(Courtesy of
VoreBattleRules)
Perks
General Perks
Frail Body: Aetherian's aren't physically strong, Alvac has 6 hp!!!
Fast and Agile: They're quick and flexible fellas! +2 to standard rolls and +3 to grapple/vore escape rolls.
Small Body: Aetherian's are small, it takes an extra stage to devour their foe if they're bigger than them!
Magical Perks
Nature's Protectors: Aetherian's are well tuned with nature, +2 to all action rolls when facing a floral or feral foe.
Holy/Light spirit: Aetherians are born from a Aetherion tree, gaining a distinct advantance againt evil forces.
+1 to all rolls when fighting a corrupted foe and +2 against demons.
Scientific Perks
Telekinetic Reading: Aetherians can learn and understand the construction of something by gripping
it loosely with their minds, giving them a +2 to all actions rolls when facing a mechanical foe!
Telecommunication: Most races Aetherians meet aren't telepathic, meaning that they are
unconsciously vocal of their planned actions! +2 to all action rollls when facing a foe with no defense against telepathy.
Moves
General Moves
Bite: The Aetherian chomps down on you! If roll is successful damage is a -1 hp.
Strike: The Aetherian uses their legs, arms, or tail to hit the foe! damage determined with a 1d2.
Tailsweep: The Aetherian uses its tail to knock you onto your back! If successful foe is stunned for
one turn and -1 to their vore escape rolls for two turns.
Smother: The Aetherian uses their genitals or breasts to smother their foe! Upon success they get
a +2 if they attmpt to devour the foe with the bodypart they were smothered against and foe is stuned.
Upon failure the Aetherian gets a 1 turn stun and -1 against sexual and anal vore.
Magical Moves
Plant Bind: As forest spirits Aetherian's use the plants around them to their advantage,
pinning you down! If move is successful then foe gets a -2 to rols, needing to roll a 12 or higher to
remove the foilage and -2. Removing foilage consumes one turn. Stacks to -4
Light Sphere: The Aetherian creates a ball of light and holy magic to throw at the foe!
Attack damage determined with a 1d4.
Holy Armor: The Atherian creates a light armor around them, reducing damage taken
by two! (-2 to all damage taken.)
Light Dash: Light magic empowers their legs as they become much faster! Allows complete
evasion of the foe's move or escape from the foe's body! usable once every three turns.
Scientific Moves
Kinetic Strike: Atherian's can kinetically charge their arms, legs, tail and head for
an enhanced strike! If successful strike damage is determined by a 1d3 and foe is stunned for one turn.
Kinetic Armor: The Aetherian makes some kinetic shields on their body, nullifying projectile
damage and reducing all other damage by 2!
Kinetic Dash: The Aetherian kinetically charges their body for a short but fast dash,
allowing complete evasion of a move or escape from being inside their foe! Can only be used
once every three turns.
Ion Sphere: The Aetherion kinetically charges a mass of particles, making them vibrate
and heat up into ion particle ball to throw at their foe! If the attack is successful deals 3 hp damage.
Vore Stages
Oral Vore
Aetherian is holding foe.
--> Aetherian swallows foe's feet/hands/head.
--> foe's legs/arms/neck are swallowed.
--> Aetherian's maw reaches foe's torso.
--> Foe is completely swallowed and inside Aetherian's stomach,
-2 digestion damage and roll a 13+ to escape.
Anal Vore
Aetherian is holding foe.
--> Atherian shoves foe's head/feet into their anus.
--> Foe's legs/neck are pulled in.
--> Foe's waist/shoulders are pulled in.
--> Aetherion's anus reaches foe's torso.
--> Foe is completely engulfed in Aetherian's intestines, -1 digestion damage and 12+ to escape.
--> Foe enters stomach, -2 digestion damage and roll a 13+ to escape.
Cock Vore
Aetherian is holding foe.
--> Aetherian takes foe's head/feet into their cock.
--> Foe's legs/shoulders enter Aetherion's shaft.
--> Foe's torso enters Aetherion's cock.
--> Foe is swallowed by cock, beginning to enter internal sac.
--> foe is in Aetherian's sac, -3 digestion damage and roll a 14+ to escape.