Wintyr_Mirage

This profile was copied automatically from the old chat.


If snow isn't on the ground, don't expect to see Mirage all too often; having spend most of her life in a climate where snow was around all the time, she got used to the cold...to the point that when she moved close to the park, she spent all day inside sitting next to the air conditioner. With a bit of help from a pendant she wore around her neck, her problem was...partially solved. While about an acre of land around her home got sudden, heavy snowfall, the rest of the area - including the park, for those wondering - went on as normal, save for a chilly breeze every now and then. Unsure of why the spell didn't affect more of the area, Mirage would leave the comfort of her home to investigate...and probably grab a few nutricious-looking bystanders, if things went well.

Mirage is about five and a half feet tall, with a lean build; she's not especially streamlined like other mink, due to hardly swimming when she could get the chance. That, and her frequent trips to local towns to pick up someone - er, something - to eat. The mink does take care of herself, though, and aside from being a little pudgy, she's still stunning. Her fur is nice and long, ideal for wintery conditions, except around her face where it's cut short. Mirage's tail is nice and long, usually swirrling around behind her casually. Her bust is visable at most times, though it's just the shape; there's a layer of fluffy fur between her breasts and the outside air. It's always good to get permission before grabbing, lest one have their head incased in ice.

That said, her pendant does allow her a couple of quirks that a mink of her stature wouldn't normally have; for one, so long as she's outside, she can make it snow, or form ice or snow in her paw. Eh, big deal, nothing immediately dangerous about that...unless she's challenged to a snowball fight. It glows with a dull blue as it hangs from her neck; to avoid having it stolen and used against her somehow, when seperated from its owner, the glow fades and it becomes a normal pendant. It's the source of her abilities, so take that away from her and she's just a mink.

For no reason but personal preference, the mink won't stay somewhere hot for very long; so, if she's trying to lead you somewhere when it's especially humid out, she's probably trying to take you home with her. Whether that's a good thing or a bad thing has yet to be seen.

to do: write up a little thing about drakyll

///Vore Battle Moveset///

She is capable of Oral Vore, Unbirth or Tail Vore.

Note:

Frostbite Pendant - The source of the mink's power. While she wears it (and she will be wearing it by default at the beginning of every battle), she is able to negate up to -3 in opponent-inflicted modifiers, as well as making her immune to mind control, offensive magic (fireballs, lightning, telekinesis, stuff that is designed to actually hurt her) and - most importantly - keeps her in the state she's in. That means transformation and branding isn't going to work unless the pendant is removed first. However, wrestling the pendant isn't as easy as it should be. It counts as a turn to attempt to remove the pendant, and can only be done as long as physically possible. That being said, it has a difficulty of 16 to remove, and this roll can't be affected by any modifiers whatsoever, good or bad. As soon as her pendant is removed, she is immediately vulnerable to the above types of attacks, and the pendant cannot be put back on until the battle ends.

Attributes

Tail Whip - The mink's tail can be used to bind her opponent in whatever way she chooses; it makes escaping her grapple particularly difficult. To move from Mirage's advantage to her opponent's, her roll must be beaten by at least 2.

Tight Passages - She's got a slight frame; it's going to be difficult to stuff anyone inside of her. She suffers a -2 while anything is being pushed into any of her orifices (This stacks, for the more adventurous-minded), including people. However, if someone is unforunate enough to be locked away inside of her, the difficulty for escape rises by 2.

Addictive Fur - Due to the frequent tanglings with a certain mink, her usually-enjoyable fur has absorbed one of her counterpart's traits; to be specific, an enchantment that distracts anyone who comes into contact with it. So long as her opponent is touching her fur, they suffer a -1 modifier.

Frozen Senses - Being continuously exposed to ridiculously low temperatures tends to dull one's senses a little. Mirage recieves a general -3 for the beginning turn, with her status improving by 1 every turn thereafter (-3 to start, -2 on the following turn, etc. until neutral). Any attacks or traits that rely on her ability to see, hear, taste or smell (her touch sense is completely fine) have half their usual effect rounded down, for better or worse.

Irresistable - The mink is attractive enough to any prospective lovers that they try harder than usual to lay her out! Sexually-based moves against her (including seduction) gain a +2 modifier the first time they are used (this is exclusive to the move; different moves regain the modifier).

To Each Their Own - Mirage will not resist anal sex once it starts. Continuing any such moves, once established, can be done without any defensive roll from Mirage.

Streamlined - The mink's a slippery girl! Attempts to use conventional vore methods on her will be made much easier, though she'll be able to escape a bit easier too! Predators have a +2 to swallowing her, but once she reaches her destination, that bonus is removed and replaced by a +2 to her escape attempts until she's free!

Triple Play - If Mirage's opponent manages to climax in her mouth, cunny and tailhole, for the rest of the match, the submissive player will suffer a -5 modifier in addition to any others due to exhaustion.

A feral...? Mmm, c'mere. - Purely feral/quadruped opponents recieve a general +1 modifier against Mirage for all rolls. This modifier also applies for non-feral opponents attempting to shapeshift into feral. They recieve an additional +3 modifier so long as they are using sexually-based skills (only actual, physical skills qualify for this bonus).

Pendant-Dependant

Frostbite - If her opponent is hit with an ice elemental attack, they have a 50% chance of contracting Frostbite. Luckily for them, it's not the awful 'we're going to have to amputate' kind of Frostbite; in this case, the exposure to the pendant's power inspires a sort of dependance on being close to it. For the purposes of mechanics, it's a stacking -2 modifier. It will stack up to five times before converting into Frozen Fever. With how Frostbite works, just roll 1d2. 1 you're fine, 2 you've got Frostbite.

Freeze - One of the powers that have become imbedded in her body due to prolonged exposure to the Frostbite Pendant is the ability to conjure ice. Unfortunately, as she isn't as completely heartless as she had once been, she'll usually only conjure a thin layer if directly targetting someone. She rolls a d20; if she beats her opponent's roll, their action is cancelled, and they must roll an additional d2 to fight the effects of Frostbite.

Frozen Fever - Her opponent's will breaks completely, making them completely subserviant to the wielder of the pendant. If this happens, the game for all intents and purposes, is over. Mirage is welcome to dispose of her opponent however she pleases.

Icing on the Cake - Mirage decides to give her opponent the chance to really relax... and what better way to relax than to be suspended in the air while being tended to? Assuming the initiation roll (which is entirely unmodified) succeeds, the mink freezes her opponent's upper body to the ground; arms and chest, mostly, leaving most of their body free and rolling at a -2! Assuming she wins a second time (all modifiers in effect), her opponent's entire lower half will be suspended in the air and frozen in place, save for a completely unmolested section reserved for their crotch! If she wins a third time, she'll start bestowing some oral pleasure on her opponent while they lay helpless, needing to roll a 15 or higher to escape! If they don't escape in three turns, they'll blow a load right down her throat, either dealing 3HP of damage or contracting two stacks of Frozen Fever (at the opponent's discretion)!

Sweet Dream - What's better than one drop-dead gorgeous mink? Two, of course! She needs to win two consecutive rolls for her to be able to summon her doppleganger; if she is able to, her rolling mechanic is changed to 2d18, where she takes the better of both rolls! However, she will also automatically lose all ties, and this also means that regardless of what she rolls, if her opponent rolls a 18, 19 or a 20, they'll win regardless of modifiers! The minks share a pool of hitpoints, though victory cannot occur unless both minks are incapacitated. Either will retain 1HP of health until properly dealt with.

Relax - Mirage imbues her paws with a softly glowing blue aura, before working her opponent over in a deep massage. If this move is successful with less than a 10, her opponent simply suffers a -2 for a turn due to relaxation. If she succeeds with 11-16, the relaxation penalty applies, and they have to roll a save against a stack of Frostbite. With 17-19, they are automatically inflicted with a stack of Frostbite. With 20+, they must roll a save against two stacks of Frostbite.

Pendant Independant

Suggestible - Without the use of her pendant, she's especially susceptible to mind control. These effects are given a +2 bonus.

Energy Drain - The mink latches on to her opponent for a kiss (or something a little more intimate), sucking the energy right out of them! She only needs to win her roll once to start the effects, after which her opponent has to roll above a 13 to shake her off! For each round that they fail to escape, Mirage's pendant removes a -1 modifier from play; if her pendant isn't cancelling any modifiers or if her opponent has removed her pendant, she instead drains HP at a rate of 1 per round! If she wins the roll with either a 20 or by a margin of more than 10, this rate is doubled!

Convince - The mink attempts to 'convince' her opponent that their efforts would be better focused toward pleasing the both of them instead of fighting! If she beats her opponent's roll, her opponent can be considered aroused.

Fraternizing With the Enemy - If she manages to convince her opponent to cooperate, she'll start working them over, or allowing them to tire themselves out pleasing her. It's a three-stage attack; for each turn they spend in Mirage's 'company', they stack up semi-permanent -1 penalties, until they climax on the third turn. Once they climax, they will suffer 3 damage from the exertion, and a -3 to resist Mirage starting again.


Finishers

Beautiful Nightmare - The minks have decided that being together again would be the best course of action... with you coming along for the ride, of course! If the twins win the first roll, one will switch genders into a herm (if they already have, then the first step is skipped). A second win will cause the newly-hermy mink to penetrate their opponent, and a third win leads to the herm shoving their opponent into the femme's snatch, and fucking them further inside! At this point, they have three unmodified rounds to beat an 17, or to reach a total of 40; if they fail, they ride a wave of mink seed right into the real Mirage's womb! Upon failure, the opponent is returned to the 'Held' position and both minks are stunned for two turns.

Screwjob - After her opponent reaches the end of FWE, Mirage pulls her opponent closer, coaxing them into another round. They retain their -3 penalty from Fraternizing, and if they lose the roll, they agree to mate with her again. She'll then start devouring them while they mate with her, the power of their afterglow and her ministrations proving too much for them to resist. They will be set in her stomach, tail or womb, and will suffer 4 damage from exhaustion.

Chilling Conclusion - Can only be done while she's holding her opponent, and they have at least two stacks of Frostbite. She plants both of her hands on her opponent's chest, and cuddles herself tightly against them; if they fail a roll, she starts summoning a burst of snow around her and her opponent; the rush of cold air makes her opponent suffer a -1 penalty. For every roll they fail from then on, a stack of Frostbite is added until they either push her away (win a roll, return to a neutral or starting position) or succumb to Frost Fever.

Mercy? - After ten turns, this ability becomes available, and can only be used once. The mink attempts to convince her opponent that fighting may not be worth it, and that they should go their seperate ways. Each player rolls 5d20, with the outcome being decided as follows. In case of a dispute, the battle continues as normal. Note that these rolls are completely unaffected by anything, positive or negative.

Player wins 3 rolls to 2: They choose how the battle progresses: Immediately end in a tie, or continue with no changes.

Player wins 4 rolls to 1: They choose how the battle progresses: Immediately end in a tie, or continue with their opponent suffering a permanent -1 penalty.

Player wins 5 rolls to 0: They choose how the battle progresses: Immediately end in a victory, or continue with their opponent suffering a permanent -3 penalty.







 
Roleplay Preferences (Click here for explanation)

As PredAs Prey

Being PredBeing Prey Always/Love
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Never/Dislike I'll be either, doesn't matter a bit to me.
Soft Vore Always/Love
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Never/Dislike Always down for this.
Hard Vore Always/Love
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Never/Dislike ...Eh...sometimes it's alright, if it fits the scene.
Digestion Always/Love
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Never/Dislike I like digestion, but it isn't required for the scene.
Oral Vore Always/Love
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Never/Dislike Love this.
Unbirthing Always/Love
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Never/Dislike Love this.
Cock Vore Always/Love
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Never/Dislike Well, she doesn't <i>have</i> a cock, but doing this to her will earn some serious brownie points.
Anal Vore Always/Love
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Never/Dislike As long as it's clean, it's alright in my book.
Tail Vore Always/Love
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Never/Dislike Love this. She's capable of it, too.
Unconventional Vore Always/Love
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Never/Dislike Sure, I like some odd stuff. Run it by me first, though.
Stretchy Always/Love
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Never/Dislike She stretches to accommodate prey reasonably close to her size, but is going to have to take her time for the larger folk.
Realistic Always/Love
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Never/Dislike I do enjoy <i>some</i> realism when I play. She's capable of vore, sure, but not to the point of cartoonishness. Some things just don't fit.
Cooking Always/Love
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Never/Dislike Eh, not my thing.
Food Related Always/Love
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Never/Dislike Some kinky foodplay during sex is alright, strawberries, whipped cream, that kind of thing; if that spills over into vore, more power to ya.
Rough Always/Love
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Never/Dislike She's kind of rough with her prey, if she doesn't know them. At the same time, if you want to treat her roughly, by all means!
Gentle Always/Love
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Never/Dislike Prey she's more familiar with will generally get better treatment. Treating the mink kindly will generally yield better results.
Sex Always/Love
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Never/Dislike It's always a welcome addition to the RP.
Pain Always/Love
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Never/Dislike Keep this stuff to a minimum.
Transformation Always/Love
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Never/Dislike As long as you're fine with the fact that she's going to revert at some point, by all means.
Scat Always/Love
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Never/Dislike No.
Watersports Always/Love
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Never/Dislike No.
Bondage Always/Love
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Never/Dislike Sure!
Magic Always/Love
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Never/Dislike Sure!
Willing Always/Love
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Never/Dislike It's fun, as long as they have a legitimate reason or are tricked into it.
Unwilling Always/Love
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Never/Dislike I like most of my prey to be, to an extent, unwilling.
Micro/Macro Always/Love
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Never/Dislike It's okay, I guess.
Same Size Always/Love
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Never/Dislike My partner being as close to my size as possible is a huge boon.
Male Partner Always/Love
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Never/Dislike Sure!
Female Partner Always/Love
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Never/Dislike Sure!
Herm Partner Always/Love
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Never/Dislike Sure!
Human Partner Always/Love
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Never/Dislike Not as enthusiastic, but sometimes!
Fur Partner Always/Love
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Never/Dislike Sure!
Scaly Partner Always/Love
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Never/Dislike Sure!
Feathered Partner Always/Love
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Never/Dislike I don't see as many of these around, these days, but... Sure!
Plants Always/Love
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Never/Dislike If she can find one small enough to take on, she'll pred, but plants are welcome to try their hand at the icemink.
Animal / Non-morphic Always/Love
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Never/Dislike Absolutely love.
Non-Sentient Partner Always/Love
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Never/Dislike They're nice sometimes, but it's nice to be able to carry a conversation.
Verbose Posts Always/Love
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Never/Dislike I try to put as much effort into my playing as I can, and only expect my partner to do the same.
Breaking 4th Wall Always/Love
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Never/Dislike I do it without even thinking. If it's a problem, I'll cut back.
Multi-Session Always/Love
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Never/Dislike
Grab and Gulp Always/Love
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Never/Dislike
Whisper Always/Love
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Never/Dislike Go for it. I don't bite.