Koneko

Another Solan alt... Check the main profile at the top if you have any questions about OOC notes. Also note that most of the sliders are the character's preferences, as always, so go ahead and whisper if you want to try something.

Quick note on forms: For easier reference, Mikichi now comes in three different text colors!
Green: Normal (demi) form, or I've forgotten to change it.
Brown: Halfway (anthro) form.
Pale blue: Kitty form!

UPDATE: Mikichi is now kitted out for vore battle! Available types are oral, anal, unbirth, breast, and absorption. Moves are listed below; feel free to ask to go a round~!

Character Name: Hanafuda Mikichi (aka Koneko)
Race: Nekomata (youkai)
Class: Cartomancer, danmaku user
Age: 17
Capabilities: Depends on her cards for the day. Is capable of pretty much any "typical" kind of vore. Always is capable of her specialty card vore technique (see below).

Physical Description: Mikichi is overall very much a teenaged girl to the eye. Her eyes are a sparkling blue, and she has soft violet hair, a relic of her magical heritage. Her breasts are of a fair size, D cup or thereabouts, and she has the softly rounded hips of a girl approaching adulthood. She is average in height, about 5'4", and has a perfectly flat stomach. Unlike most teenaged girls, however, her entire body is covered in short but very soft fur. Her fur is mostly a creamy white color, but a dark chocolate brown in some patches, mostly around her hands, feet, and face, as well as her ears and the end of her tails. Like all nekomata, Mikichi has a pair of pointed cat ears poking out of her hair and a long tail that splits very near the base into two. Unlike many furs, Mikichi loves wearing clothes, and changes her outfit on a very frequent basis; she might just have more different outfits than even Sakura and Syaoran put together. No matter the outfit, however, she always wears a tattered green collar, though its tag has long since been lost.
As a former cat, Mikichi has paws for hands and feet, and so always goes barefoot. She can change her forepaws into hands, however; these will be covered in soft brown fur and bear retractable claws, but are perfectly functional. She also happens to love having her paws played with and rubbed, especially her forepaws.
Mikichi also can revert to her Siamese cat form. In this form she is the size of any other house cat, and bears the same patterns in her fur as she does in human form, but unlike a normal cat, her tail is split and is nearly the length of the rest of her body.
After using her shapeshifting as much as she has, Mikichi has improved in it, to the extent that she is able to take on a full "mimi" form. In this form, her fur vanishes to reveal soft skin with a light Asian tinge, and her violet hair turns creamy white, the same color as her Siamese fur. The only remnants of her cat self in this form are her pointed chocolate ears and those two long, vanilla-dipped-in-chocolate tails. And of course those pale blue Siamese eyes as well.

Abilities: Mikichi is a special type of mage called a cartomancer. She holds power over both playing cards and the arcane tarot. Most of her abilities involve giving mobility to these; she can whirl them around her, send them flying at the enemy like a thousand steel darts, or virtually anything else you could think of doing with them. She delights in wrapping the many, many cards she both carries and can summon into wild patterns; indeed, she's made a living in more than one town putting on shows with just this ability. After one of her "Wanderer" spells took her to Gensokyo, she learned of the danmaku system and became a part of it. She normally fights in "danmaku mode" now; in this mode her card manipulations are enhanced, taking on patterns of such complexity and beauty that the enemy can become utterly dazzled by them. At the same time, the danmaku system's magic forces all of her attacks to be non-lethal; should she defeat an enemy, they will simply be either knocked unconscious or drained of their strength but left awake and aware.
Cartomancy also applies to calling forth the power that cards hold. Mikichi possesses a special deck of enchanted tarot cards, with which she can pull forth powerful spells. However, like the cartomancer's ultimate relic, the Deck of Many Things, a tarot enchanted for cartomancy is highly unpredictable, although the effects are generally either benign (for her at least), or damaging to the enemy. What this means is that when Mikichi casts a cartomancy spell using the deck, she draws a card from it and receives a (semi)-random effect. For example, if she draws a Minor Arcana card in the suit of Cups, a healing spell is cast on the target of her choice, with strength depending on the card's number. The Major Arcana cards (Emperor, Hierophant, etc.) are mixed in, and can produce truly powerful effects if drawn...
Mikichi also possesses the innate ability to conjure flame, as do all bakeneko, but between age and simple disinterest, she hasn't trained her skills in it at all. She can only conjure small amounts of amber flame; it isn't enough to seriously burn someone and is mainly good only as a light source.

(This section heavily under construction and subject to change)
Vore: Mikichi is capable of performing nearly any sort of vore you can think of, but her abilities to do this are linked entirely to her card powers. To put it simply, if Mikichi decides to devour someone, she can call upon the "draw of fate". This puts three of the Major Arcana cards into her hand, and she may choose her victim's fate from one of these. Each card has a different result associated with it (usually a vore type). The types so far are as follows:
Oral Vore: IV The Emperor, VIII Strength, XI Justice
Tail Vore: I The Magician, V The Hierophant, XIV Temperance
Absorption (body): VII The Chariot, IX The Hermit
Breast Vore: III The Empress, XIX The Sun
Anal Vore: XII The Hanged Man, XVIII The Moon
Unbirth: VI The Lovers, XVII The Star
Soul Vore: XV The Devil
Special: If XIII Death is drawn and not reversed, Mikichi can use it to override any reformation abilities and irrevocably permavore the target. This is at her discretion. Conversely, if XIII Death is drawn reversed, the target will be reformed even if they do not normally possess the ability. This variant will act regardless of Mikichi's wishes.

Background: Like many nekomata, Mikichi began her life as a perfectly normal cat. A Siamese kitten, to be precise, the beloved pet of a young scribe. The kitten had been discovered one day in one of Japan's many shrines, when she had mewed in the middle of a fortune-telling and scared the priestess so badly that she upset the table, scattering the fortunes. Beneath the table, they discovered a tiny kitten only a few days old. After getting over her fright, the priestess good-naturedly named the kitten "Mikichi", which in that language means "uncertain fortune".
After those surprising events, the then-schoolboy took the little kitten home and cared for her happily. Although the young man never did marry, he took more than enough comfort in the attentions of his cat, taking care of her from her earliest months to full adulthood and always keeping her well fed. Being a modern, up-and-coming man, the scribe did not heed the warnings of the old tales, stories that spoke of what would happen if a cat grew too old, or its tail too long...
One night, the scribe noted that there seemed to be a little slit in the end of his cat's tail. It was too late to deal with it that day, but he settled Mikichi in her usual place, curled up on the blankets on top of his feet, and resolved to see the vet in the morning. When he awoke, it was his pet's fourteenth birthday, and there was a nude girl curled up at the foot of his bed, covered in soft fur in the same pattern as the cat he had known and loved for so much time. At his startled cry, the newly awoken nekomata woke and gave a happy cry of recognition, hugging her master gently. She explained the situation carefully to her blushing master. Then, blushing herself, she drew out his old book of tales, some of which he had read to her as a little kitten, back when he had given her the nickname she still bears, "Koneko".
The story she read to him then was one of those rare tales that showed bakeneko in a good light. A man who had been kind to his cat and cared for her for many years remained always unable to bear children with his wife... and one day, in reward for their kindness over the years, the cat transformed into a beautiful girl and came to them both in the night, offering her help to the barren couple. Within the year, the couple finally had a child, through the nekomata's help, and none outside the family were ever the wiser. The girl remained with them as a human, helping to raise the child she had borne for her faithful master, and the family were happy for the rest of their days.
When she had finished, Mikichi bowed her head and made the same offer to him, knowing the scribe's deep loneliness and desire for children. To her surprise, he refused her, saying she was too young. Uncomfortable with having a newly-born youkai in his home, her master scratched his Koneko's ears gently and asked her to leave for a time. She nodded, fastening her collar securely around her neck, and left his home, promising that she would always remain his kitten, and that one day she would return to grant his desire, when she was at last old enough.
Since then, she's wandered into all sorts of realms. She always keeps a way back home, and she visits from time to time, but her master always tell her to wait, and so she does. In the meantime, the wanderlust-struck kitty is certainly having the time of her life!

Personality: Mikichi is in general a bubbly, happy young girl. Having only attained sentience two years ago, she is still fairly naive, but fairly intelligent. She's quick to approach people, even if they might turn out to be predators, and she tends to make friends no matter what realm she ends up in.
She's also caught wanderlust, hard. She loves to warp randomly all over the place using her cards, although lately she ends up in the Park a lot.
Mikichi is also quite innocent when it comes to the sexual side of things. She knows perfectly well what they are, but prefers to remain pure. Her master still refuses her offers to bear a child for him, and she takes that as a statement that she's too young to be doing it. She's also not prone to flirting. She's a huggy girl, though, and loves to be pet in either form, especially her soft ears.

Friends:
Her new girlfriend Kyiiri. ^^ After a few sessions of cuddling (and a little bit of loving on), the two kitties are happily together. Mikichi's still devoted to her master, but she's quickly growing quite close to her friend. She's fallen happily head-over-heels in love now for her Kyiiri.
BEA, the first Gensokyo native she's met here in the Park. For a match to ensue was inevitable, and Mikichi ended up beaten and devoured... and yet, at the same time the seeds of a friendship are starting to spring up between the two, though neither is totally sure what they think of the other for the time being.

RP Major Events:

Vore Battle! (experimental)

Passive Abilities

Inexperience- Mikichi is for all intents and purposes a virgin at the start of each VB until stated otherwise; and even if she weren't she's young and has little experience. Mikichi has a -2 penalty on all attempts to resist seduction rolls. If she is climaxed into, she takes one extra damage due to her hymen tearing and the penalty against seduction doubles.

Purr- Mikichi is a cute kitty, after all! Unless surprised by the opponent, Mikichi begins the match by a combination of purrs, mews, and nuzzling. This gives her a +2 bonus to the first roll of the match (and any penalties like that from Inexperience are ignored).

Active Abilities

Tickle- Mikichi's tails are both quite long, flexible, and fuzzy! If Mikichi is holding the opponent, she can initiate this move instead of making a vore attempt. If Mikichi is able to beat the opponent's roll, she will initiate a -2 penalty on the opponent, which she can continue as long as she keeps beating the opponent's roll.

Cardplay- Can only be initiated after two rounds of successful tickling. The penalty to the opponent's roll decreases to -1 as Mikichi fumbles out a pack of cards and puts her focus into manipulating them. However, if she wins the opposed roll, her cards start operating under her magic and assist her tails, doubling the penalty to -4.

Finish: Tuckered Out, Tucked In!- Only available after three rounds of Cardplay (five rounds of tickling in all). At this point, the opponent is tickled to the point of exhaustion. Mikichi adds a little bit of paw-play to the mix (targeting the neck, armpits, nethers, etc.) for a final attempt. The opponent's penalty increases to -6 for this roll, and if they fail they are stunned for three rounds, just long enough for Mikichi to fully vore them. After the stun wears off, they retain a penalty equal to the amount Mikichi beat them by in the finisher roll, which decreases by -3 each turn.

Finisher: Squirmy Send-up!- Only available after three rounds of Tickle, and only if Cardplay was not used. Mikichi moves to press the opponent's head to her rump, still tickling, and adds her hindpaws to the mix. Whatever part is currently just outside of the sphincter is continually tickled as Mikichi begins to move the opponent through the stages of anal vore, at a -3 penalty to start with and increasing by -1 each turn. If Mikichi successfully completely anal vores the opponent, they lose 2 HP, are stunned for 1 turn, and are at a -3 penalty to escape until they escape at least one stage from her bowels. If this move fails, Mikichi is held and stunned for 2 turns due to wasted effort.

Smother- Like anyone with decent-sized breasts, Mikichi is capable of unleashing Marshmallow Hell! This is initiated when Mikichi is holding the opponent and beats their opposed roll. For the first turn, this inflicts a -1 penalty. The penalty increases by -1 each turn, and after the third turn Mikichi can either attempt to begin breast vore with a +2 bonus (and a -2 penalty to all escape rolls if the enemy becomes completely breastvored), or knock out the opponent completely (this requires her to win a roll with a -5 penalty, but knocks out the opponent for as many rounds as one-third of the amount she beats their roll by, rounded up.)

Cartomancy Tricks- Mikichi can only use this once per match, and only if the opponent is held (but not in any vore phase). Mikichi calls upon the power of sheer unknown chance and draws out one of her Tarot cards. The effects (simplified from the full profile) are below:
1-2: Luck doesn't favor Mikichi this time! She shrinks down to between 1 and 2 feet tall and takes a permanent -4 on all rolls.
3-4: Luck is on the catgirl's side today. The opponent shrinks to between 1 and 2 feet and takes a permanent -4 penalty.
5-6: Mikichi casts a damaging spell! The enemy takes 1d3 HP damage.
7-8: Mikichi casts a binding spell. The opponent is stunned for 1d2 turns or takes a 1d3 penalty for 1d4 turns (chosen at the time).
9-10: Mikichi draws The Star! The catgirl is instantly regressed, losing 1d8 years of age and restoring that much HP to the opponent. She takes a permanent penalty equal to one half the number of years she lost, rounded up.
11-12: The Star is drawn in reversed orientation. The opponent is immediately regressed 1d6+3 years, Mikichi regains HP equal to one-third of the years lost, rounded up, and the opponent takes a permanent penalty equal to one-half the years lost, rounded down.
13: Mikichi is instantly healed to full health, and gains a +2 bonus on her next move.
14: The opponent is healed by 1d6 HP and gains a +4 bonus to their next move.
15-16: The Lovers. The opponent gains a +3 to all moves involving sex and a -3 to all other moves, and can make no attempts to vore. These effects last until the opponent successfully climaxes into Mikichi. Thereafter, she takes a -2 penalty owing to exhaustion after the level of passion the card instilled.
17: The Emperor. Mikichi is able to make a single command to her opponent. For a continuous action, the order loses effect after two rounds.
18: The Emperor, reversed. Mikichi's opponent can make a single absolute command, which only loses effect after three rounds.
19: Mikcihi draws The Tower... Mikichi is struck by lightning, takes 2 damage and is stunned for one turn, while the opponent takes 1d4+2 damage from the ruin unleashed around the strike.
20: Mikichi draws a vore card! The opponent is instantly moved into the final phase of a vore type of Mikichi's choice, and immediately takes 1 HP constriction damage. The opponent may try to escape normally, with a -2 penalty on the first turn due to disorientation.


Below is the information on Mikichi's cartomancy abilities. It's fairly detailed, so feel free to skip/skim it as you please; read on only if you're interested in her powers. Those looking for the spellcards I've created for her so far will find them at the very bottom.

Tarot Arcana (section under construction)
Minor Arcana: This section of the Tarot corresponds closely to the more widely-known 52-card deck of simple playing cards. There are four suits (Wands, Coins, Cups, Swords), and each contains the cards 1-10, as well as the "court cards", the Page, Knight, Queen, and King. Each suit in cartomancy corresponds to a specific spell, and the number of the card drawn determines the strength of the spell cast. The court cards sometimes have special effects if they are drawn.

Cups: Associated with the water element, if drawn, a card of the Cups suit will cast a healing spell on whoever the caster desires.
Swords: Associated with flame, a caster drawing a Swords card can call forth an elemental attack against the target of their choosing.
Coins: Associated with the earth element, the cards of the Coins suit generate armor for the wielder that lessens the power of physical attacks, though it wears down over time.
Wands: Associated with air and reason, a Wands spell creates a powerful warding around the caster that lessens the strength of magical attacks.

Major Arcana:The more famous half of the Tarot, these are the "trump cards". Each has a specific meaning, and create powerful but unpredictable effects when called on by a cartomancer.

0 The Fool:
I The Magician: The caster makes one attack with each of the four classical elements against the enemy, dividing the attacks as she sees fit among them.
II The High Priestess: Forsees the target's next attack without fail. Essentially, this means that she will know all actions taken in the next post and will be able to act accordingly.
III The Empress: Makes the caster appear completely irresistable to the target for a short period of time, rendering them unable to attack. Can dominate a weak-willed target, but only if the target is attracted normally to females.
IV The Emperor: The caster can make any one command that the target must follow. Can be resisted by a strong-willed opponent.
V The Hierophant:
VI The Lovers: Alters the target's mind to throw them into a frenzy of passion. For a short time, they can no longer make rational decisions and will unceasingly attempt to overpower the caster and have sex with her. May be overcome by strong will.
VII The Chariot:
VIII Strength: Grants the user the ability to temporarily ignore pain. In addition, it frees the caster's mind from any altering effects and recenters her mental state, cancelling out excessive anger and allowing her to focus on the fight.
IX The Hermit: At the cost of temporarily being unable to launch any attack, the caster is withdrawn behind a powerful magical ward that allows only direct physical attacks to harm her. The caster remains in this state until she willingly dispells it, and may still heal or ward her allies should she draw the proper cards.
X The Wheel:
XI Justice:
XII The Hanged Man:
XIII Death: A shade is summoned and engulfs the target, draining them of all strength but leaving them conscious. A target struck by this is immediately removed from the battle and is subject to the draw of fate.
XIV Temperance: Heals one target of all injuries and fatigue, and restores their mana completely if they are magic users.
XV The Devil:
XVI The Tower: Calls down a single lightning strike on the target, then rains down ruin on the entire surrounding area.
XVII The Star: Revives one slain or unconscious ally. If there is none, instead a spirit of life hovers over the target and will restore them should they die or fall unconscious. (Essentially casts Auto-life on the target.)
XVIII The Moon:
XIX The Sun: Sometimes called "the best card in Tarot", if drawn, The Sun strikes a single enemy with a blast of holy light while also enveloping the caster and all allies in a gentle glow that does minor healing.
XX The Angel:
XXI The World: By melding together the four elements, it summons a minor aspect of Kami/Gaia, who attacks, heals, or protects as it deems necessary. The summon lasts for a short while and then disperses.

Card Vore: This is Mikichi's special technique. She will only use it on special occasions, generally when she's managed to defeat an opponent who proved himself a strong adversary. Mikichi possesses several blank cards of the same sort of construction as her tarot deck, each one with a strong enchantment over them. If she decides to card-vore someone, she immobilizes them first by binding each limb with regular cards, and then activates the enchantment in one of her blank cards. The card will separate itself into front and back layers and grow to whatever size is appropriate for the victim. The two halves then rejoin with the victim trapped between them, and the magic of the cards dissolves their entire body into mana, absorbing it into itself along with whatever mana the creature might have inherently had. Following this, the soul is released and allowed to reform... mostly. The card captures a small piece of the soul as well, trapping it within. The piece is small enough not to cause significant damage, and the main portion of the soul will naturally heal it over time.
The piece of the soul left behind is absorbed along with the mana into the card's enchantment, changing its nature drastically. The card returns to normal size, and rather than being blank now bears a picture of the unfortunate victim. Mikichi can use this card in her cartomancy spells to mimic one of the trapped soul's techniques, or else to create a barrier. Depending on the power of the attack, however, the barrier usage may cause the card to be used up or even broken through.


Spellcards:
(More to come as I think them up. Which I'm not good at yet without turning them into ripoffs of ones ZUN already made. -_-)

Nullity Sign: Arcanum IX, The Hermit
Bomb-type. Creates a magic circle with a moderate radius that nullifies all bullets initially within, as well as any that enter during the card's duration. However, Mikichi may neither move nor shoot while the bomb is active.

Chaos Sign: Arcanum X, The Wheel


Reversed Sign: Arcanum XII, The Hanged Man
Mikichi releases a large quantity of amber flames. However, the flames are only warming to the touch; the true attack is the spray of cards fired chaotically in all directions. These cards are invisible; to have any chance of survival, the opponent must follow the path created by the flames, staying within them at all times.

Calamity Sign: Arcanum XVI, The Tower


Rebirth Sign: Arcanum XVII, The Star


Deception Sign: Arcanum XVIII, The Moon


Twin Arcanum: Light of Sun and Moon
Mikichi creates a magic circle around herself, which releases a perfect circle of projectiles. A second magic circle appears behind the opponent and releases linked crescents. After a certain length of time, the second circle begins to orbit around Mikichi while the first rotates.
Lunatic: "Ptolemaic Whirl" The second magic circle undergoes an epicycle orbit (orbiting around a fixed center; i.e. Earth, while the center itself undergoes an orbit).

Frustration Sign: "52 Pickup"
Mikichi releases a cloud of red-backed cards, then launches them directly at the opponent. The sprays become more frequent as the spell goes on.
Lunatic: "104 Pickup" Two decks are used now, in red and blue.

Zero Sign: Zero Sum
Last Word, survival-type. Mikichi transforms into a cat and runs at high speed around the opponent in a long oval shape. Cards fire constantly at a high rate from her back, all aimed directly towards the center to create a spiral. The cards continue back outwards after hitting the center, creating a pair of reversed spirals. Mikichi's speed increases as the card goes on.
 
Roleplay Preferences (Click here for explanation)

As PredAs Prey

Being PredBeing Prey Always/Love
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Never/Dislike Is perfectly willing to vore, but won't often do it except as a playful gesture or after defeating someone in a match.
Soft Vore Always/Love
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Never/Dislike Y'all know the drill by now if you know Solan. No rippa the kitty!
Hard Vore Always/Love
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Never/Dislike
Digestion Always/Love
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Never/Dislike If you go into her, you're digesting somehow. If you eat her, I'm fine either way.
Fatality Always/Love
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Never/Dislike She might perma under certain circumstances. She does have that power.
Reforming Always/Love
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Never/Dislike Technically, there is a way to prevent her from reforming, but I prefer leaving it as a bargaining chip, not to be actually used.
Oral Vore Always/Love
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Never/Dislike Nummy kitty!
Unbirthing Always/Love
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Never/Dislike Somewhat reluctant to do this one, considering her feelings towards her owner.
Cock Vore Always/Love
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Never/Dislike Doesn't have one, and doesn't wanna be in one.
Anal Vore Always/Love
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Never/Dislike Maybe. Depends on the RP.
Tail Vore Always/Love
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Never/Dislike Her second-favorite way of predding. Those tails have to be good for something, ya?
Soul Vore Always/Love
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Never/Dislike Er... I'll get back to y'all on this one.
Unconventional Vore Always/Love
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Never/Dislike Her cards can give her pretty much any conceivable vore type...
Stretchy Always/Love
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Never/Dislike I still don't fully understand these two, but I'm fine either way.
Realistic Always/Love
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Never/Dislike
Sex Always/Love
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Never/Dislike Mikichi is not a sexy kitty. >> She will not initiate it, and I'd really prefer to avoid having her raped unless you've got a really good reason.
Transformation Always/Love
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Never/Dislike Kitty loves magic! And is a shapeshifter. Check before doing something permanent though.
Blood Always/Love
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Never/Dislike Kitty and player both hate blood. >> Only during "hard" digestion please.
Scat Always/Love
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Never/Dislike Ewww... kitty doesn't like stinky things!
Watersports Always/Love
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Never/Dislike Double ew. ><
Magic Always/Love
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Never/Dislike Again, kitty loves magic! :D
Micro/Macro Always/Love
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Never/Dislike Micros are cute and fun to play with, and this is just about the only alt that'll go after and eat 'em up. She -is- a cat, after all...
Same Size Always/Love
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Never/Dislike
Human Partner Always/Love
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Never/Dislike No prefs on gender. Favors demis like herself, but loves most types.
Demi Partner Always/Love
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Never/Dislike
Fur Partner Always/Love
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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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Never/Dislike She's perfectly willing to nibble as her kitty self. Being eaten by a feral, though, is a different matter.
Non-Sentient Partner Always/Love
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Never/Dislike NPCs only.
Multi-Session Always/Love
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Never/Dislike Storylines are fun! :D Though one-shots are okay too.
Whisper Always/Love
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Never/Dislike Whisper anytime, and I do mean -any- time.