This is the Fusion Danced version of Yatchet + Jinn or Jinny. This is an alt made for Vore battling and is like a boss character. He or she has been made to be the ultimate pred. With Yatchet's feral mind and Jinn and Jinny's Reality powers combined, They seem to be unstoppable when it comes to hunger.( I can play as either the female or male fusion on request.) This is the type of character where you have another boss character fight or you have multiple players attacking. Normal VB's might be overwhelmed.
[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]
[A holds B] >> [B is completely engulfed in member] >> [B enters testicles and takes 4hp of damage per turn and must roll a 12 or higher to escape]
[A holds B] >> [A begins unbirthing B] >> [B enters womb and takes 4hp of damage per turn. A 13 or higher must be rolled for escape.]
[A holds B] >> [A begins bladder voring B] >> [B begins to enter the bladder and takes 1hp of constriction damage] >> [B enters the bladder and takes 2hp of damage per turn. An 18 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]
[Blob grabs A] >> [A is partially engulfed] >> [A is fully engulfed (phase 1) and must roll a 12 or higher or else they will take 1hp of damage and move to phase 2] >> [A is fully engulfed (phase 2) and must roll a 14 or higher or else they will take 3hp of damage]
[A holds B with Tail]>>[A's tail wraps around B like a snake and engulfs from the tail tip. And must roll 12]>>[B is inside of tail and must roll 12 still]>>>[B is inside of A's belly and must roll a 14 choosing either way to escape. Taking 3hp per turn]
[A Hugs onto B]>>[A inserts B into Naval, Must roll 12 or higher]>>[B is fully inside A's belly and must roll 14 taking 3h per turn. ]
[A's hair latches onto B]>>[A's Hair began to wrap around B and B must roll 13 or higher to escape, Taking 1 constriction damage.]>>[B is completely wrapped up and is losing 4hp per turn. Must roll a 14 or higher to escape.]
[A Points Vacuuming Tail at B]>>[B's soul is slowly being sucked out, Taking 1 damage]>>[A has taken B's soul. And B's soul has to escape with a 14 or higher before A keeps it in the final stage.]<--Once it hits the final stage, The soul is stuck inside.
[A smothers B into breast] >> [B is now taking 1hp constriction damage as they are in the 1st stage of Breast Vore, Needing 11 to break out.] >> [B is sucked all the way inside and is inside A's breasts. Dealing Milk digestion damage by 2hp and opponent must roll 15 or higher]
((More to come as I think.))
(( All from
Nayru's VB ))
HP: 80
Score: Me: 1 Foe: 0 Draw: 0
A fight against
PhoenixAndFriends Chi and Serena. Chi was digested away by Yinny's hair and made her wonderful dew much longer. The fused monster then forced Serena to pleasure her afterward in exchanged for not getting digested.
Passives
Slow Start- Since this is a fusion character, The battle would begin with Just Yatchet as his base and his health reduced to only 7. He'd have to pull off a successful Fusion dance with Jinn or Jinny to start the main fight.
Fusion Time Limit- The Fusion would only last for 15 turns, And once it ends. Yatchet would become himself again and the cool off is 3 turns. If he had lost HP before he fused, It is healed up. (The timer stops once the character has been vored or has vored someone else.) But the HP stays the same for the fused character even when they refuse.
Giga Overdrive- At the beginning of the Match, If The Fusion got to go first then any ability from the opponent is negated just that one time.
Acceptance- The Dance could only be used three ties. Once they are up, The Opposing player automatically wins due to Yatchet being out of power to pull off the dance.
Minds Eye- When in a fight with multiple characters, The fusion can take on more then two at a time. Any type of combination attacks above the limit of 2 are dodged.
Ultimate Pred- Thinking that they are the Ultimate Fusion, They would tend to get cocky and make mistakes when in a actual prey situation. Making all attack rolls +2 but escape rolls -2
"You don't scare me tough guy!"- Any type of intimidation is stopped as they wouldn't feel the fear flow into them.
Power Counter- Letting them get a power counter is bad.
Having up to 5 for them means they can lunch an ultimate attack. BUT the foe could gain the counter. If they manage to swallow The fused character, Then they gain Any power counters they have. Having all 5 let's you automatically use a Ultimate attack without missing. They only gain a power counter when their prey struggles out of their grasp. (Only works if they make it out the final stage.)
Only one Mindset...-If the current player is only Yatchet. Then his Fusion Dance can't be canceled out when he is trying to do it, Moves such as ones causing him t only use attacks moves won't work.
Actives
Yatchet Starter
Bite!
Rolls:
1-4: Misses completely and moves on with the battle.
5-9: Has landed a bite and deals 1 damage
10-15: Bites harder and deals 2
16-19: Manages to bite hard enough to take them into the first stage of Oral while dealing 2.
20: Deals 2 while taking them into the final stage.
Prepare to DODGE!
Rolls:
1-10: Has bad reaction speed and takes the hit double damage.
11-20: Has dodged the attack.
Fusion Dance
(( Can either use Jinn or Jinny from the characters
Jinn_and_Jinny ))
1-9: The Fusion is messed up and Yatchet and*Blank* both turn into a messed up version and a turn is wasted.
10-20: Dance is Successful and The Challenger approaches as the real battle begins!
Fusion Actives
Flying Rolling Charge
1-5: Misses, And the user hits the wall and stops. Stunning for a turn.
6-12: User hits the foe knocking them over dealing 2 damage
13-17: User knocks over foe and deals 3
18-20: User knocks over foe for 3 and stuns for a turn.
Cannonball!-Being as Goofy as Jinny or Jinn at this stuff, They would jump off a diving board with their mouth wide open at the opponent or have their ass wide open ready to take them inside when they land.
1-4: Misses and crashes hard, Being stunned for a turn.
5-10: Lands on the opponent, But not good enough to eat.
11-16: Manages to suck them inside and takes them to the 1st stage.
17-19: Get's them all the way to the 2nd stage
20: Final Stage of vore
Tail Jabbing User would keep repeatedly jabbing at the foe.
1-4: The Jabbing fails.
5-9: Hit's them multiple times doing just 2
10-16: Hit's them in where it hurts most, And sucks their head in dealing 2 and starting the first stage of tail vore.
17-20: Deals 2 Sucks them all the way to stage two.
Flying Leg Pin User would spread their legs after jumping in the air to land on their opponents face.
1-5: Misses
6-10 Hit the opponent and pins them for the first stage of CV/UB
11-19: Hit's harder than they thought and already has them in either UB/CV in the second stage.
20: Get's em good and has them sucked to the final stage.
Afterimage-They could set an afterimage for a two turn attack, Which means they vanish and leave the afterimage there. The attck is whatever they desire that isn't Ultimate. (Can be only used 3 times per match)
Hair Web- It is a counter skill, Where if they set it up and the foe attacks the next turn They can get them all the way in the first stage of Hair vore.(Only used once per match)
Reality Binds- Non-Damage dealing attack as it holds it's foe in place for 2 turns.
1-9: Screws up and hits the user.
10-20: Hit's the foe.
Melty Hand The user plays around with the opponent using their hand as a sexual weapon. Giving the opponent a -2 on whatever spot they played with type use for voring. Only for 5 turns.
Breast
Mouth
Pussy
Cock
Anus
Loving Embrace- The User hugs onto the opponent pressing their face into the user's breast. This is non-damaging.
1-4: Loving is failed and the opponent is released.
5-11: Gives the opponent a -1 on their next roll by rubbing their face in between the orbs.
12-19: Rubs harder and harder, Sucking their head inside, Giving them a -1 for their next 2 rolls and having them in the first stage of Breast vore.
20: Devours them whole and locks them in place inside the breast, In the final stage of breast vore with -1's on their next 3 rolls.
Your Soul is Mine!- User would grab onto the foe and have their tail hover over the opposing player to steal their soul.
1-6: The sucking isn't powerful enough and is forced off the other player, Making the user stunned to regain energy.
7-15: The Soul is partly sucked out and damage is done by 2
16-20: The Soul is completely sucked out and put in the first stage of soul vore.
Strategic Retreat- Can only be done by fused character and they leave the match unharmed when victory is no longer possible.
1-8: Fails and warps in their pred's grasp.
9-13: Nothing happens
14-20: Successfully escapes. And is considered a draw.
Ultimate Moves
Feral Bloodlust-Inherited from Yatchet's Pred like mindset, The move takes two turns to charge and is like focus punch. It heals half of what the user has(Due to too much HP.) And raises rolls by 2+. If the user is hit or grabbed then the ultimate is canceled. With all 5 Power Counters, It takes 0 time to use.
Reality Collapse- Having Jinn or Jinnys powers back at their peak with Yatchet's side, They turn then entire world around the into the user's actual stomach. Both sides take -1 damage each turn. Can only be done when the user's HP is 15 or below. With all 5 power counters, It will automatically activate no matter where the user's HP is at.
Time for a change of pace!- If the two chances of fusion were used up and they were on their last round, Then they may use the Fusion Rings to lock the characters in fusion...But forever...Keeping them the same during the rest of the match. It takes 5 power counters to use it anytime. But in order to use it without the counters...The user has t be on the final chance of fusion and must have 30 hp or less.
This is the End!- Having someone inside of the user while having all 5 Power counters, Can automatically seal them off from the world and keep them, Ending the match right away. Whatever vore they were in they are kept in and done with to the user's choosing. Can only be done with Power Counters.
(( Almighty Being at
YM07_INC ))