VB move set for
Shera
Nayru’s Vore Battle Info and Moves
1. Vore Method
Oral Vore – Shera holds B >> Shera puts B in mouth >> B enters Shera’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.
(Snake of Water only!) Shera holds B >> Shera puts B in mouth >> B enters Shera's throat, taking 1hp constriction damage >> B enters first stomach and must roll a 14+ to escape or proceeds further >> B enters naga stomach and takes 3hp of damage per turn and must roll a 16 or higher to escape.
Anal Vore – Shera holds B >> Shera begins AVing B >> B is now completely in Shera's anus, thus entering the large intestines and takes 1 constriction damage >> B enters the small intestines, taking 1 constriction damage upon entering and takes 3 damage per round, requiring a 12+ to escape.
Unbirth – Shera holds B >> Shera begins UBing B >> B is now completely in Shera’s womb and takes 4hp of damage per turn and must roll 13+ to escape.
(Snake of Water only!) Shera holds B >> Shera begins UBing B >> B is in the birth canal and must roll a 13+ to escape or proceed further upon failure >> B is now completely in Shera’s naga womb and takes 2hp of damage per turn and must roll 15+ to escape.
Breast Vore – Shera holds B >> Shera begins BVing B >> B is completely in Shera’s breast and takes 3hp of damage per turn and must roll 12+ to escape.
2. Bonus/Penalties
The Monthly Changes:
January: Horse of Darkness – Gains +1 to all darkness moves. If she rolls a natural 20 on the initial roll, fear is struck into the opponent giving them permanent -1 to their rolls.
February: Tiger of Metal – All damage including vore is reduced by 1. (Minimum to 1 hp damage.)
March: Dragon of Death – If Shera wins the initial roll, her opponent receives a perma -1. If she rolls a natural 20 for the initial roll, then the effects double.
April: Cardinal of Earth – Debuffs cut in half by turns (Excluding if it is for 1 turn). If the debuff is permanent then the debuff is cut in half. (Excluding if the debuff is -1)
May: Dolphin of Light – No effect. Normal.
June: Shark of Fire – All vores do +1 hp damage and Shera receives +2 to vore, but -2 if the opponent is voring her.
July: Snake of Water – Gets a perma +1 to all rolls. If she gets a natural 20 in the initial roll then it doubles.
August: Gryphon of Ice – No Effect, Normal.
September: Bear of Wind – Gets a +2 to all reversal rolls, but loses the initial roll.
October: Fox of Life – Starts out with +2 extra hp. (12 hp for normal matches)
November: Crocodile of Lightning – If she wins the initial roll she receives a Lightning Counter. However if she wins with a natural 20 then she gets 3 Lightning Counters.
December: Wolf of Storm – Normal, No effects.
Sexually Attractive: Being sexually attractive gives Shera the edge over any sexual acts. She gets a +2 to any sexual moves she performs, but gets -2 against sexual acts.
Cock Vore Weakness: Shera has a deep desire and love toward cock vore. When Shera rolls against Cock Vore, she gets a -2 to her rolls against Cock Vore and Cock related moves.
3. Passive
Touched by Elements: Shera has been blessed with the powers of the elements. So all elemental base moves get +1 to the roll.
Close Connection to the Entities: Able to connect to each entity of any form. She gets a +2 for her Entity Form move. As soon as she hits 50% on hp it doubles.
4. Active
Ride/Scissors: After establishing hold, if Shera wins roll for 5 or more. She may start riding/scissoring her opponent, inflicting cumulative -2 to their rolls. Effect then lingers fully for one turn.
Once Shera rides/scissors the opponent up to 3 turns, Shera would of climax. However if Shera roll is 11+ then she cums all over her opponent causing -4 to their future rolls for 3 turns. Less than 11 is where the opponent get their cock into her so they can cum inside her causing only -2 for 3 turns to her opponent, but receiving -2 for 2 turns herself.
Chomp: Shera can use this during the first stage of Oral Vore to cause 1hp damage to the opponent.
Oral Lovings: Shera treats her opponent to some oral attention. If she loses, her opponent gets a +3 on their next roll if they use that part of their body against her next roll. If she wins however, the effect varies depending on where she pleased them(all effects are doubled if she wins with a 20 on the dice or by 15+):
--Lips: A tender kiss, likely with some tongue, giving an opponent a penalty on their next 2 rolls equal to half the amount Shera wins by.
--Breasts: Shera suckles at her opponent's tit, nibbling and nursing as she murrs in delight. Gives the opponent a -2 on their next 2 rolls.
--Cock: Shera sucks her opponent's cock, getting them good and aroused before stopping. They take a -1 penalty for 3 rounds.
--Sheath/Balls: Shera will lick and suckle on his opponent's sheath or balls to entice them more. Giving a -1 to their rolls for 3 turns.
--Pussy: Shera eats her opponent out, gaining a permanent +1 on her rolls from their juices getting all over her muzzle and invigorating her.
--Ass: Shera rims her opponent, giving them a permanent -1 penalty on their rolls, which turns into a +1 if they try to anal vore her, since they're now nice and lubed up.
--Feet: Shera licks and worships her opponent's feet, stunning them for a round from the sensation.
Seduction: Shera will try to distract the opponent with an exotic dance or a teaser. She will give her opponent a -2 for 2 turns.
Smother: Shera will plant her opponent’s face between her bosom and squeeze her orbs tightly over her opponent’s head. They must roll a 13+ to escape as for every fail turn is 1hp damage. However after the 3rd turn, they will be stunned for a turn.
5. Finisher
Entity Mode: Goes into an entity form which is of the element fusing with the normal form. (Unlocks some passive and active moves as stated in the ability)
(Note: If the opponent beats Shera in the roll with a +10 or natural 20, then Shera is stunned for exhausting her energy for 1 turn.)
1. Horse
Passive
Mare’s Elegance: Being a mare, Shera has the elegance to dodge her opponent’s control. She gets a +1 to grapple reversals.
Nightmare’s Embrace: Being a being of Darkness, she can put fear into her opponent giving them -1 to their rolls. (Not Effective to light based beings)
Horse’s Endurance: Being a horse, she can take a lot during sex. Any damage or debuff caused by sex is reduced by 1. (However if the move has both, then damage is the only thing reduced.)
Active
Shroud of Darkness: Shera will send a shroud of darkness and fear around her opponent to bend them to her will and the fight to her favor. This move causes the opponent to receive -2 for 4 turns to all rolls.
Dark Fire Blast: Shera will blast her opponent with a fire like no other. Dark fire doesn’t burn, it consumes the mind into a state of nightmare and fear causing -2 for 2 turns to the opponent’s roll.
Nightmaric Charge: (Only usable in Entity Mode: Nightmare) While Shera is in Nightmare form, she can charge at her opponent to cause the following steps:
Shera wins, she bowls her opponent over and deals 2hp damage though making Shera sad that she couldn’t eat them.
+10, Shera manages to catch the opponent in the first stage of any vore and giving her opponent a -2 to their roll for a turn.
+15, Shera will get her opponent a little deeper during the charge. The opponent will be 2 stages deep into any vore with a -3 for 2 turns on their future rolls. (Note: If the vore only has two stages then they are at stage 1 with this debuff.)
Natural 20, Shera made a bullseye and completely devours her opponent in any vore and giving them -4 to their rolls for 4 turns.
Entity Mode:
Nightmare: The Nightmare form is 9 feet tall to shoulders so it will take an extra stage of vore to consume.
2. Tiger
Passive:
Metal Elemental: Being part of the metal element, Shera gain +2 against any creature or move based on Lightning. However, gains -2 for any creature or move based on Fire.
Tiger Ferocity: Shera is a wild cat in this form, so she gains +1 to her rolls excluding escape rolls.
Active
Feline Licks: Shera can give her opponent a pleasant feeling with her rough feline tongue against their body, more preferably a sensitive spot on them. When she licks her opponent, it causes -2 to their roll for 2 turns.
Bodyslam: Shera will pick her opponent up and slam them to the ground causing 2hp damage and -2 to their next 3 rolls.
Ring-a-round: (Only usable in Entity Mode: Automaton) Shera will pick her opponent and spin them around crazily before setting them to the ground in a dizzy state. -3 for 4 turns to the opponent’s roll.
Entity:
Automaton: The Automaton form is 12 feet tall to shoulders so it will take an extra stage of vore to consume.
3. Dragon
Passive
Soulstone: That gemstone on her chest isn’t just for show, it is her soulstone. At the beginning before the initial roll is rolled, Shera will roll 1d6 to determine what her soul’s condition is.
1-2 – Shera’s health is low or sickly. -2 to her hp.
3 – Shera’s strength is slightly off causing her -2 to her rolls.
4 – Shera’s strength is slight above average causing her +2 to her rolls.
5-6 – Shera’s health is at a high. +2 to her hp.
Tall Form: This is the tallest form and takes an extra stage to swallow her. (Excluding Anal Vore)
Draconic Blood: Being a dragon, her blood boils with strength to devour. +1 to all vores.
Deathly Aura: Shera’s aura gives chills to her opponent as death lurks behind her corners and curves. -1 to her opponents rolls.
Active
Hollow’s Gaze: Shera will show her prey the many ways they could die or just fear death in general. -1 per turn in this hold. 12+ to escape. (Maximum is -6)
Drain: Shera can attempt drain on her opponent, both Shera and her opponent will roll 1d10. The winner will steal the number of hp depending on the difference in the roll from the loser.
(Note: If her or the opponent roll higher than a 3 in the difference then that move turns into every 2 points difference is equal to 1. Sample: 6 to 1 = 2 hp drained)
(Note: Once Shera hits 1hp drain is unaffected on her. But if she fails a roll either going down to 1hp or was at 1 hp, the difference turns into debuffs in the same manner. Sample 1 to 4, opponent gets 1hp, but Shera gets -2 for having 1hp left.)
Spectral Blast: Shera will blast her opponent with some sort of spectral bolt to cause a chill down their spine and giving a -2 for 3 turns to their rolls.
Possession: (Only usable in Entity Mode: Spectral Dragon) Shera will go all out to possess her opponent/toy to make them into her slave for her to devour or not. If Shera wins the roll, she stuns her opponent for 2 turns. However if she gets a natural 20, she enslaves their mind fully to her will. (Fatal.) If Shera loses the roll, she is stunned for 2 turns. If her opponent rolls a natural 20 or she gets a natural 1 then she is stunned for 5 turns.
Entity Mode:
Spectral Dragon: The Spectral Dragon form is 17 feet tall to shoulders so it will take an extra 2 stages of vore to consume.
4. Cardinal
Passive
Earth Elemental: Being part of the Earth element, Shera gain +2 against any creature or move based on Wind. However, gains -2 for any creature or move based on Ice.
Stone Feathers: Shera’s feathers protect her taking damage. Prevents 1 physical damage.
Flight: Shera arms are wings as well so she is able to fly out of harm’s way. Her escape from grapples is +2. However once she is inside a stage of vore she gets a -2 to her rolls.
Shorty: Being the shortest form out of her selection, she skips one stage of vore. Making her easier to get inside.
Active
Earth Prison Fun: Shera will bind her toy to have a little more fun by using the earth around them to capture the opponent. If Shera wins, they are bound and will be pleased while in this state. Shera will give her opponent, inflicting cumulative -2 to their rolls. Effect then lingers fully for one turn and need to roll a 13+ to escape and hold her.
After 3 turns, Shera will begin a free vore stage before letting her opponent go from the bindings.
Quake: Shera will shake the earth beneath her opponent’s feet by slamming her foot to the ground. Causing instability; giving them a -3 to their next roll.
Wingclip: Shera will spin quickly and graze the opponent with her wing feathers against their face to disorient them with a -2 for 2 turns.
High Flying Lesson: (Only usable in Entity Mode: Roc) Shera flies up and grabs her opponent before taking them to the sky. Will pull the opponent in 2 stages of all vores. However if she gets a natural 20 then the opponent is force completely inside of her. If the opponent wins the roll then Shera is stunned for a turn.
Entity Mode:
Roc: The Roc form is 15 feet tall to shoulders so it will take an extra stage of vore to consume.
5. Dolphin
Passive
Blessed: Being a being of Light, anything evil or dark is weaken by -2 in their rolls.
Slippery Skin: Shera’s skin is very slippery making hard for her opponent to get a hold of her. -1 to grapples for her opponent’s rolls.
Flight: (Only effective in Entity mode: Fairy) Shera arms are wings as well so she is able to fly out of harm’s way. Her escape from grapples is +2. However once she is inside a stage of vore she gets a -2 to her rolls.
Active
Flash of Light: Shera can cast a flash of light to blind the opponent. If Shera wins her opponent gets -1 to all future rolls in the next 2 turns. +10 on a roll then they get -2 for 3 turns and if 20 natural will stun them for 2 turns.
Purification: Can only activate when completely vored. Purification makes the opponent’s body believes she is a disease and will spit her back out. (Has to wait 5 turns before using again after being activated.)
Tail Smack: Shera will giggle and smack her opponent on the rear with her tail to cause some arousal to her opponent. They receive -1 for 3 turns.
Fairy Dust: (Only usable in Entity Mode: Fairy) As a fairy, she has some special dust of light that she can throw on her opponent to cause -3 for 2 turns to their rolls.
Fairy Dance: (Only usable in Entity Mode: Fairy) This is a more powerful form of seduction as Shera will try to distract the opponent with an exotic dance or a teaser with the help of her fairy dusted body. She will give her opponent a -3 for 4 turns.
Entity Mode:
Fairy: The Fairy form has no significant size change and doesn’t require additional stages of vore.
6. Shark
Passive
Fire Elemental: Being part of the Fireelement, Shera gain +2 against any creature or move based on Metal. However, gains -2 for any creature or move based on Water.
Fiery Appetite: Being both a Shark and elemental of Fire, she has an appetite to satisfy. +1 to all vore rolls.
Sharkskin: Since Shera is a shark her skin is made like it. Her rolls are increase by +1 when she tries to initiates a move. However in vice versa, if her opponent has a hold of her, she has a hard time getting away. -1 to rolls to escape from grapples
Active
Fire Wave: Shera sends a wave of fire at her opponent to cause -2hp damage and -2 to all rolls except vore for 3 turns.
Burning Rage: Shera will release a lot of rage to try and defeat her meal. After activating this Shera will receive +2 for 2 turns.
Tail Grind: (This move can activate either holding or being held.) Shera will move her tail just enough to start grinding it against her opponent’s sex. She gets them aroused and slight off to what they were going to do by causing -1 for 3 turns.
(Note: If Shera does this move while being held then she is still held and has to roll again to escape)
Salamandra Charge: (Only usable in Entity Mode: Salamandra) While Shera is in Salamandra form, she can charge at her opponent to cause the following steps:
Shera wins, she bowls her opponent over and deals 2hp damage though making Shera sad that she couldn’t eat them.
+10, Shera manages to catch the opponent in the first stage of any vore and giving her opponent a -2 to their roll for a turn.
+15, Shera will get her opponent a little deeper during the charge. The opponent will be 2 stages deep into any vore with a -3 for 2 turns on their future rolls. (Note: If the vore only has two stages then they are at stage 1 with this debuff.)
Natural 20, Shera made a bullseye and completely devours her opponent in any vore and giving them -4 to their rolls for 4 turns.
Entity Mode:
Salamandra: The Salamandra form is 12 feet tall to shoulders so it will take an extra stage of vore to consume.
7. Snake
Passive
Water Elemental: Being of the element of Water, she gets +2 to creatures or moves that are Fire based. However gets a -2 for creatures or moves that are Lightning based.
Naga Body: Being a long naga, it takes and extra stage to completely eat Shera.
Two Stomachs: Shera in snake form has two stomachs. When the opponent is in the first stomach. Shera can roll 1d20 against is opponent to release some special enzymes to weaken the opponent for her acids to be more potent. The damage will increase by 1hp. However if Shera gets a natural 20 then it is doubled. (Opponent will roll escape roll first. If it fails then this ability starts. Both players will roll against each other.) If this effect fails then her opponent just goes to the second stomach.
Fins: Shera has fins on her body which can make it difficult for her opponent to eat her. -2 to her opponent stage 1 and 2 vore roll.
Aquatic: If in a water environment, Shera gets a +2 to her rolls.
Active
Snake Bite: Shera will bite her opponent to give one of the following effects:
Shera wins: Just a normal bite. -1hp damage.
+10: Shera injects a toxin into their body to make them weaker. -2 for 4 turns to the opponent’s roll.
+15 or Natural 20: Shera will inject a neurotoxin to paralyze her opponent for 2 turns.
Aqua Shield: Shera will form water on her body to help prevent the next 3 debuffs she would have received. However, do this gives the opponent the chance to gain control on her.
Coil: Shera will coil her serpent body around her opponent and control them.
Shera in normal snake form coils giving the opponent -1 while in the hold and 12+ to escape.
Shera in Sea Serpent form coils giving the opponent -3 while in the hold and 14+ to escape.
Toxic Water Spit: (Only usable in Entity Mode: Sea Serpent) Shera in Sea Serpent form will have the ability to spit water at her opponent that is toxic to them giving them -3 for 4 turns to their rolls.
Entity Mode:
Sea Serpent: The Sea Serpent form is 23 feet long so it will take an extra 2 stages of vore to consume.
8. Gryphon
Passive
Ice Elemental: Being of the element of Ice, she gets +2 to creatures or moves that are Earth based. However gets a -2 for creatures or moves that are Storm based.
Icy Embrace: Any that hold Shera can definitely feel the drop in the temperature. -1 to all grapple holds.
Wings: Having wings is a blessing and curse, Shera can use her wings to help her out of holds. +1 for escape from grapples. However the curse is it is a liability when the opponent starts a vore stage. -1 to rolls against voring.
Gryphon Pride: Gryphon’s are a proud species, but can be arrogant too. Shera receives +1 to grapples, but -1 to escape rolls.
Active
Icy Fear: Shera will give her opponent a chill down their spine from the wraith that is inside of her. Causing -2 for 1 turn to the opponent’s roll.
Chill: Shera can imprison her opponent in ice. The opponent needs a 13+ or is completely vored to escape Chill. (Uneffective on Fire and Storm beings)
Wraith’s Grasp: (Only usable in Entity Mode: Wraith) As a Wraith, Shera will go all out to dominate her opponent/toy to make them into her slave for her to devour or not. If Shera wins the roll, she stuns her opponent for 2 turns. However if she gets a natural 20, she enslaves their mind fully to her will. (Fatal.) If Shera loses the roll, she is stunned for 2 turns. If her opponent rolls a natural 20 or she gets a natural 1 then she is stunned for 5 turns.
Entity Mode:
Wraith: The Wraith form has no significant size change and doesn’t require additional stages of vore.
9. Bear
Passive
Wind Elemental: Being of the element of Wind, she gets +2 to creatures or moves that are Storm based. However gets a -2 for creatures or moves that are Earth based.
Bear Strength: Shera being a bear in this form has natural muscles and can overpower her opponent. +3 to grapples and reverse grapples.
Enrage: After reaching 25% of health, Shera strength increases. +2 to grapples, escapes and reverse grapples.
Active
Bodyslam: Shera will pick her opponent up and slam them to the ground causing 2hp damage and -2 to their next 3 rolls.
Wind Fisting: Shera will use her fist on her opponent’s orifice to give them pleasure and discomfort. After establishing hold, if Shera wins roll for 5 or more. He may start fist her opponent, inflicting cumulative -2 to their rolls. Effect then lingers fully for one turn.
Shera will fist them for 3 turns before stunning them through the sheer pleasure and pain she put them through. However if the opponent wins in any of these turn, they receive +5 to the vore of the chosen orifice that is being fisted.
Panda Hug: (Only usable in Entity Mode: Panda) Shera will grab her opponent and give them a bear hug causing -3 to their rolls for 3 turns.
Entity Mode:
Panda: The Panda form has no significant size change and doesn’t require additional stages of vore.
10. Fox
Passive
Flow of Life: Shera’s body is full of life, every turn she heals 1hp.
Lithe Form: Shera is a fox after all and doesn’t have a lot of strength. So all her grapples get a -2 on rolls including the beginning roll. However being a lithe creature she has an increase dodging rate so her escape from grapples gets +3.
Sexually Driven: Again being a fox, Shera is sexually driven to breed with anything. All sexual acts have +2 to her rolls and -3 for sexual rolls against Shera.
Tasty Form: The fox form apparently has a taste all predators love and make her a primary target for vore. Oral Vore from the opponent gets +2 to its roll.
Active
Leeching Blossom:
Shera grows a flower that feeds on the opponent’s life force. Steals 3hp from the opponent. Roll a 1d4 to determine who gets the life energy after the flower burst open.
1-2 = Opponent
3-4 = Shera
(Note: If battling with multiple people, the die will change to the number of players. Each player will pick one number before die is rolled to determine who gets hit with the life energy.)
Tail Flick: Shera can tease the opponent with a lick of her tail across the nose to get them a -2 for 2 turns.
Raping Vines: Shera grows vines from the ground which will entangle around the opponent and start to rape. Does 1hp damage per turn, 12+ to escape.
(Note: Shera can’t move till the opponent escapes from the hold)
Tree of Life: (Only usable in Entity Mode: Kitsune) Shera will summon a big tree around her opponent. The tree will consume the opponent as if it was a fighter itself. The Stages of escape: (Like normal vore chart)
Out of the tree >> Inside the tree >> Trapped in life tapping vines. Causes 3 hp damage per turn and need 15+ to escape.
Kitsune’s Dildo: (Only usable in Entity Mode: Kitsune) Shera can be rather play with her opponent by turning them into a toy for her ass or pussy. If Shera wins, the opponent is only to receive a -1 for 2 turns for the rough play before being pulled out. However if Shera wins with a 5+, the opponent is 1 stage deep in AV or UB, 10+ the opponent is 2 stages deep in AV or UB and 15+ or a natural 20, the opponent is completely devoured into Shera’s anus up to his belly or up into her womb.
Entity Mode:
Kitsune: The Kitsune form is 13 feet tall to shoulders so it will take an extra stage of vore to consume.
11. Crocodile
Passive
Lightning Elemental: Being of the element of Lightning, she gets +2 to creatures or moves that are Water based. However gets a -2 for creatures or moves that are Metal based.
Scales: Having scales helps prevent majority of the damage she would take. -1 hp damage Shera would receive.
Croc Endurance: Shera has a high endurance in this form. His hp is increased by 2. (12hp for normal matches.) Also, she can take a lot during sex. Any damage or debuff caused by sex is reduced by 1. (However if the move has both, then damage is the only thing reduced.)
Powerful Jaws: Being a crocodile, Shera has a very nasty and powerful bite at her disposal. Chomp deals extra damage.
Charging: Every 2 turns, Shera will build 1 Lightning Counter.
Active
Telsa Wave: Shera sends a wave of electricity at her opponent to cause -1hp damage and -2 to all rolls except vore for 3 turns. (Consumes 1 Lightning Counter to activate)
Static Bite: Shera courses lightning through her jaw and teeth to make the next time she ever rolls a 15+ or 20 natural to stun the opponent for a turn. (Consumes 5 Lightning Counters to activate.)
Tail Grind: (This move can activate either holding or being held.) Shera will move her tail just enough to start grinding it against her opponent’s sex. She gets them aroused and slight off to what they were going to do by causing -1 for 3 turns.
Telsa Long Tongue: (Only usable in Entity Mode: Telsa Lizard) Shera’s Telsa Lizard form has a rather long sticky tongue where she can use to constrict and shock her opponent. Does 1hp damage from constriction and -1 to their roll till they get control. If the next roll is successful, then her opponent slips deeper in OV. Goes 2 stages of OV.
Lightning Breath: (Only usable in Entity Mode: Telsa Lizard) Shera will blow her lightning breath onto her opponent to try and shock them. If she just wins the roll then they just get -3 to all roll for 3 turns. However if Shera gets 15+ or 20 naturally then her opponent is stunned for 2 turns.
Entity Mode:
Telsa Lizard: The Telsa Lizard form is 14 feet tall to shoulders so it will take an extra stage of vore to consume.
12. Wolf
Passive
Storm Elemental: Being of the element of Storm, she gets +2 to creatures or moves that are Ice based. However gets a -2 for creatures or moves that are Wind based.
Cloud Step: Shera has a more of a chance with escape holds with +2 to her reversal to grapple rolls.
Pack Leader: Shera being a wolf is strong at leading. +1 to all rolls. (Note: If with a team in multiple VB. Every member of her team gets a +1)
Active
Gust: Shera cast a gust of wind at her opponent to do the following effects: (0 or Tie = nothing)
Wins:
+15 = Stun the opponent 3 turns
+10 = Stun the opponent 2 turns
+5 = Stun the opponent 1 turn
Loses:
-15 = Stun the Shero 3 turns
-10 = Stun the Shero 2 turns
-5 = Stun the Shero 1 turn
Howl: Shera can howl at the hidden moon to boost her strength. +2 to his rolls for 3 turns.
Cloud Patterns: (Only usable in Entity Mode: Cloud Wolf)
Shera’s Cloud Wolf form’s body changes at her will to give her the edge in a match or against her in a match. (Can only activate every 10 turns.) She’ll roll a 1d10 to determine the following effects:
1 or 6 = Faded Cloud: Passive state for Shera causing -4 to all her rolls.
2 or 7 = Puff Cloud: Shera is on the defensive and receives +2 to reversal of grapples and escape rolls.
3 or 8 = Dense Cloud: Nothing effective.
4 or 9 = Dark Cloud: Shera is on the offensive and receives +2 to all grapples, sexual and vore moves.
5 or 10 = Storm Cloud: Shera is full of rage making her very reckless in her action, -4 to her rolls
Entity Mode:
Cloud Wolf: The Cloud Wolf form is 12 feet tall to shoulders so it will take an extra stage of vore to consume.