Shadow_Sale


Name - Umbra

Height - 2'04" ft

Sex - None (Thinks self as male)

Age - Unknown

Species - Marshadow (Pokemon)

Occupation - Sale's Shadow

Background - It is unknown how or where it has come from. But it has a deep loyality to Sale, hence it's unoffically title of "Sale's Shadow." From what it seems, it has paid off for itself.

Personaility - Quiet, secretly seeking to improve and dominating


Natural Abilities


Shadow Walk - Able to walk into the shadows of anything, and able to blend and even vanish into them

Spectral Thief - Able hides in the target's shadow, steals the target's strength, and then attacks

Shadow Punch - Throws a punch from the shadows. Target unable to dodge.

Drain Punch - Punches the target and saps their energy/life force.

Elemental Punches - Can punch with Fire, Ice, and Eletricity

Force Palm - Attacks with a shockwave and has a chance of stunning the target

Counter - Can guard, then counter the attack

Shadow Copy - If in a target's shadow, can drain their strength and copy their moves

Soul-Stealing 7-Star Strike - It's Z-Move. Can only do if Sale encourages. Strikes the target consecutively with punches and kicks with full force

Magic Abilities


Shadow Bounded - Most of it's magic is from Sale with a shadow twist with them.

- Been into vore for about eight (8) years, opinion about it has changed over time.
- Learned of this place through word of mouth from one of my friends.
- Have been the leader, GM, DM, and WM of the group ever since we formed. And since then have finished at least one Epic.
- Very friends towards new people and ideas to try out, though tends to shy away from anything that breaks the willing suspension of disbelief
- Looks for more story and the reason why for vore in RP as oppose to simply having it there for the sake of having it there.

Rules are taken and used from VoreBattleRules A WIP, but will love some help with them.


HP - 12


Vore

Oral - [A holds B] >> [A puts B in mouth] >> [B enters A's throat, taking 1hp constriction damage] >> [B enters stomach and takes 3hp of damage per turn and must roll a 16 or higher to escape]

Soul - [A holds B] >> [A begins sucking the soul of B] >> [B enters A and takes 5hp of damage per turn. A 16 or higher must be rolled for escape.]

[A holds B] >> [A begins AVing B] >> [B is now completely in the anus of A, thus entering the large intestines of A] >> [B enters the first part of the small intestines of A] >> [B enters the second part of the small intestines of A] >> [B enters the stomach of A and suffers the usual 3hp of damage per turn]


Passives
Passive Key
+ Works with
- Works against
= Neutral
Physical

+ Shadow Frame - A nimble creature with a shadow body. Has a +3 modifier for all incoming attacks, with an additional +2 if in darkness or shadows

+ Size Does Not Matter - Can consume others regardless if they are bigger than it with no difficulty. If other is inside it's body, will not show as the target is compressed inside. Opponent gains a -2 if two feet taller and -3 if three feet taller if inside

+ Born Fighter - Has a +1 on all attacks.

+ Counter - If rolled higher against a physical attack, it can counter attack with an attack of it's own for free with a +3 modifer.

+ Reborn - If defeated in combat, can be resummoned with full health after three turns.

- Small Frame - Any move that requires it to be small, or micro, will work against it with a -2 modifier for not being "true" micro.


Mental

+ Mental Defense - Any attacks towards it's mind will have a -3 modifier, and if lower than Umbra's counter roll by 5 points, opponent loses 1hp from being in strain from attacking the Pokemon mentally.

+ Come Back - If health is down to 4, it will enter in a focus state and gain +2 to all attacks. In addition, if it's health drops past 0, meaning -2, it will bounce back with equal health "lost."

= Bounded - By being bounded to Sale, it cannot be swayed into giving up nor taken through any means. Unless Sale says so.

- A Coward - If it takes too much damage, it will fall back and hide for the match. Must be encouraged by Sale to come back out.


Actives

Weakness Sense - If Sale as Mind Probed the target before, Umbra will gain the same intel on the target but not the bonus effects. If not, then at the beginning of the battle, it will stare down and sense for the opponent's weaknesses. Must roll higher than 11. If it wins, it will know what the opponent is weak to and can shift it's body and attacks to beat their flaws down.
> Tease/Taunt - After sensing their weakness, Umbra can tease or taunt the opponent with their weakness. Do to it lacking genetals, it can go for the other's if need to. If seccuessful, target to flustered and gains a -1 modifier to their next roll. This is stackable. If seccuessful after three times, target to extremely flustered, gains a -2 on all their rolls, and is stunned for one turn.

Magic Missile - Sale's pride and true method of attack. Each missile does 1 point of damage to the target. The amount is determined by the dice roll divided by 2. Meaning if it rolls a 8, it will send 4 missiles.

Burning Hands - Umbra raises it's hands and unleashs a cone of pure fire, dealing 3 points of damage. Opponent must roll a 10 or higher to avoid getting a lingering burn effect.

Ice Darts - Similar to Magic Missile, expect each dart deals .5 damage and the amount of darts are determines by the total number of the die roll. If 6, 6 darts are summoned and launched at target.

Lighting Bolt - Sale will fling a bolt of lightening at the opponent. If hit, opponent suffers a flat 2 damage.

Bubble - Umbra will attempt to bubble their opponent or themselves in a pink bubble. If itself, it can be done in the holding or inside phase to avoid any damage. Bubbled ends on it's turn. If attempting to grab it while it is bubbled, roll for 12 or higher to get a solid grip. It can reinforce the bubble, effects apply. It must roll for the following effects;
> 1 - 4 Unable to bubble
> 5 - 10 Opponent bubbled for the round/It is bubbled for the round
> 11 - 15 Opponent bubbled for two rounds/It is bubbled for two rounds
> 16 - 20 Opponent bubbled for three rounds/It is bubbled for three rounds

Shrink - After three turns, Umbra can attempt to shrink the opponent's size. Both players must roll a d10 to counter for higher. If lower or same number, nothing happens. If hit higher, it must roll for the following effects;
> 1 - 4 Nothing happens
> 5 - 9 Opponent is shrink about a quarter of their size and gains a -1 to their moves
> 10 - 15 Opponent shrink half their size and gains -2 to their moves
> 16 - 19 Opponent is shrink to Umbra's size and gains -3 to their moves
> 20 Opponent is shrink to half of Umbra's size and gains -4 to their moves

Heal - It can heal itself if outside the opponent. It must roll and divide by 2, the results are the amount of health it gains back. Such as rolled a 8 it gains 4 back. Can go over original health pool.

Reflect - Should a projectile or a beam of energy or physical object come at Umbra, it can reflect or bounce it back at the opponent. It must roll higher to dodge first, then call out it will reflect it back. It must roll a 13 or higher to reflect back, and the opponent must roll with a -2 modifier from the Mew bouncing their attack back.

Spectral Thief - A three step move. If not already close, it must close the distance with a dash or charge of some sorts at the opponent. Once close, it will attempt to dive to the opponent's shadow. If it makes it into the opponent's shadow, the opponent will feel their strength sapped away from them and must roll a 1d10 to determine how much they take. Depending on how much, Umbra will strike with half that amount. The other half will go into either it's health or next attack.
> Shadow Copy - Instead of attacking, it can store that and take the amount of move(s) that has been rolled. Must be annouced what has been taken and can be used for the amount the 1d10 has determined.

Drain Punch - Punches the target and saps their energy/life force. If hits, rolls a 1d6 to determine damage and amount healed for.

Elemental Punches - Can punch with Fire, Ice, and Eletricity on a single target. Each punch does a different effect.
> Fire - Does 1d4+1 damage and has a chance to burn the opponent. Opponent must roll higher than 12 to avoid extra burn damage. If burned, roll a 1d4 to determine additional damage on next opponent turn
> Ice - Does 1d4+1 damage and has a chance to slow the opponent. Opponent must roll higher than 12 to avoid being slowed. If slowed, they are get a -3 to all their movements and reaction for two turns.
> Eletricity - Does 1d4+1 damage and has a chance to stun the opponent. Opponent must roll higher than 12 to avoid being stunned. If stunned, they are unable to move for one turn.

Force Palm - Attacks with a shockwave, dealing a 1d4, and has a chance of stunning the target. Opponent must roll higher than 14 to avoid getting stunned for one turn.

Encouragement Meter

A meter that goes up and down depending on what happens in combat that can add positive and negetive modifiers. The meter goes up to +5 and -5. Depending on how much is filled, it can preform special moves or finishers. If filled to -5, it will flee from battle and return after three turns with a -2 meter.
There are different methods to raise and fall the meter. Such methods include;


+ Sale enourages it

+ Sale offers advice

+ Sees Sale attack seccessfully

+ + Sale covers it from damage

+ + Gets three turns worth of victory

- See Sale take damage

- See Sale get eaten

- Gets eaten

- - Gets three turns worth of defeat

- - Sale falls in combat


Encouragement Moves

Based on where the meter is, it can preform the following.


+1 > Shadow Bind - Will attempt to use the opponent's own shadow against them. Must roll higher against it's roll. If failed, Opponent is "Binded" and unable to move for turn. Can lead to vore, more moves with a +1 for standing still, or a finisher

+1 > Compression - A Finisher. If opponent is inside, can compress it's inside further, dealing 1 damage and adding a -1 to all opponent's escape rolls. If done three times, opponent is packed inside and is unable to escape.

+2 > Shadow Punch - Throws a punch from the shadows. Target unable to dodge. Deals a 1d6 damage

+3 > Cover - If Sale is targetted, Umbra can dive in front and take half of the effects of the move

+3 > Protecting - Umbra can grab Sale out of nowhere and pull them into it's body for protection. Sale will be storied somewhere else that will not interfer in the battle, cannot be targetted, and any vore attempt. If Umbra is defeated, Sale will come out.

+4 > Darkness Takes You - A Finisher. And three step move. Must have one seccuessful Spectral Thief done. After getting a "taste" of their strength, it may want more. It will attempt to cover the ground with it's darkness and pull their opponent in. Opponent must roll higher in order to avoid the darkness. If grabbed by it, they must struggle twice to get out. If failed, they will be consumed by it and sent into Umbra's body, or stomach more like it. But this, they have a prema -5 till they get out of Umbra.

+5 > Soul-Stealing 7-Star Strike - A Finisher. It's Z-Move. It's heart beats strong, the heat of battle has enlighten it, it is ready to end this. Both players must roll a 1d20 three seperate times with all modifers. If Umbra wins any of them once, it will deal a flat 7 points of damage. If the opponent is still standing, they will suffer a perma -2 and stunned for one turn for how intense the attack is. If opponent wins all rounds, Umbra is shocked and loses three Encouragement points.


OOC notes: Don't be afraid of shoot me a PM if you have any questions.
For kinks and extra info, check the player profile.
Player - Req