TrueGoddessViolet
(IMPORTANT NOTE: Yes I stole the idea of a "boss character" from
Gluttoneria because I wanted Violet's regular form to be broken but beatable. If you even THINK you can take this form one-on-one, good luck.)
(under construction, if you can think of any way to make this character more broken then PUB me. :3)
Vore types:
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Oral Vore (([Violet holds B] >> [Violet puts B in mouth] >> [Violet chews B for 1 damage on a winning roll, 3 damage on 16-19 and 6 damage if 20+] OR [B enters Violet's throat, taking 1hp constriction damage; Violet gets a +3 on the next roll to take B into the stomach] >> [B enters stomach and takes 5hp of damage per turn and must roll a 16 or higher to escape]))
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Cock Vore (([Violet holds B] >> [B is completely engulfed in member] >> [Violet constricts B, rolling with a +5 modifier to deal 2 damage on success] OR [B enters testicles and takes 4hp of damage per turn and must roll a 12 or higher to escape]))
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Unbirthing (([Violet holds B] >> [Violet begins unbirthing B] >> [Violet constricts B, rolling with a +3 modifier to deal 2 damage on success] OR [B enters womb and takes 4hp of damage per turn. A 16 or higher must be rolled for escape.]))
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Breast Vore (([Violet holds B] >> [Violet begins to shove B into her breast] >> [B enters breast and takes 2hp of damage per turn. B must roll a 15 or higher to escape >> B has -X penalty for X/3 rounds upon successful escape, X = number of turns in the breast.] ))
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Wing Vore (([Violet holds B] >> [Violet surrounds the foe with her wings, doing 1 damage per turn and requiring two escape rolls of 16+ to escape.]))
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Soul Vore (([Violet holds B] >> [Violet locates the foe's soul] >> [Violet begins draining the foe's soul, doing 2 damage to B and healing 1HP to Violet per turn, requiring an escape roll of 15+ to escape.]))
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Anal Vore (([Violet holds B] >> [Violet begins AVing B] >> [B is now completely in the anus of Violet, thus entering the large intestines] >> [B enters the first part of the small intestines of Violet] >> [B enters the second part of the small intestines of Violet] >> [B enters the stomach of Violet and suffers the usual 3hp of damage per turn]))
Important notes for AV:
- When you are in an opponent's intestines, you must win a roll with a 10 or higher to actually make your way out. If you win the roll with a number below 10, you stay in the same spot and take 1hp of constriction damage. If you lose the roll, you will move to the next phase and take constriction damage if you are moving into another part of the intestines.
- If the predator rolls under a 10 while the prey is in the intestines (win or lose), they take 1hp of damage from the pressure of the prey's weight.
- When the prey is in the stomach, they may choose to exit either up the throat (roll of 16+) or through the intestines (roll of 10+), but they must determine where they're trying to exit BEFORE the roll.
Passive traits:
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Frickin' Heavy: Violet is quite heavy. Duh. Anything that would require you to physically manipulate anything weighing ten and a half tons wouldn't work so well, unless you could. (Effects vary based on move.)
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One Big Cannon: Violet's large member imposes a -2 on foes fighting her, but only as long as it is visible. If the foe is a herm, the penalty doubles. Also, the penalty increases by 1 for every growth charge on her cock. She also does 1 extra damage for every 2 growth charges.
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Fiery Acids: Violet's digestive acids are exceptionally powerful. As such, her digestion damage is increased by 2. (This is noted in the above vore definitions.)
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Tight Womb: Violet's womb is notoriously tight and difficult to escape from. The escape roll increases by 3 and she has the ability to constrict her foes, similar to cock vore. (This is noted in the above vore definitions.)
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Top Heavy: Violet also has giant breasts! For every growth charge on her breasts, her opponents take a -1 penalty due to seduction, and she also does an extra damage for every 2 growth charges on her breasts. Also, her opponent must make a roll every turn they are either holding her, being held, or in direct contact with her breasts. Roll 1D10, and subtract 2 if being held or subtract 4 if her breasts are touching you directly. Failure to roll 5 or better causes a -2 penalty for 2 turns, and the foe to lose 2hp and Violet to recover 2Hp.
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Insane muscles: Violet is extremely powerful, and as such gains a +1 to all physical rolls. This bonus is boosted by +1 for every Growth charge affecting her muscles. Additionally, any physical attack does extra damage equal to half of her muscle growth charges, rounded down. On top of that, she's extremely powerful and resilient from this. She has a massive 50 HP! (During a standard 10HP battle. Scales up as usual.)
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Strength of the Goddess: Violet has far more power than any mortal can ever hope to attain. For any roll, she rolls twice the number of dice specified and chooses the better of the two. (If the roll already has multiple dice, such as her Growth, roll two separate times and group the dice in pairs.) Additionally, she is COMPLETELY IMMUNE to any attack that could be considered a one-hit kill. It's just not possible to kill a Goddess in one shot.
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Rather large:As long as Violet is between -1 and +3 for Growth charges, it takes two phases instead of one to take her into the mouth. She skips the second phase when escaping. If she is at +4 sizes over her foe or larger, she cannot be vored at all unless the opponent is VERY stretchy, and they still take a -4 during all vore rolls.
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Flexible Size: Violet's body can change size. She gains a modifier to all rolls (unless otherwise noted) equal to the number of size charges she has. (Her height shall be defined as a function of these charges, defined by f(x) = 17*2^(x-1) where x is the number of size charges and f(x) is in feet.)
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Pheromones: Violet can release powerful pheromones from her breath. Any attempt at escaping her mouth or throat suffers a -2.
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Clown Shoes Ridiculous: If Violet ever naturally rolls 19+, she must make another roll separate to the attack. If the second roll is a natural 19+, the opponent is instantly defeated due to some incredibly random and unlikely occurrence that is fatal to her foe.
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Smelly Toes: Violet causes 1 damage to her foe every 3 turns, but only while they are outside her body or not pinned under something that would keep the smell away (like her butt). The effect does 2 damage if her foe has a sensitive sense of smell.
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No Escape: Foes are at a -4 to resist the first two of certain types of vore, if they are in a certain phase when Violet attempts the corresponding vore on them. This ability also allows her to attempt that vore type when in the middle of the corresponding special. The pairs of phases are:
Breast Smish --> Breast Vore
Crushing Tail --> Oral Vore
Super Sit OR Facesitting --> Anal Vore OR Unbirthing
Tower Topple OR Ravage --> Cock Vore
Kiss of Death --> Soul Vore
(Finisher)
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Enrage: If Violet loses 10 rolls in a single match, she gets enraged. For the rest of the match, all negative modifiers are removed from her, and she takes a +4 to the next 5 rolls. During that time, she cannot be Seduced, influenced, suggested, or otherwise experience the effects of any move that alter her mental state. However, this comes at a dramatic cost. She takes double damage for the rest of the match, and at the end of those 5 turns, if the battle still is going on, she takes a -10 to all rolls for the rest of the match, and is returned to normal size with no opportunity to grow larger.
Special powers/spells:
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Growth: Violet may attempt to use her arcane powers to grow larger. Roll 3d20 and evaluate each roll separately. On a roll of 12+, she gains 1 growth charge to the area of her choice. 16+ grants 3. 5 or below causes her to lose one charge, negatives are allowed. Any opposed roll is counted as having won if the foe beats 11+. However, she does not count as having won if they do not beat 11+. The 3d20 is unaffected by Clown Shoes Ridiculous.
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Stomp: From the holding state, Violet may throw a foe to the ground and stomp on them. This cannot be done at less than -3 size. 22+ is fatal. On a victorious roll below 10, the ground shakes and all other combatants receive a -1 on all rolls next turn due to being dizzy. (-1 more for every 2 charges of size on Violet.) On a victorious roll of 10+, the target takes 2 damage (+1 for every 2 size charges) and is trapped on a roll of 15+ until an escape roll of 15+ can be made. For every turn the foe remains underfoot, they take 1 damage from suffocation and an additional 1 damage from the horrific smell of Violet's toes. +2 if the target has a heightened sense of smell, +1 extra if vulnerable to asphyxiation. On an unmodified 1, or any roll less than 3, Violet stomps her own foot and takes 1 point of damage, missing the next turn and being unable to Stomp for another 2 turns afterward.
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Lickilick! This attack requires Violet to be at least +4 size over her foe, and is unaffected by size modifiers. On a winning roll, she licks her foe, causing Stickiness and a -3 for 2 turns. Violet then rolls 1d3, and if this roll comes up a 3, Violet's turn does not end (IE she may make another move.)
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Busty Bulldozer: This attack requires Violet to be at least +4 size over her foe, and (for size bonuses) is treated as being at 4 size charges less than her actual size. On a victorious roll, Violet crushes the target underneath her bust, dealing 4 damage and stunning for 1 round. On a roll of 15+, Violet's impact is so powerful that it causes a shockwave, stunning all foes for 2 rounds (not stacking with the initial stun), dealing 2 damage to them all (stacking with damage done to target), and moving the foe directly to the first phase of Breast Vore. If her total size is +8, this attack does an extra 2 damage wherever damage is done.
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Facesitting: This move may only be initiated if she holds between -3 and +3 size over her opponent. Violet may try to sit on her opponent's face and drain the life out of them. She must be holding the opponent to attempt this, and she must win the roll after calling the move out. The foe sustains 2 damage every turn affected. If Violet grows out of the size restraints for this move, the opponent is immediately affected by the Super Sit. Phases are:
[Violet holds B] >> [Violet pins B, giving them a -3 penalty] >> [Violet sits on B's face, requiring a 14 or higher to escape.] >> [Violet deals 2 damage each turn B fails to escape]
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Super Sit: On a successful roll, Violet will plop her thick rump down on a smaller foe. This is done from the holding phase, and counts as a phase of its own. This move may only be done if Violet is at least +4 size over her foe. The damage from this attack increases by 1 for every turn the foe fails to escape, but resets if they escape back to the 'pinned' phase. This move, as well as the Facesitting, allows access to several other moves, detailed below.
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Rump Grind (from Super Sit): Violet will grind her teasing tush over her opponent's body, dealing 2hp of damage with each grind and a -2 penalty. This penalty stacks up to a maximum of -6 and will remain in place until the turn after the opponent escapes from the Sit phase. If Violet wins with an 18+, this move does 6hp of damage and forces the penalty up to -10, regardless of what the penalty was beforehand. Do not include body size bonuses to these rolls.
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Rump Grind (from Facesitting): A less effective method of the attack. On a successful roll, she causes 2 damage and a -2 penalty for 2 turns. However, when this penalty stacks, it does not wear off unless there have not been any new stacks added (meaning she can continue to add -2 penalties as long as she can successfully grind her rump).
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Butt Bounce (from Super Sit): Violet can also go for a more damaging attack. 3 damage for a victorious roll, +2 damage if roll is higher than 19. 23 means instant death.
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Mustard Gas (from Super Sit or Facesitting): Now here's a more humiliating attack. On a victorious roll, Violet rolls an extra 1d10 and then a 1d3. The first die determines the effect and the second determines in how many turns she can use the attack again. All effects are increased by 1 point if the foe has sensitive smell.
1: Nothing but a harmless puff of air.
2-3: A little offensive, -2 (doubled per +4 size) for the next turn.
4-5: More potent this time, -3 for 2 turns (+1 @+4 size, -4 and 2 damage @+8 size, -1 more and 2 more damage per additional 4 sizes)
6-7: This'll offend most people, -4 for 1d5 turns and 1d4 damage (Add +1 to each effect per +4 size)
8-9: The attack lives up to its name. -7 for 1d5 turns, 1 turn of stun and 2d4 damage (add +2 to each effect per +4 size)
10: Lights out, sonny. You take damage equal to 1/2 your max HP, and if you're still alive you take a -12 for 1d5 turns. +3 damage and +2 turns per +4 size
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Pheromone spray: Violet's breath is made purely of pheromones. On a roll of 12+, the target becomes smitten with Violet, and misses 2 turns while suffering a -4 to all rolls on the subsequent 2 turns. Plus 1 turn to each effect if the target has enhanced smell. On 17+, all foes feel the effect, missing an extra turn and taking a -6 penalty instead of -4.
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Ravage!: Violet is never above a bit of sex in the middle of a meal, especially if it helps with the meal. On a victorious roll from the holding position, Violet chooses which orifice to penetrate the foe in. Effects as follows:
Front Door The most common method of penetration, this will cause 2 damage per turn and requires a 14+ to escape from. Penetration requires an initial roll of 12+ to succeed, otherwise the opponent resists. Does not work on males. If this goes on for two turns, the foe will be unable to unbirth the rest of the match.
Back Door Another fun choice, this is a bit harder to enter and exit, also doing a bit more damage. 3 damage per turn, takes 15+ to escape, and needs an initial roll of 14+ to succeed. Two turns of damage prevents anal vore for the rest of the match.
Tasty Delights Violet's foe takes it in the mouth this time. Much slower, and much harder to escape from. 14+ initial success roll, 1 damage per turn plus 1 damage of asphyxiation (+1 if vulnerable to asphyxiation) every turn after the first, and a 19+ (!) escape roll. After 3 turns, the foe takes a -2 to rolls involving oral vore or the mouth due to having been stretched quite embarrassingly.
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Thrust!: If Violet is currently Ravaging her opponent, she may attempt to Thrust!. This causes her to do two turns worth of damage in one turn, and works on a victorious 14+ roll. On 17+ it also adds Stickiness. 20 and the damage redoubles, plus stickiness.
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Lustful Leak: Violet starts to leak some pre from the excitement of victory. On a victorious unmodified roll, this does 1 damage (scent damage, +1 if super effective) and adds Stickiness.
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Eruption! (Finisher): This may only be used if the foe has taken 3 hits of Stickiness and is trapped by a Ravage!. Violet must win two rolls against her opponent, and if she does, the opponent is defeated in a massive orgasm that suffocates them, filling their entire body.
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Tower Topple: Violet utilizes her shaft in a different way, simply using its girth to pin down her foe. Requires a winning roll to work, and a 14+ to escape from afterwards. Does no damage, but afflicted victims suffer a -1 penalty that stacks each turn, wearing off the turn after escape. This can lead to other moves, detailed below.
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Giant Grinder: Simple enough, the big girl grinds her equipment against the foe. On 11+ the foe takes an additional -2 penalty for 3 turns.
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Titanic Thruster: Now we do some damage! Violet thumps her entire set of equipment repeatedly over her foe, doing 3 damage on a 12+ win.
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Lustful Leak: Violet starts to leak some pre from the excitement of victory. On a victorious unmodified roll, this does 1 damage (scent damage, +1 if super effective) and adds Stickiness.
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Eruption!!! (finisher): This may only be used if the foe has taken 3 hits of Stickiness and is trapped under Tower Topple. This is a slightly different variation on the same move that drowns the foe and washes them away.
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Crushing Tail: Violet may spend 1 turn to trade grips from holding her opponent to squeezing them in her powerful tail. This may only be used in the holding stage. On a +13 on a D20, the grip is switched. Escape rolls from this grip suffer a -3 penalty, plus 1 damage of constriction in addition to any other effects. This grip may be held until swallowing begins (in mouth), and any mouth-related effects stack with tailgrip effects. However, if Violet fails this roll with 5 or less, she wraps herself in her tail and releases her grip, taking 1 constriction damage and losing her next turn.
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Breast Smish: Simple enough, Violet uses her massive breast endowments to entrap her foe. If Violet wins a roll against her foe, she immediately rolls a D5 to see how many turns she keeps the foe held within her trap. Add 1 die for every +3 size she holds over her foe, and 1 more die for every +2 breast size. Foes take -5 to physical action, -2 to magical rolls during their entrapment, and suffer 1 point of suffocation damage for every turn they spend trapped. This phase can lead to other moves, detailed below.
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Tasty Toxins (from Breast Smish): Violet's breast milk is incredibly addicting. On a victorious roll of 14+, Violet will force-feed some of this milk to her trapped foe. A 15+ is required for an escape roll. This will cause 1 damage per turn the move continues, and a stacking penalty of -1 will be added to her foe each turn it continues. During the duration of the move, Violet must also roll a D20 each turn, with a +1 modifier for every growth charge on her breasts and no other changes; if it comes up 5 or less then Violet has temporarily run out of milk. She must immediately release the foe from this phase, and resumes holding them. Additionally, she suffers a -2 for 2 turns while her energy returns, and cannot breast vore or use Tasty Toxins for a total of 4 turns.
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Crush-pactor (from Breast Smish): Violet brings her devastatingly large breasts together upon her foe. On a victorious roll, she does damage equal to the difference between her roll and her foe's.
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Hyper-energize: On a 5 or 6 on a D6, Violet rolls a D20 and receives a number of growth charges equal to half of the modified result, rounded up. This ability may only be used once every 3 turns. Furthermore, if Violet fails the D10 with a 1 or 2, she loses three size charges.
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Belch (finisher): For every turn that Violet has an opponent in her stomach, she may attempt to burp the oxygen out of her stomach, knocking out whoever is in there and ending the match. If she 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 Violet rolls 18+ for her belch, the opponent only gets one roll to get an 18+. If she somehow rolls 22+ then that's game over, period. If the opponent has any modifiers, they DO NOT come into play. Violet's roll also does not take effects from any size difference, if applicable. If the opponent successfully rolls an 18+, Violet coughs them out and is immediately held by the opponent.
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Kiss of Death: Violet uses her lips to suck the breath and the life out of her foes. On a victorious 13+, she brings the foe into a deep, lingering kiss. Every turn after this, the foe takes 1 damage (+1 if vulnerable to asphyxiation, +1 if vulnerable to seduction) and must roll a 17+ to escape. Violet restores 1HP for every 2 damage done in this way.
(Finisher)
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Psycho Frenzy: Violet has had it with these monkey fighting snakes on this monday to friday plane! This move may only be attempted if she is at 10HP or less. She rolls an unopposed, unmodified D20, and on a 12+ she becomes Enraged. However, if she fails to beat 12+, she only becomes mildly annoyed, and must spend the next 2 turns calming down.
Goddess-level moves
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Imprison: This is for when someone's just being too annoying to deal with. Violet seals the target in a rift in space and time, effectively preventing them from interacting with anyone. This stuns the foe for 5 turns, but also protects them from any attacks. Requires an unmodified 14+ to work.
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Mimicry: Violet uses her omniscient third eye to peer into the target's mind, taking the information to use one of their moves. If she calls out this move and wins the roll or otherwise prevents the attack, the move is added to her roster for the rest of the match. If she fails, she takes a -4 next turn from psychic feedback in addition to the effect of the move.
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No fair!: And this is the opposite of mimicry: denying the move to a foe. This one needs a separate roll of 14+ in addition to defeating the move. Failure can be drastic: if she is hit with the move in question, the opponent may make a D20 roll and, on a 14+, cause Violet to forget one of HER moves!
(Finisher)
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Aura of Submission: Violet taps into her divine power to bring her foes to their knees in desire. This move may not be used in the first 10 turns of play. On a roll of 16+, Violet releases her suggestive aura, and brings those who feel it to their knees. Fellow Goddesses are immune, and a Dominatrix may roll 1D4 to resist, remaining in the battle on a 4. Otherwise, they give themselves fully to Violet, bowing down in submission and forfeiting their next 4 turns, and taking a permanent -6.