"Behold! The last image of beauty you shall see before you gruesome and terrible demise! I am the one who will end your miserable existence and destroy the planet!!! Nothing can sto-" The majin is then hit in the face by a rock. A few awkward and silent moments pass as she tries to understand what happened. Then, she begins to cry.
Standing at 4'8'', this creature of dubious matter is actually the regenerated cells leftover from Majin Buu, Super Buu, and Kid Buu respectively. These cells, who could not rejoin their original host in time, clumped together and formed Majin Aann. Her skin is as tough enough to withstand strike from even the mightiest of warriors and also stretchy enough to be warped and stretched.
The Majin, being comprised of the powerful beings is also quite the powerhouse herself. Her boasts are actually not empty words. Shedoew have the power to just blow up the entire planet. The question is if she's in the mood for it. Her emotions run a bit wild and extreme. As seen below, she might be completely and utterly pissed and would make you become a smear on her fist, she becomes overly happy and forgets everything.
However, do not test your luck (or do...) as she definitely has the strength and power to back it up.
Majin Aann. First Form
Hp 15
Passive Abilities:
Frustration - For vore battles: if Aann is splattered five times, !1d2 to see if she transforms into Kid Aann. 1 she doesn't, two she does.
Aggression! - The majin will focus on whoever annoyed her last. For vore battles: Last opponent that hit Aann will be targeted.
Auto regen: Regains health over time
level 1: 1 hp per 6 turns <~~
level 2: 1 hp per 5 turns Unlocks at 10 victories
level 3: 1 hp per 4 turns Unlock at 20 victories
level 4: 1 hp per 3 turns Unlock at 30 victories
level 5: 1 hp per 2 turns Unlock at 50 victories
level 6: 1 hp per turn Unlock at 75 victories
Max Level: roll 1d2 each turn, gain that much life Unlock at 100 victories
Auto Ki Gather: regain ki over time
level 1: 1 ki point per 6 turns <~~
level 2: 1 ki per 5 turns Unlocks at 10 absorbed
level 3: 1 ki per 4 turns Unlock at 20 victories
level 4: 1 ki per 3 turns Unlock at 30 victories
level 5: 1 ki per 2 turns Unlock at 50 victories
level 6: 1 ki per turn Unlock at 75 victories
Attacks:
#1 Honed fists - !1d2 damage Crit on 20. Does 3 damage for crits.
#2 Charge Ki - The majin charges her ki to gain one ki point.
#3 FINISHER! "Turn into Candy~!" - 7 Ki points A majin staple really. a strange beam shoots out of Aann's fingers or the tentacle on her head. She then eats them and gains a small portion of power from them. For vore battles: Gains a +1 for each absorbed in battle this way Can be dodged !1d20. Cannot be resisted. Instant KO. Potential kill.
#4 Absorb and Assimilate - With this technique, the majin throws a portion of herself out to seek out someone she wants. Then, she glorps them into the goo and brings them into her body to become one with her being. It's nigh inescapable, so be on your toes or else you might find yourself being used for her toes. With this ability, all the absorbed one's strengths and powers become her strengths and powers. If this occurs during kid form, it reverts her back to her original form. For vore battles: Two turn move. Flanking: must roll at least 2 higher to notice it. If not noticed, impossible to dodge. Cannot escape if trapped in it. User absorbs instantaneously and obtains all abilities immediately. If dodged, one attack of opportunity.
#5 Regenerate - A passive ability, but can be used as a move. If the majin ever loses an arm or even her head, she can simply "grow a new one" or rather, have the goo rejoin her. It's a little time consuming if it's reforming her entire body, but not too long for losing a bit of a limb. For vore battles: Heal 1d4-2 damage. Roll to interrupt: !1d2. Call 1 or two before hand. If interrupted, she cannot do any other actions for a turn.
#6 Telekinesis - 1 ki Point The majin is able to manipulate and control matter like putty. She could make a house out of living people or even turn a rock into a gun. She also can levitate any object or stun an enemy. For vore battles: Roll to resist. Flying enemies and magic users get +2 to resist. Cannot dodge from it. Opponent is stunned for a round. Next move always hits, but no crit.
#7 Vanishing Beam - 2 ki Points A pink beam of energy (ki) that is expelled from the palm of her hand. This move has the power to level a large building in seconds, but be as concentrated as to shave someone's head. For vore Battles: !1d20 to hit. If lands on 20, critical hit for double damage.
#8 Genocide Break - 4 Ki Points With this move, Aann points her palm into the air and fires a stream of ki projectiles into the air. The ki then rains down hard upon the area all around, or specifically at an opponent. This ability could bring down an entire race. Example here. For vore battle: I roll !1d10 to see how many shots are fired. No crit. Can be dodged, but only individual shots.
#9 FINISHER! Planet Burst - 8 Ki Points A ball of energy that is gathered in her palm. It contains enough power to cause a planet 10 times the size of earth to be destroyed. Example here. For Vore battle: If the attack reaches the planet surface, game over. Instant kill. Must roll to intercept attack. !1d20: Must roll higher OR sacrifice a turn to stop it.
Purge - A move that gets rid of an occupant currently trapped inside the majin. The trapped being is spat out of her mouth and regains their original form. For vore battles: Temporary buff of +1 for every body dispelled for the turn.
#10 Forcefeed! - This move causes Aann to forcefully infiltrate an enemy's maw and into their body.
Inflate! - The majin will expand her gooey form inside the poor enemy till they explode. For vore Battles: Roll to resist. !1d2. Call number beforehand. If number of turns exceeds 5, opponent explodes.
Puppet! - She forces her goo into every portion of the poor sods body and controls them, willingly or unwillingly.For vore battles: Roll to resist.
Majin Aann Form 2A.) Pure Aann
Passive Abilities:
Frustration - See above.
Regeneration - See Above
Pure Energy - Only those with evil hearts are usable by this form of the Majin. For vore battles: Designated in the absorbed people. Individual +1 bonuses from those who are not evil.
Zero Field - a passive ability that reduces most any caught within a 2 mile radius to become drained in all aspects. Magic, energy, stamina, Morale... For vore battles: the field, every round that it is present, will increase in pressure. Example: -1 for every other roll (Meaning everyone's but mine) on the first turn of battle, -2 for the second, -3... etc. In the event of passive abilities and spells, they lose their effects after -3.
Attacks:
#11 Explosive Gaze - 3 ki points This move will instantly set off an explosion of pure negative energy in whatever direction the Majin faces. It has enough power to reduce a star to nothingness. For vore battles: cannot be dodged. !1d20 Crit on 20. If crit, staggered -2 for a turn.
#12 Pierce - The majin punches straight through an opponent. For vore battles: Always lands in a critical hit. !1d20
#13 Hazard Flash - 5 ki points The majin fires a ball of energy at a target, causing a bright flash to envelope the entire battle for the rest of the turn. For vore battle: Opponents must roll to resist or have a penalty of -2 for the round. Flash lasts !1d4 rounds.
Majin Aann Form 2B.) Mystic Aann
Passive Abilities:
Frustration - See above.
Regeneration - See Above
Mystic Aura - Only those with good natured souls are usable by this form of the Majin. In addition, the aura of Aann becomes equal to demigods. For vore battles: Designated in the absorbed people. Can only use abilities from those who are good.
Pressure - A passive ability. All those who oppose her will feel a great strain on their body, mind, and soul. Conversely, all allies will feel a righteous and powerful energy course through.For vore battles: -7 to all opponents. +7 to all allies.
Attacks:
#14 Grab - For vore battle: If triggered by Tantrum, immediately go into flail. Can only be used at close range. !1d20 to dodge. !1d19 to escape if grabbed.
•Allure - A passive effect. For vore battle: The opponent trapped suffers a -2 penalty as long as they are grabbed due to breasts in the opponents face.
•Flail - Majin Aann begins to smash and swing the opponent around for a short time. For vore battles: Opponent must make !1d14 to escape vs !1d20. Happens for !1d4 rounds. At the end, the opponent is thrown to the ground.
•Squeeze - Aann squishes the person against her body and attempts to make the held person fall unconscious. For vore battle: Opponent is knocked out in 5 turns. Must escape to avoid. !1d19 vs !1d20.
#15 FINISHER! Mystic Kamehameha - 6 ki points A divinely powered, chargeable ki blast attack.For Vore Battles: +1x number of turns charged (Total 3) against opponents, but+3x number of turns charged against unholy/paranormal beings such as demons or ghosts.
#19 Multiform - a technique that splits the majin into two beings. For Vore Battle: half of all bonuses received rounded up. No less than +1. All attacks are only half as good.
Majin Aann Form 3 - Kid Aann
Passive Abilities:
Frustration - See above.
Regeneration - See Above
Purist Form! - A passive ability. This form of the majin cannot use any of the abilities gained by those she has absorbed in battle. For vore battles: All those that were absorbed prior to this form give her +1 individually
Tantrum - The youngling throws a tantrum. In this, her movements are random and unreadable. If she were left alone in this state, she would turn the area in a barren, uninhabitable wasteland. For vore battles:!1d2 chance to occur after damage is inflicted on Kid Aann. !1d20 for how many rounds it lasts. All attacks are randomized. Attacks specified with this ability have a higher chance of appearing. !1d16 for which move is used.
Attacks:
#16 #17 Power Shriek - 4 Ki Points She shouts so loudly and at such a frequency that reality warps in it's wake. This can sometimes cause her to deflect incoming projectiles or rips in the fabric of reality. This sometimes appears during tantrum. For vore battles: 1d3 to warp reality. 1=deflect next attack. 2=deflect and stun opponent. 3=stun, deflect and reality warp. Opponents must resist or be sucked into another dimension.
#18 #19 Planet Burst Barrage - 12 Ki Points Aann summons up multiple Planet Burst balls and proceeds to throw them in every direction at high speeds. She usually does this at the end of Tantrum. For Vore battles: if this move is used during tantrum, the tantrum will end. Similar to planet burst, except !1d10 balls of energy to intercept instead of one.
#20 Instant Transmission - 2 Ki Points Instantaneous movement to another place. Sort of like teleporting. Guaranteed dodge.
Vore Battle Status:Ready!
Current Status:Bored
Statistics:
Splatter. 7 consecutive hits or 3 crits will tear apart her body.
No blood. Immunity to standard vampiric attacks.
God-bane. Due to her previous incarnation's antics with the kai's, she can go head to head with gods/goddesses. Cancels out most any Godlike Aura and abilities.
Morally-troubled: 3 to 1. If there are 3 good people that she's absorbed for every villain (Including herself) she becomes neutral alignment. If there are more good people beyond that, she is Good. If the requirements aren't met, she is Evil. Converserly, if there are 3 villains to every good person that she's absorbed then she will become Pure Aann. Also, In the event that there are 9 more good souls, she will become a rather mysterious form.
Abilites:
Frustration - For vore battles: if Aann is splattered five times, !1d2 to see if she transforms into Kid Aann. 1 she doesn't, two she does.
Aggression! - The majin will focus on whoever annoyed her last. For vore battles: Last opponent that hit Aann will be targeted.
#1 "Turn into Candy~!" - A majin staple really. a strange beam shoots out of Aann's fingers or the tentacle on her head. She then eats them and gains a small portion of power from them. For vore battles: Gains a +1 for each absorbed in battle this way Can be dodged !1d20. Cannot be resisted. Instant KO. Potential kill.
#2 Absorb and Assimilate - With this technique, the majin throws a portion of herself out to seek out someone she wants. Then, she glorps them into the goo and brings them into her body to become one with her being. It's nigh inescapable, so be on your toes or else you might find yourself being used for her toes. With this ability, all the absorbed one's strengths and powers become her strengths and powers. If this occurs during kid form, it reverts her back to her original form. For vore battles: Two turn move. Flanking: must roll at least 2 higher to notice it. If not noticed, impossible to dodge. Cannot escape if trapped in it. User absorbs instantaneously and obtains all abilities immediately.
#3 Regenerate - A passive ability, but can be used as a move. If the majin ever loses an arm or even her head, she can simply "grow a new one" or rather, have the goo rejoin her. It's a little time consuming if it's reforming her entire body, but not too long for losing a bit of a limb. For vore battles: Immunity to digestion. Heals completely. Roll to interrupt: !1d2. Call 1 or two before hand. If interrupted, she cannot do any other actions for a turn.
#4 Telekinesis - The majin is able to manipulate and control matter like putty. She could make a house out of living people or even turn a rock into a gun. She also can levitate any object or stun an enemy. For vore battles: Roll to resist. Flying enemies get +2 to escape. Cannot dodge from it. Opponent is stunned for a round. Next move always hits, but no crit.
#5 Vanishing Beam - A pink beam of energy (ki) that is expelled from the palm of her hand. This move has the power to level a large building in seconds, but be as concentrated as to shave someone's head. For vore Battles: !1d20 to hit. If lands on 20, critical hit and instant KO.
#6 Genocide Break - With this move, Aann points her palm into the air and fires a stream of ki projectiles into the air. The ki then rains down hard upon the area all around, or specifically at an opponent. This ability could bring down an entire race. Example here.For vore battle: I roll !1d10 to see how many shots are fired. No crit. Can be dodged, but only individual shots. If all hit, then instant KO.
#7 Planet Burst - A ball of energy that is gathered in her palm. It contains enough power to cause a planet 10 times the size of earth to be destroyed. Example here.For Vore battle: If the attack reaches the planet surface, game over. Instant kill. Must roll to intercept attack. !1d20: Must roll higher OR sacrifice a turn to stop it.
Purge - A move that gets rid of an occupant currently trapped inside the majin. The trapped being is spat out of her mouth and regains their original form. For vore battles: Temporary buff of +1 for every body dispelled for the turn.
#8 Forcefeed! - This move causes Aann to forcefully infiltrate an enemy's maw and into their body.
Inflate! - The majin will expand her gooey form inside the poor enemy till they explode. For vore Battles: Roll to resist. !1d2. Call number beforehand. If number of turns exceeds 5, opponent explodes. Puppet! - She forces her goo into every portion of the poor sods body and controls them, willingly or unwillingly.For vore battles: Roll to resist.
Pure Aann
"I could care less... I'll end your planet. Nothing will stop me." The offered candy bursts into flames and is tossed into the giver's eyes.
This form of Majin Aann is one that is cold, and calculating. She'll blow up the planet if she knows she cannot win because, unlike her previous form, she simply does not care. In this form all her powers scale upwards by 100,000. In essence, this is the form that will destroy the universe. She dislikes candy with a hateful passion, and absolutely detests any sort of good and kind emotion. She has two emotions: hate, and murderous rage.
To reach this form, certain conditions must be met:
The first way for this form to be reached is if the Majin enters an atmosphere made up of negative and dark energies. This varies from magical to scientific causes.
The second way for this form to be reached is if Majin Aann absorbs a great deal of negative energy. This could be from any source or sources.
The final way for this form to be reached is if, by some strange course of events, she is being manipulated by an outside being and her master/mistress discovers the power blocked out by her psyche or the magical seal placed upon her. If either of those are broken, she will turn into this form.
Frustration - See above.
Pure Energy - Only those with evil hearts are usable by this form of the Majin. For vore battles: Designated in the absorbed people. Individual +1 bonuses from those who are not evil.
Zero Field - a passive ability that reduces most any caught within a 2 mile radius to become drained in all aspects. Magic, energy, stamina, Morale... For vore battles: the field, every round that it is present, will increase in pressure. Example: -1 for every other roll (Meaning everyone's but mine) on the first turn of battle, -2 for the second, -3... etc. In the event of passive abilities and spells, they lose their effects after -3.
#9 Explosive Gaze - This move will instantly set off an explosion of pure negative energy in whatever direction the Majin faces. It has enough power to reduce a star to nothingness. For vore battles: cannot be dodged. !1d20 Crit on 20. If crit, instant KO. !1d2 for kill.
#10 Pierce - The majin punches straight through an opponent. For vore battles: Always lands in a critical hit. !1d20
#11 Hazard Flash - The majin fires a ball of energy at a target, causing a bright flash to envelope the entire battle for the rest of the turn. For vore battle: Opponents must roll to resist or have a penalty of -2 for the round
Mystic Aann
"... Hehehe~"
This form is rather enigmatic. While in this form, she is hard to read and keeps rather quiet. All that is known about her is that she can only maintain this form for a short time, she cannot use any of the attacks her Pure form can use, and that she harbors a deep and affectionate love for the preservation of the universe in any shape or form.
Mystic Aura - Only those with good natured souls are usable by this form of the Majin. In addition, the aura of Aann becomes equal to demigods. For vore battles: Designated in the absorbed people. Individual +1 bonuses from those who are not good.
Pressure - A passive ability. All those who oppose her will feel a great strain on their body, mind, and soul. Conversely, all allies will feel a righteous and powerful energy course through.For vore battles: -7 to all opponents. +7 to all allies.
#17Grab - For vore battle: If triggered by Tantrum, immediately go into flail. Can only be used at close range. !1d20 to dodge. !1d19 to escape if grabbed.
Allure - A passive effect. For vore battle: The opponent trapped suffers a -2 penalty as long as they are grabbed due to breasts in the opponents face.
Flail - Majin Aann begins to smash and swing the opponent around for a short time. For vore battles: Opponent must make !1d14 to escape vs !1d20. Happens for !1d4 rounds. At the end, the opponent is thrown to the ground.
Squeeze - Aann squishes the person against her body and attempts to make the held person fall unconscious. For vore battle: Opponent is knocked out in 5 turns. Must escape to avoid. !1d19 vs !1d20.
#18Mystic Kamehameha - A divinely powered, chargeable ki blast attack.For Vore Battles: +1x number of turns charged (Total 3) against opponents, but+3x number of turns charged against unholy/paranormal beings such as demons or ghosts.
#19Multiform - a technique that splits the majin into two beings. For Vore Battle: half of all bonuses received rounded up. No less than +1
Kid Aann
This transformation of Majin Aann only occurs when she's stressed. Unlike her male counterpart, she's a lot more childish and unpredictable. Her emotions are always shifting. She has a short fuse, but has a short happy fuse. Even giving her candy or a coloring book could take her mind off of blowing up to the planet for two seconds or three years.
If she wishes to transform back, she only need to absorb a random individual and use their soul. She's an adult again, but at the cost of a soul.
In the event of this transformation, all abilities of those trapped inside are repressed as they interfere with her power. The maijin is now able to destroy a blue giant, a type of star that's a lot larger than the sun, and survive and escape a black hole. It is unclear if this is her "True Form" but there is one thing that's true: her power becomes impossibly high and comes with new abilities.
Purist Form! - A passive ability. This form of the majin cannot use any of the abilities gained by those she has absorbed in battle. For vore battles: All those that were absorbed prior to this form give her +1 individually
Tantrum - The youngling throws a tantrum. In this, her movements are random and unreadable. If she were left alone in this state, she would turn the area in a barren, uninhabitable wasteland. For vore battles:!1d2 chance to occur after damage is inflicted on Kid Aann. !1d20 for how many rounds it lasts. All attacks are randomized. Attacks specified with this ability have a higher chance of appearing. !1d16 for which move is used.
#12 #13 Power Shriek - She shouts so loudly and at such a frequency that reality warps in it's wake. This can sometimes cause her to deflect incoming projectiles or rips in the fabric of reality. This sometimes appears during tantrum. For vore battles: 1d3 to warp reality. 1=deflect next attack. 2=deflect and stun opponent. 3=stun, deflect and reality warp. Opponents must resist or be sucked into another dimension.
#14 #15 Planet Burst Barrage - Aann summons up multiple Planet Burst balls and proceeds to throw them in every direction at high speeds. She usually does this at the end of Tantrum. For Vore battles: if this move is used during tantrum, the tantrum will end. Similar to planet burst, except !1d10 balls of energy to intercept instead of one.
#16 Instant Transmission -Instantaneous movement to another place. Sort of like teleporting. Guaranteed dodge.
This area is for those whom Aann absorbed. Every being she has absorbed allows her to gain their powers, knowledge and magicks. She can use them as proficiently as the original owner and can even weave and combine them to create incredible effects. Vore Battles: Every ability used from this will be like a !1d20 to hit or to stop or to whatever. Specifics will be discussed in RP.
Good Cord was minding his own business until he happened across a shriek in the woods. Then, after investigating it, he found Aann absorbing a woman. He soon joined her, and now, Majin Aann has an Olympic athelete's knowledge of fencing and can create blades from her body.
Good Sweetie_Sarah was the last hero left standing in the world who could possibly beat the terror of Kid Aann. After a game of catch that could blow up the planet, Aann sealed her fate. Sweetie was first given a dose of irony before being absorbed by the little nightmare. In this process, Majin Aann's ability to turn things into candy is now twice as effective and can work on a broader range of beings. For vore battle: Candied. Aann gains +1
Evil After an encounter with Gurg's army of green stinky things, she absorbed a troll and now has inredible regenerative abilities.
Good Ignitski_Elron was foolish enough to perform a Kamehameha in front of Aann. She is now able to use the same technique after seeing it once. He too was absorbed shortly afterward. She now has full range of his abilities.
Good Lady_Xae was a very powerful mage and liberator of many. After Majin Aann ate some Elderitch flavored ice cream and became Pure Aann, she attempted to stop her from blowing up the planet. That did not happen. She was absorbed after trying to drink her blood. Aann now owns her Magical prowess. She can perform all her spells to the proficiency that Xae could. (Look at Lady Xae's Profile for descriptions)
Good Shen_Grey was absorbed after trying to fight Pure Aann after she absorbed Lady Xae. His Chaos form proved powerful, but it was the Zero Field that truly drained him. She is now able to contact the eternal dragon Shenron and use all of Shen's techniques...
Evil Amber_Darkangel found Aann and thought it wise to try and pick a fight with her. She was wrong. Aann countered each attack easily, and absorbed her in candy form. She has full range of the Dark Angel's abilities permanently as the angel reformed shortly after with a new body...
Good Lucerne_ was swallowed up by Aann's butt. She now lives forever in pleasure.
Good Tyrongo tried defending his neck of the woods, but transformed too little and too late. Majin Aann now has the ability to absorb power from the nature around her. For vore battle: +!1d4 due to nature.