penalty. This penalty stacks up to a maximum of -3 and will remain in place until the opponent escapes from the Sit phase. If Nayru wins with a 19-20, this move does 4hp of damage and forces the penalty up to -5, regardless of what the penalty was beforehand.

--Butt Bounce (from Sit): If Nayru's feeling a bit more mean, she may bounce her rump down on the opponent she's sitting on, causing 3hp of damage for a won roll, 5hp of damage for a 16-19, and it's fatal if Nayru wins with a 20.

--Light Reading (from Sit): Nayru keeps a pocket-sized spell book on her at all times, but it's rare to see her ever use it in battle. However, if she really wants to humiliate an opponent she's sitting on, she may pull out this book and give it a casual read. If she wins the round after calling out this move, Nayru actually reads the chant of her shrink spell and adds more time to her opponent's tininess! Because she's doing a direct read, this will always add two rounds of shrink to her opponent, even if her previous spell has worn off. This spell does take away from her three uses, and she can even use this beyond the three at the regular penalty. Nayru may only use Light Reading once per Shrink AND Sit. Both must end before she can try again.

--Endless Breast Smash: This is done to a shrunken opponent. Nayru can place her tiny foe deep between her breasts and crush them over and over. If Nayru wins the roll when she calls out this move, she gets to crush her opponent a number of times equal to however much higher her roll is than her opponent's (modifiers from the shrink spell DO come into play). After the number of squeezes is calculated, Nayru rolls a 1dx to find how much damage is dealt (where x is the number of crushes)! This may be very fatal, or it may do only 1hp of damage. It's all up to chance!

--Big Flip: When dealing with a tiny opponent, Nayru may feel the urge to simply send them to their doom with style and speed. While holding a shrunken opponent, she will drop them onto one of her big roo feet and quickly perform a powerful backflip, sending her opponent flying into the air. At this point, it's only a matter of time before the soaring meal comes crashing down into Nayru's open maw. If Nayru wins this roll with a 1-6, her opponent manages to catch hold of her teeth/lip, and is only in the Mouth phase of OV. A 7-10 puts them in the throat (no constriction damage). 11-14 sends them into her first stomach. And with a 15+, Nayru manages to open all the right passages and her opponent slides all the way into her second stomach. If Nayru fails this roll with a 1-5, she lands on her face and stuns herself for a round.

--Breast Vore: Done from the "holding" phase, Nayru may attempt to turn a shrunken opponent into breast milk. There are two phases to BV:

[Nayru holds B] >> [Nayru begins to shove B into her breast] >> [B enters breast and takes 3hp of damage per turn. B must roll a 12 or higher to escape, but suffers no penalties once they are no longer supposed to be shrunken]

Note that even if the opponent should return to normal size, they will NOT until they escape the breast completely. On the turn that they are supposed to be normal size, if they are still in the breast they no longer suffer the -5 penalty. Once they escape they return to normal size and are back to the "held" phase. If the opponent is still shrunken when they escape, they also return to the "held" phase.


Finishers

--Helpless (opponent must be shrunken): Being so tiny and weak, opponents take double damage from any moves that aren't specific to micros (e.g. digestion). Also, if Nayru rolls a 20 or the opponent rolls a 1 when in the midst of a tussle, the opponent automatically goes straight to the chamber Nayru was trying to send them to. If either of the above rolls happen when the opponent is trying to avoid damage, they take fatal damage. This finisher also applies to Nayru if she shrinks herself!

--Womb Crush: If Nayru is feeling especially wicked, she can attempt this move to any opponent that is fully inside her womb. She must call this move out before the start of a round, and when the round starts she rolls against her opponent (instead of the opponent simply making an escape roll). If Nayru wins the roll, her womb is ready to crush, and she immediately rolls against the opponent a second time. If she wins the second roll, the opponent is fatally crushed, leaving them to become nothing more than uterine fluid. If Nayru should FAIL the first of the two rolls, the opponent is immediately expelled from her womb and the opponent gets to hold the roo, and Nayru takes a -3 for 3 rounds. If Nayru fails the second of the two rolls, the round ends with no crushing and no escaping (i.e. there is no change at all). If she fails this finisher, Nayru must wait two rounds before trying again.

--Belch: For every turn that Nayru has an opponent in either stomach, she may attempt to burp the oxygen out of her stomach, knocking out whoever is in there and ending the match. If Nayru rolls a 15+ she is successful in pulling out enough oxygen, and the opponent then gets two rolls to get an 18+ or they pass out. If Nayru rolls a 20 for her belch, the opponent only gets one roll to get an 18+. If the opponent has any modifiers, they DO NOT come into play. If the opponent successfully rolls an 18+, Nayru coughs them out and is immediately held by the opponent.

NOTE: If the opponent rolls a successful escape roll while in Nayru's stomach, but Nayru also rolls a successful belch that is higher than the opponent's roll, the opponent must still suffer the move.

--Cheek Clincher (from Sit): Yet another way for Nayru to be mean to tiny opponents, the roo may decide that she wants to trap them between her rump cheeks and give them a firm squeeze. The opponent rolls a !2d20 and Nayru rolls a !1d20. All penalties DO come into effect! If Nayru wins this roll, she crushes her opponent's micro body with one swift cheek clinch. If she fails the roll, she has to take a break from exhausting herself, and the opponent automatically escapes the Sit phase and holds her.




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As of 10/07/07:







 
Roleplay Preferences (Click here for explanation)

As PredAs Prey

Being PredBeing Prey Always/Love
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--
+
--
Never/Dislike
Soft Vore Always/Love
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--
+
--
Never/Dislike
Hard Vore Always/Love
+
--
+
--
Never/Dislike
Digestion Always/Love
+
--
+
--
Never/Dislike
Fatality Always/Love
+
--
+
--
Never/Dislike
Oral Vore Always/Love
+
--
+
--
Never/Dislike
Unbirthing Always/Love
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--
+
--
Never/Dislike
Cock Vore Always/Love
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--
+
--
Never/Dislike
Anal Vore Always/Love
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--
+
--
Never/Dislike
Tail Vore Always/Love
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--
+
--
Never/Dislike
Unconventional Vore Always/Love
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--
+
--
Never/Dislike
Cooking Always/Love
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--
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--
Never/Dislike
Food Related Always/Love
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--
+
--
Never/Dislike
Rough Always/Love
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--
+
--
Never/Dislike
Gentle Always/Love
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--
+
--
Never/Dislike
Pain Always/Love
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--
+
--
Never/Dislike
Blood Always/Love
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--
+
--
Never/Dislike
Scat Always/Love
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--
+
--
Never/Dislike
Watersports Always/Love
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--
+
--
Never/Dislike
Willing Always/Love
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--
+
--
Never/Dislike
Unwilling Always/Love
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--
+
--
Never/Dislike
Micro/Macro Always/Love
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--
+
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Never/Dislike
Male Partner Always/Love
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--
+
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Never/Dislike
Female Partner Always/Love
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--
+
--
Never/Dislike
Herm Partner Always/Love
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--
+
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Never/Dislike
Human Partner Always/Love
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--
+
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Never/Dislike
Demi Partner Always/Love
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--
+
--
Never/Dislike
Fur Partner Always/Love
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--
+
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Never/Dislike
Scaly Partner Always/Love
+
--
+
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Never/Dislike
Feathered Partner Always/Love
+
--
+
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Never/Dislike
Plants Always/Love
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--
+
--
Never/Dislike
Animal / Non-morphic Always/Love
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--
+
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Never/Dislike
Verbose Posts Always/Love
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--
+
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Never/Dislike
Quick Posts Always/Love
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--
+
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Never/Dislike
Surprise Me Always/Love
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--
+
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Never/Dislike
Multi-Session Always/Love
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--
+
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Never/Dislike
Grab and Gulp Always/Love
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--
+
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Never/Dislike
Whisper Always/Love
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--
+
--
Never/Dislike
Public Always/Love
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--
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Never/Dislike
Private Always/Love
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--
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Never/Dislike