PuppetMistress_VB

Lol. It turns out you can only have so much in one profile. This profile contains some of my VB capable characters--NicoleThePotent, Thanahelos, and GoddessViolet. The others are at PuppetMistress_VB2, and the main rules are at VoreBattleRules.


GoddessViolet

Vore types:

--Oral Vore (([Violet holds B] >> [Violet puts B in mouth] >> [Violet chews B for 1 damage on a winning roll, 3 damage on 16-19 and 6 damage if 20] OR [B enters Violet's throat, taking 1hp constriction damage; Violet gets a +3 on the next roll to take B into the stomach] >> [B enters stomach and takes 5hp of damage per turn and must roll a 16 or higher to escape]))

--Cock Vore (([Violet holds B] >> [B is completely engulfed in member] >> [Violet constricts B, rolling with a +5 modifier to deal 2 damage on success] OR [B enters testicles and takes 4hp of damage per turn and must roll a 12 or higher to escape]))

--Unbirthing (([Violet holds B] >> [Violet begins unbirthing B] >> [Violet constricts B, rolling with a +3 modifier to deal 2 damage on success] OR [B enters womb and takes 4hp of damage per turn. A 15 or higher must be rolled for escape.]))

--Breast Vore (([Violet holds B] >> [Violet begins to shove B into her breast] >> [B enters breast and takes 2hp of damage per turn. B must roll a 15 or higher to escape >> B has -X penalty for X/3 rounds upon successful escape, X = number of turns in the breast.] ))

--Wing Vore (([Violet holds B] >> [Violet surrounds the foe with her wings, doing 1 damage per turn and requiring two escape rolls of 16+ to escape.]))

--Soul Vore (([Violet holds B] >> [Violet locates the foe's soul] >> [Violet begins draining the foe's soul, doing 2 damage to B and healing 1HP to Violet per turn, requiring an escape roll of 15+ to escape.]))

--Anal Vore (([Violet holds B] >> [Violet begins AVing B] >> [B is now completely in the anus of Violet, thus entering the large intestines] >> [B enters the first part of the small intestines of Violet] >> [B enters the second part of the small intestines of Violet] >> [B enters the stomach of Violet and suffers the usual 3hp of damage per turn]))

Important notes for AV:

- When you are in an opponent's intestines, you must win a roll with a 10 or higher to actually make your way out. If you win the roll with a number below 10, you stay in the same spot and take 1hp of constriction damage. If you lose the roll, you will move to the next phase and take constriction damage if you are moving into another part of the intestines.

- If the predator rolls under a 10 while the prey is in the intestines (win or lose), they take 1hp of damage from the pressure of the prey's weight.

- When the prey is in the stomach, they may choose to exit either up the throat (roll of 16+) or through the intestines (roll of 10+), but they must determine where they're trying to exit BEFORE the roll.

Passive traits:

--One Big Cannon: Violet's large member imposes a -1 on foes fighting her. If the foe is a herm, the penalty doubles. Also, the penalty increases by 1 for every 2 growth charges on her cock. She also does 1 extra damage for every 3 growth charges.

--Top Heavy: For every growth charge on her breasts, her opponents take a -1 penalty due to seduction, and she also does an extra damage for every 3 growth charges on her breasts. Also, her opponent must make a roll every turn they are either holding her, being held, or in direct contact with her breasts. Roll 1D10, and subtract 2 if being held or subtract 4 if her breasts are touching you directly. Failure to beat 5 or greater causes a -2 penalty for 2 turns, and the foe to lose 1hp and Violet to recover 1Hp.

--Insane muscles: Violet is extremely powerful, and as such gains a +1 to all physical rolls. This bonus is boosted by +1 for every Growth charge affecting her muscles. Additionally, any physical attack does extra damage equal to half of her muscle growth charges, rounded down. On top of that, she's extremely powerful and resilient from this. She has twice the base HP of her foe. (Before special traits. IE, in a 10HP Battle where her foe gets a bonus 50%, she would have 20 max HP, not 30.)

--Rather large:As long as Violet is at least 150% of her opponent's height, it takes two phases instead of one to take her into the mouth. She skips the second phase when escaping. If she is Macro or larger, she cannot be vored at all unless the opponent is VERY stretchy.

--Flexible Size: Violet's body can change size. She gains a modifier to all rolls (unless otherwise noted) equal to the number of size charges she has.

--Pheromones: Violet can release powerful pheromones from her breath. Any attempt at escaping her mouth or throat suffers a -1.

--Fiery Acids: Violet's digestive acids are exceptionally powerful. As such, her digestion damage is increased by 2. (This is noted in the above vore definitions.)

--Tight Womb: Violet's womb is notoriously tight and difficult to escape from. The escape roll increases by 3 and she has the ability to constrict her foes, similar to cock vore. (This is noted in the above vore definitions.)

--Embarrassment factor: If Violet ever rolls an unmodified one, she fails that roll no matter the modifiers or conditions, loses 1 charge of size on her body, and suffers a -3 penalty on the next roll due to embarrassment. However, she may re-roll a single natural one every match to try and dodge the embarrassment.

--Clown Shoes Ridiculous: If Violet ever rolls a natural 20, she must make another roll separate to the attack. If the second roll is a natural 20, the opponent is instantly defeated due to some incredibly random and unlikely occurrence that is fatal to her foe.

--Smelly Toes: Violet causes 1 damage to her foe every 5 turns, but only while they are outside her body or not pinned under something that would keep the smell away (like her butt). The effect does 2 damage if her foe has a sensitive sense of smell.

--No Escape: Foes are at a -3 to resist the first phase of certain types of vore, if they are in a certain phase when Violet attempts the corresponding vore on them. This ability also allows her to attempt that vore type when in the middle of the corresponding special. The pairs of phases are:
Breast Smish --> Breast Vore
Crushing Tail --> Oral Vore
Super Sit OR Facesitting --> Anal Vore OR Unbirthing
Tower Topple OR Ravage --> Cock Vore
Kiss of Death --> Soul Vore


(Finisher)
--Enrage: If Violet ever triggers Embarrassment Factor 3 times in a single match, she gets enraged. For the rest of the match, she is no longer subject to Embarrassment Factor. She also instantly returns to normal size if she is smaller than normal. All negative modifiers are removed from her, and she takes a +4 to the next 5 rolls. During that time, she cannot be Seduced, influenced, suggested, or otherwise experience the effects of any move that alter her mental state. However, this comes at a dramatic cost. She takes double damage for the rest of the match, and at the end of those 5 turns, if the battle still is going on, she takes a -10 to all rolls for the rest of the match, and is returned to normal size with no opportunity to grow larger.

Special powers/spells:

--Growth: Violet may attempt to use her arcane powers to grow larger. Roll 3d20 and evaluate each roll separately. On a roll of 12+, she gains 1 growth charge to the area of her choice. 17+ grants 3. 5 or below causes her to lose one charge, negatives are allowed. Any opposed roll is counted as having won if the foe beats 11+. However, she does not count as having won if they do not beat 11+. The 3d20 is unaffected by both Clown Shoes Ridiculous and Embarrassment Factor.

--Stomp: From the holding state, Violet may throw a foe to the ground and stomp on them. This cannot be done at less than -3 size. 22+ is fatal. On a victorious roll below 10, the ground shakes and all other combatants receive a -1 on all rolls next turn due to being dizzy. (-1 more for every 2 charges of size on Violet.) On a victorious roll above the stun threshold, the target takes 2 damage (+1 for every 2 size charges) and is trapped on a roll of 15+ until an escape roll of 15+ can be made. For every turn the foe remains underfoot, they take one damage from suffocation and an additional damage from the horrific smell of Violet's toes. +2 if the target has a heightened sense of smell, +1 extra if vulnerable to asphyxiation. On an unmodified 1, or any roll less than 3, Violet stomps her own foot and takes one point of damage, missing the next turn and being unable to Stomp for another two turns afterward.

--Lickilick! This attack requires Violet to be at least +4 size over her foe, and is unaffected by size modifiers. On a winning roll, she licks her foe, causing Stickiness and a -3 for 2 turns. Violet then rolls 1d3, and if this roll comes up a 3, Violet's turn does not end (IE she may make another move.)

--Busty Bulldozer: This attack requires Violet to be at least +4 size over her foe. Modifiers from said size do not affect this roll. On a victorious roll, Violet crushes the target underneath her bust, dealing 4 damage and stunning for 1 round. On a roll of 17+, Violet's impact is so powerful that it causes a shockwave, stunning all foes for 2 rounds (not stacking with the initial stun), dealing 2 damage to them all (stacking with damage done to target), and moving the foe directly to the first phase of Breast Vore. If Mega, this attack does an extra 2 damage wherever damage is done.

--Facesitting: This move may only be initiated if she holds between -3 and +3 size over her opponent. Violet may try to sit on her opponent's face and drain the life out of them. She must be holding the opponent to attempt this, and she must win the roll after calling the move out. The foe sustains 1 damage every turn affected. If Violet grows out of her current size category, the opponent is immediately affected by the Super Sit. Phases are:

[Violet holds B] >> [Violet pins B, giving them a -2 penalty] >> [Violet sits on B's face, requiring a 14 or higher to escape.] >> [Violet deals increasing damage each turn B fails to escape]

--Super Sit: On a successful roll, Violet will plop her thick rump down on a smaller foe. This is done from the holding phase, and counts as a phase of its own. This move may only be done if Violet is at least +4 size over her foe. The damage from this attack increases by 1 for every turn the foe fails to escape, but resets if they escape back to the 'pinned' phase. This move, as well as the Facesitting, allows access to several other moves, detailed below.

--Rump Grind (from Super Sit): Violet will grind her teasing tush over her opponent's body, dealing 2hp of damage with each grind and a -1 penalty. This penalty stacks up to a maximum of -3 and will remain in place until the turn after the opponent escapes from the Sit phase. If Violet wins with an 18+, this move does 4hp of damage and forces the penalty up to -5, regardless of what the penalty was beforehand. Do not include body size bonuses to these rolls.

--Rump Grind (from Facesitting): A less effective method of the attack. On a successful roll, she causes 1 damage and a -1 penalty for 2 turns. However, when this penalty stacks, it does not wear off unless there have not been any new stacks added (meaning she can continue to add -1 penalties as long as she can successfully grind her rump).

--Butt Bounce (from Super Sit): Violet can also go for a more damaging attack. 3 damage for a victorious roll, +2 damage if roll is higher than 15 (12 if Violet is Mega.) A 19 (or 16 when Mega) means instant death. Do not include body size bonuses to these rolls.

--Mustard Gas (from Super Sit or Facesitting): Now here's a more humiliating attack. On a victorious roll, Violet rolls an extra 1d10 and then a 1d4. The first die determines the effect and the second determines in how many turns she can use the attack again. All effects are increased by 1 point if the foe has sensitive smell.

1: Nothing but a harmless puff of air.
2-3: A little offensive, -1 (doubled per +4 size) for the next turn.
4-5: More potent this time, -2 for 2 turns (+1 @+4 size, -3 and 2 damage @+8 size)
6-7: This'll offend most people, -3 for 1d5 turns and 1d3 damage (Add +1 to each effect per +4 size)
8-9: The attack lives up to its name. -5 for 1d5 turns, 1 turn of stun and 2d3 damage (add +2 to each effect per +4 size)
10: Lights out, sonny. You take damage equal to 1/2 your max HP, and if you're still alive you take a -10 for 1d5 turns. +2 damage and +2 turns per +4 size

--Pheromone spray: Violet's breath is made purely of pheromones. On a roll of 12+, the target becomes smitten with Violet, and misses 2 turns while suffering a -3 to all rolls on the subsequent 2 turns. Plus 1 turn to each effect if the target has enhanced smell. On 17+, all foes feel the effect, missing an extra turn and taking a -4 penalty instead of -3.

--Ravage!: Violet is never above a bit of sex in the middle of a meal, especially if it helps with the meal. On a victorious roll from the holding position, Violet chooses which orifice to penetrate the foe in. Effects as follows:

Front Door The most common method of penetration, this will cause 2 damage per turn and requires a 15+ to escape from. Penetration requires an initial roll of 14+ to succeed, otherwise the opponent resists. Does not work on males. If this goes on for two turns, the foe will be unable to unbirth the rest of the match.

Back Door Another fun choice, this is a bit harder to enter and exit, also doing a bit more damage. 3 damage per turn, takes 17+ to escape, and needs an initial roll of 16+ to succeed. Two turns of damage prevents anal vore for the rest of the match.

Tasty Delights Violet's foe takes it in the mouth this time. Much slower, and much harder to escape from. 15+ initial success roll, 1 damage per turn plus 1 damage of asphyxiation (+1 if vulnerable to asphyxiation) every turn after the first, and a 19+ (!) escape roll. After 3 turns, the foe takes a -2 to rolls involving oral vore or the mouth due to having been stretched quite embarrassingly.

--Thrust!: If Violet is currently Ravaging her opponent, she may attempt to Thrust!. This causes her to do two turns worth of damage in one turn, and works on a victorious 14+ roll. On 17+ it also adds Stickiness. 20 and the damage redoubles, plus stickiness.

--Eruption! (Finisher): This may only be used if the foe has taken 3 hits of Stickiness and is trapped by a Ravage!. Violet must win two rolls against her opponent, and if she does, the opponent is defeated in a massive orgasm that suffocates them, filling their entire body.

--Tower Topple: Violet utilizes her shaft in a different way, simply using its girth to pin down her foe. Requires a winning roll to work, and a 14+ to escape from afterwards. Does no damage, but afflicted victims suffer a -1 penalty that stacks each turn, wearing off the turn after escape. This can lead to other moves, detailed below.

--Giant Grinder: Simple enough, the big girl grinds her equipment against the foe. On 11+ the foe takes an additional -1 penalty for 3 turns.

--Titanic Thruster: Now we do some damage! Violet thumps her entire set of equipment repeatedly over her foe, doing 2 damage on a 12+ win.

--Lustful Leak: Violet starts to leak some pre from the excitement of victory. On a victorious unmodified roll, this does 1 damage (scent damage, +1 if super effective) and adds Stickiness. May be used during a Ravage! as well.

--Eruption!!! (finisher): This may only be used if the foe has taken 3 hits of Stickiness and is trapped under Tower Topple. This is a slightly different variation on the same move that drowns the foe and washes them away.

--Crushing Tail: Violet may spend 1 turn to trade grips from holding her opponent to squeezing them in her powerful tail. This may only be used in the holding stage. On a +14 on a D20, the grip is switched. Escape rolls from this grip suffer a -2 penalty, plus 1 damage of constriction in addition to any other effects. This grip may be held until swallowing begins (in mouth), and any mouth-related effects stack with tailgrip effects. However, if Violet fails this roll with 7 or less, she wraps herself in her tail and releases her grip, taking 1 constriction damage and losing her next turn.

--Breast Smish: Simple enough, Violet uses her massive breast endowments to entrap her foe. If Violet wins a roll against her foe, she immediately rolls a D5 to see how many turns she keeps the foe held within her trap. Add 1 die for every +3 size she holds over her foe. Foes are incapable of physical action, take a -2 to magical rolls during their entrapment, and suffer 1 point of suffocation damage for every turn they spend trapped. This phase can lead to other moves, detailed below.

--Tasty Toxins (from Breast Smish): Violet's breast milk is incredibly addicting. On a victorious roll of 15+, Violet will force-feed some of this milk to her trapped foe. A 15+ is required for an escape roll. This will cause 1 damage per turn the move continues, and a stacking penalty of -1 will be added to her foe each turn it continues. During the duration of the move, Violet must also roll a D20 each turn, with a +1 modifier for every growth charge on her breasts and no other changes; if it comes up 5 or less then Violet has temporarily run out of milk. She must immediately release the foe from this phase, and resumes holding them. Additionally, she suffers a -2 for 2 turns while her energy returns, and cannot breast vore or use Tasty Toxins for a total of 4 turns.

--Crush-pactor (from Breast Smish): Violet brings her devastatingly large breasts together upon her foe. On a victorious roll, she does damage equal to the difference between her roll and her foe's.

--Hyper-energize: On a 5 or 6 on a D6, Violet rolls a D20 and receives a number of growth charges equal to half of the modified result, rounded up. This ability may only be used once every three turns. Furthermore, if Violet fails the D10 with a 1 or 2, she loses three size charges. Embarrassment Factor does not affect the D6 roll.

--Belch (finisher): For every turn that Violet has an opponent in her stomach, she may attempt to burp the oxygen out of her stomach, knocking out whoever is in there and ending the match. If she rolls a 15+ she is successful in pulling out enough oxygen, and the opponent then gets two rolls to get an 18+ or they pass out. If Violet rolls a 19+ for her belch, the opponent only gets one roll to get an 18+. If the opponent has any modifiers, they DO NOT come into play. Violet's roll also does not take effects from any size difference, if applicable. If the opponent successfully rolls an 18+, Violet coughs them out and is immediately held by the opponent.

--Kiss of Death: Violet uses her lips to suck the breath and the life out of her foes. On a victorious 14+, she brings the foe into a deep, lingering kiss. Every turn after this, the foe takes 1 damage (+1 if vulnerable to asphyxiation, +1 if vulnerable to seduction) and must roll a 17+ to escape. Violet restores 1HP for every 2 damage done in this way.

(Finisher)
--Psycho Frenzy: Violet has had it with these monkey fighting snakes on this monday to friday plane! This move may only be attempted if she is at 5HP or less. She rolls an unopposed, unmodified D20, and on a 13+ she becomes Enraged. However, if she fails to beat 13+, she only becomes mildly annoyed, and must spend the next 2 turns calming down.



NicoleThePotent

Vore Types:

--Oral Vore (([Nicole holds B] >> [Nicole puts B in mouth] >> [Nicole chews B for 1 damage on a winning roll, 3 damage on 16-19 and 6 damage if 20] OR [B enters Nicole's throat, taking 1hp constriction damage; Nicole gets a +3 on the next roll to take B into the stomach] >> [B enters stomach and takes 3hp of damage per turn and must roll a 16 or higher to escape]))

*
--Unbirthing (([Nicole holds B] >> [Nicole begins unbirthing B] >> [B enters womb and takes 4hp of damage per turn. A 14 or higher must be rolled for escape.]))

*
--Cock Vore (([Nicole holds B] >> [B is completely engulfed in member] >> [Nicole constricts B, rolling with a +5 modifier to deal 2 damage on success] OR [B enters testicles and takes 4hp of damage per turn and must roll a 12 or higher to escape]))

*
--Breast Vore [Nicole holds B] >> [Nicole presses her breasts around B] >> [Nicole's breasts start to suck B inside] [B enters breast and takes 2hp of damage per turn. B must roll a 15 or higher to escape >> B has -X penalty for X/2 rounds upon successful escape, X = number of turns in the breast.] ))

~
--Anal Vore (([Nicole holds B] >> [Nicole begins AVing B] >> [B is now completely in the anus of Nicole, thus entering the large intestines] >> [B enters the first part of the small intestines of Nicole] >> [B enters the second part of the small intestines of Nicole] >> [B enters the stomach of Nicole and suffers the usual 3hp of damage per turn]))

Important notes for AV:

- When you are in an opponent's intestines, you must win a roll with a 10 or higher to actually make your way out. If you win the roll with a number below 10, you stay in the same spot and take 1hp of constriction damage. If you lose the roll, you will move to the next phase and take constriction damage if you are moving into another part of the intestines.

- If the predator rolls under a 10 while the prey is in the intestines (win or lose), they take 1hp of damage from the pressure of the prey's weight.

- When the prey is in the stomach, they may choose to exit either up the throat (roll of 16+) or through the intestines (roll of 10+), but they must determine where they're trying to exit BEFORE the roll.


Passive traits:

--Fluctuating Desire: Some of Nicole's moves give her Arousal Tokens. She gains a +1 to all sex-based moves for every Token, and may expend some of these for certain moves. (Arousal moves will be marked with a * by the name.)

--Fluctuating Smell: Additionally, Nicole can influence her own musk. Certain moves give her Musk Tokens, which act like Arousal tokens, but for moves that don't smell like roses. To reiterate: She gains a +1 to all musk-based moves for every Token, and may expend some of these for certain moves. (Musk moves will be marked with a ~ by the name.)

--Clown Shoes Ridiculous: If Nicole ever rolls a natural 20, she must make another roll separate to the attack. If the second roll is a natural 20, the opponent is instantly defeated due to some incredibly random and unlikely occurrence that is fatal to her foe.

--Hard to Swallow: Didja bite off more than you could chew? As long as Nicole is between -1 and +3 size, and whenever she is successfully taken into the first stage of any vore (or a deeper stage via special move), both players must roll again at the same conditions to attempt the vore, due to Nicole being so large. If Nicole is vored at the beginning of the battle due to a high roll in the opening grapple, they still must roll for this ability. At +4 size, she cannot be vored at all unless the opponent is VERY stretchy.

--Stench of the Skunk: Did we mention she's also a skunk? Yeah. Just being around her causes pain and discomfort from her obnoxious scent. All other characters are at a -1 for the battle, with an extra -1 for every 2 musk tokens she has. The only ways to escape this are to be somehow immune to stench-based effects or be equally smelly yourself. Or if you're in her tummy, which is really the only vore track of hers that doesn't smell. Additionally, the penalty is doubled if your character has a weakness or sensitivity to musky smells, and doubled (further) if your character is at all inside her rear.

--Fatal Stench: If Nicole ever acquires 20 Musk Tokens, she automatically wins due to the air becoming so thick with her scent that everyone else is simply knocked out.



Active abilities:

--Growth: Nicole may attempt to use her enchanted scents to grow larger. Roll 3d20 and evaluate each roll separately. On a roll of 12+, she gains 1 growth charge. 17+ grants 3 and an Arousal Token. 5 or below causes her to lose one charge, negatives are allowed. Nicole receives a bonus or penalty to her rolls (besides Growth rolls) equal to her net size. In addition, for every D20 that rolls above 15, she gains an additional +1 size for every 3 arousal tokens.

--Spray of the Skunk: Nicole turns around, lifts her tail, and blasts her foe with her skunk spray! For every 2 she beats her foe by, she gets a Musk Token (up to 5). Additionally, they suffer a -10 on the next turn from the ungodly smell of her spray.

--*Seduction: Being a stripper, she's gotta have something like this! This first phase is just to charm her foe. It only requires a winning roll, and charms the foe for a -1 that lasts until the opponent wins a roll. If she wins with an unmodified 17+, she gains an Arousal Token. As long as they're under this spell, Nicole may use any of the moves detailed below.

(from Seduction)
*Grope: Whereas the last attack was just her being charming, now Nicole has decided to get physical! This roll is taken with Nicole at a -3, but if she wins, her foe takes a -2 for 2 turns, and she gains an Arousal Token. Plus, if she rolls 15 or better she gets another turn and another Arousal Token, and if her foe is groped 3 turns in a row they climax, losing 1hp and taking an additional -5 for 2 turns while their energy returns. This attack cannot be fatal.

(from Seduction)
~*Victory Lap: Horny Nicole is horny, and needs YOU to help sate her desires! In this move, Nicole forces her opponent to give her fellatio! If she wins this roll at all, she gains an Arousal Token, and 2 on a 17+. She may also Orgasm from this position, but doing so causes her to expend 4 arousal tokens. An orgasm from her means the foe takes 2 damage, a permanent -1 penalty from bloating up, one Sticky Token, and a harsh -5 for two turns.

(from Seduction)
*Lap Dance: Nicole pulls her foe in close and gives them a lap dance! On a 9+, she teases her foe with the first part of the dance, giving them a one turn, -5 penalty. If she wins the next roll, she gets in close, but causes 2 damage from being large. Plus she tends to get rough with her dance partners. If the foe is danced upon for 3 turns, they are knocked out for 3 more turns. At any time, a 15+ confers upon her an arousal token. This attack cannot be fatal.

(From Seduction)
*"Ass-Dance": This is even worse than a lap dance, assuming it works. (Or better, if you're into that and don't mind being crushed into oblivion!) This roll requires an 11+ to get her foe into a teased state, and a one turn -5 is the result. However, if she wins the second roll, she pushes her foe onto their back, climbs onto them with one leg on each side, and starts to rapidly thrash her well-endowed booty against their face, an arousing and destructive move! This attack does a mighty 3 damage per turn, and if at any time the foe would reach 0hp, they hang on with 1hp, but are instead knocked out for 4 rounds... basically letting her use any other move to finish them. As with her lap dance, a 15+ at any time rewards her with an arousal token.

(From Seduction)
*Self-Service Only: Nicole takes the extra time afforded to her by her distracted partner to pleasure herself. On a winning 13+, she loses her next turn, but rolls 1D5 and adds that many Arousal Tokens. If the D20 came up 18+ the result is doubled. Plus, her foe can't help but watch her and takes a -4 on the turn she misses.

--~Facesitting: Nicole may try to sit on her opponent's face and drain the life out of them. She must be holding the opponent to attempt this, and she must win the roll after calling the move out. This attack will do 1 damage every turn.

[Nicole holds B] >> [Nicole pins B, giving them a -2 penalty] >> [Nicole sits on B's face, requiring a contested 14 or higher to escape.] >> [Nicole deals 1 each turn B fails to escape]

(from Facesitting)
~Rump Grind: Nicole grinds her butt all over her foe. On a successful roll, she causes 1 damage and a -1 penalty that can stack infinitely, and does not wear off unless there have not been any new stacks added within 2 turns, meaning she can continue to add to the penalty as long as she can successfully grind her rump. Each effect is doubled for every 4 growth charges on Nicole, and each turn's penalty is increased by 1 for every 3 musk tokens. On 18+ the turn does not end and she gets a Musk Token.

(from Facesitting)
~Butt Bounce: Nicole can also go for a more damaging attack. 2 damage for a victorious roll, 5 damage if roll is 19+. 23+ means instant death.

(from Facesitting)
~Mustard Gas: Now here's a more humiliating attack. On a victorious roll, Nicole rolls an extra 1d15, modified only by her musk tokens, and then a 1d3. The first die determines the effect and the second determines how many turns she must wait before she can use the attack again. All effects are increased by 1 point if the foe has sensitive smell. She may expend 2 musk tokens in order to recharge immediately.

1: Nothing but a harmless puff of air.
2-3: A little offensive, -1 (doubled per +4 size) for the next turn.
4-6: More potent this time, -2 for 2 turns (+1 @+4 size, -3 and 2 damage @+8 size)
7-10: This'll offend most people, -3 for 1d5 turns and 1d3 damage (Add +1 to each effect per +4 size)
11-13: The attack lives up to its name. -5 for 1d5 turns, 1 turn of stun and 2d3 damage (add +2 to each effect per +4 size)
14-15: Lights out, sonny. You take damage equal to 1/2 your max HP, and if you're still alive you take a -10 for 1d5 turns. +2 damage and +2 turns per +4 size
16-24: Fatal. You is dead.
25+: Fatal. EVERYONE is dead. Nicole wins.

(Possibly from Facesitting)
Golden Shower: Nicole does not have to be sitting on her opponent's face to execute this move, but it does give her a +2 bonus, in addition to whatever penalties her foe might be going through. Simply put, Nicole targets her foe and takes a piss on them. Effects as follows:

1-9: Not enough juice stored up, no effect.

10-15: You've just been pissed on! This does 2 damage, +1 per 2 musk tokens, and causes a -3 for 2 turns. In addition, Nicole gains a musk token, but she also takes a -5 to use this move again, with the penalty being reduced by 1 each turn.

16-20: Nicole uses both her cock and her pussy to drench her foe! This causes 5 damage, a -6 for 3 turns, stuns for 1 turn, and gives Nicole 2 musk tokens. Nicole takes a -5 to use this move again, with the penalty being reduced by 1 each turn.

21+ (If size < 4): Nicole has so much urine stored up that she is able to use the above effect without the penalty!

21+ (If size > 4): Nicole utterly drowns her foe with her smelly, acidic urine. (Fatal)

--~Black Mountain: The greatest fear of any who suffer the force of Nicole's rump.... SCAT! If Nicole succeeds in using this move, she can't use it again for 3 turns, unless something in her stomach takes digestion damage. Rolling a victorious 12+ causes her foe to take what could be a huge amount of damage. Take her total Size and Musk tokens, divide by 2, and add 2. This is the damage. Rolling 18+ does damage equal to her size plus her musk. Rolling 24+ does damage equal to twice her size plus twice her musk.

--~Belch: Nicole's not above belching, either. If she wins the roll, she'll get right up in her opponent's face and give them a nice, loud, burp. If she has anything in her tummy, or has fully digested anyone this match, she gets a +3 to the roll and does an extra damage. The attack will do 2 damage and stuns the foe for a turn, plus an extra damage and an extra Musk Token for every 4 she rolls above her opponent. This attack is NOT fatal.

--~Stomp: From the holding state, Nicole may throw a foe to the ground and stomp on them. This requires a size greater than -3. A 25+ is always fatal. On a victorious roll below 10, the ground shakes and all other combatants receive a -1 on all rolls next turn due to being dizzy. (Penalty is increased by 1 per 2 size charges) On a victorious roll above the stun threshold, the target takes 2 damage (+1 for every 2 size charges and musk tokens) and is trapped on a roll of 15+ until an escape roll of 15+ can be made. For every turn the foe remains underfoot, they take 1 damage from suffocation and 1 (+1 per 2 musk tokens) more damage from the horrific smell of Nicole's toes. +2 if the target has a heightened sense of smell, +1 extra if vulnerable to asphyxiation. On an unmodified 3-, Nicole stomps her own foot and takes 1 point of damage, missing the next turn and being unable to Stomp for another 2 turns afterward.

--~You belong to Me!: Nicole takes advantage of her big, poofy skunk tail for this move. If she's victorious, she wraps her tail around her opponent, giving them a -4 to resist because it feels so nice. However, if she wins the next roll, she grinds her foe up against her butt, covering them in her musk! This attack does 1 damage per turn, and causes her foe to suffer a harsh -8 while suffering from the awful smell. If she rolls 17+ at any time during this move, she blasts her foe with her skunk spray, dealing an additional 2 damage and adding a -4 penalty for 2 turns. Every turn her foe remains in this hold, Nicole gains a musk token.

--*Ravage!: Nicole is never above a bit of sex in the middle of a meal, especially if it helps with the meal. On a victorious roll from the holding position, Nicole chooses which orifice to penetrate the foe in. Effects as follows:

Front Door: The most common method of penetration, this method requires an initial 12+ to succeed, and will cause 2 damage per turn while requiring a 13+ to escape from. Does not work on males. If this goes on for 3 turns, the foe will suffer a -4 penalty when attempting to unbirth. This lasts for the rest of the match.

Back Door: Another fun choice, this is a bit harder to enter and exit, also doing a bit more damage. With an initial condition of 14+, this form of Ravage! does 3 damage per turn and requires 15+ to escape. 2 turns of damage rewards the foe with a -3 penalty to anal vore for the rest of the match.

Tasty Delights: Nicole's foe takes it in the mouth this time. Much slower, and much harder to escape from. 13+ initial success roll, 1 damage per turn plus 1 damage of asphyxiation (+1 if vulnerable to asphyxiation) every turn after the first, and a 17+ escape roll. After 4 turns, the foe takes a -2 to rolls involving oral vore or the mouth due to having been stretched quite embarrassingly.

(from Ravage!)
*Thrust!: If Nicole is currently Ravaging her opponent, she may attempt to Thrust!. This causes her to do two turns worth of damage in one turn, and works on a victorious 14+ roll. On 17+ the foe receives a Sticky Token. Rolling a 20 does 4 times the usual damage, and awards the foe 2 Sticky Tokens.

(from Ravage!)
~Lustful Leak: Nicole starts to leak some pre from the excitement of victory. On a victorious unmodified roll, this does 1 damage (+1 per 3 Musk Tokens, x1.5 if vulnerable to musk) and adds a Sticky Token to her opponent.

(from Ravage!)
(Finisher)
Eruption!: This may only be used if the foe has 3 Sticky Tokens and is trapped by a Ravage!. Nicole must win 2 rolls against her opponent, and if she does, the opponent is defeated in a massive orgasm that suffocates them, filling their entire body.

(finisher)
--Sonic Belch: For every turn that Nicole has an opponent in her stomach, she may attempt to burp the oxygen out of her stomach, knocking out whoever is in there and ending the match. If she rolls a 16+ she is successful in pulling out enough oxygen, and the opponent then gets two rolls to get an 18+ or they pass out. If Nicole rolls a 19+ for her belch, the opponent only gets one roll to get an 18+. If the opponent has any modifiers, they DO NOT come into play. Nicole's roll also does not take effects from any size difference, if applicable. If the opponent successfully rolls an 18+, Nicole coughs them out and is immediately held by the opponent.



Thanahelos

Vore Types:

--Oral Vore (([Thana holds B] >> [Thana puts B in mouth] >> [Thana chews B for 1 damage on a winning roll, 3 damage on 16-19 and 6 damage if 20] OR [B enters Thana's throat, taking 1hp constriction damage; Thana gets a +3 on the next roll to take B into the stomach] >> [B enters stomach and takes 3hp of damage per turn and must roll a 16 or higher to escape])) (Move types 6, 7)

--Unbirthing (([Thana holds B] >> [Thana begins unbirthing B] >> [B enters womb and takes 4hp of damage per turn. A 14 or higher must be rolled for escape.])) (Move types 1, 2, 4, 7)

--Breast Vore [Thana holds B] >> [Thana presses her breasts around B] >> [Thana's breasts start to suck B inside] [B enters breast and takes 2hp of damage per turn. B must roll a 15 or higher to escape >> B has -X penalty for X/2 rounds upon successful escape, X = number of turns in the breast.] )) (Move types 2, 5, 7)

--Wing Vore (([Thana holds B] >> [Thana surrounds the foe with her wings, doing 1 damage per turn and requiring two escape rolls of 16+ to escape.])) (Move type 7)

--Soul Vore (([Thana holds B] >> [Thana locates the foe's soul] >> [Thana begins draining the foe's soul, doing 2 damage to B and healing 1HP to Thana per turn, requiring an escape roll of 15+ to escape.])) (Move type 7, 10)

--Hair Vore [Thana holds B] >> [Thana begins to wrap B into her hair] >> [B is fully entangled and takes 2hp of damage per turn. B must roll a 12 or higher to escape, and has a -1 penalty in the whole hair until they escape] >> [The penalty stacks each turn B remains in Thana's hair] (Move types 7, 10)

--Anal Vore (([Thana holds B] >> [Thana begins AVing B] >> [B is now completely in the anus of Thana, thus entering the large intestines] >> [B enters the first part of the small intestines of Thana] >> [B enters the second part of the small intestines of Thana] >> [B enters the stomach of Thana and suffers the usual 3hp of damage per turn])) (Move types 1, 4, 7)

Important notes for AV:

- When you are in an opponent's intestines, you must win a roll with a 10 or higher to actually make your way out. If you win the roll with a number below 10, you stay in the same spot and take 1hp of constriction damage. If you lose the roll, you will move to the next phase and take constriction damage if you are moving into another part of the intestines.

- If the predator rolls under a 10 while the prey is in the intestines (win or lose), they take 1hp of damage from the pressure of the prey's weight.

- When the prey is in the stomach, they may choose to exit either up the throat (roll of 16+) or through the intestines (roll of 10+), but they must determine where they're trying to exit BEFORE the roll.


Passive traits:

--Fluctuating Desire: Some of Thana's moves give her Arousal Tokens. She gains a +1 to all sex-based moves for every Token, and may expend some of these for certain moves.

--Growth Spurt: Thana is pretty big to begin with, and sometimes gets even bigger. To represent her large height, she starts at +1 size, and gains a bonus (or penalty) to her roll equal to her size bonus.

--Clown Shoes Ridiculous: If Thana ever rolls a natural 20, she must make another roll separate to the attack. If the second roll is a natural 20, the opponent is instantly defeated due to some incredibly random and unlikely occurrence that is fatal to her foe.

--Hard to Swallow: Didja bite off more than you could chew? As long as Thana is between -1 and +3 size, and whenever she is successfully taken into the first stage of any vore (or a deeper stage via special move), both players must roll again at the same conditions to attempt the vore, due to Thana being so large. If Thana is vored at the beginning of the battle due to a high roll in the opening grapple, they still must roll for this ability. At +4 size, she cannot be vored at all unless the opponent is VERY stretchy.

--Demonic Nature: Thana is, quite obviously, a demon. She recovers 1 HP per 3HP of damage she does, in addition to any healing her moves might cause. She also rolls 1d3 for every point of damage she takes, and avoids a single point of damage for each 3.

--Fetish Radar Thana is able to sense her opponent's hidden desires, as well as implant one of her own. Roll 1D10 at the beginning of the match, and compare the result to the following chart. For the duration of the match, the foe is considered to be "vulnerable" to moves of that type. If the foe is already vulnerable to that movetype, roll again. Vulnerability to a move causes a -2 to resist unless a specific penalty is described within the move.

1 = Scent, 2 = Sex, 3 = Suffocation, 4 = Butts, 5 = Breasts, 6 = Mouths, 7 = Vore, 8 = Humiliation, 9 = Crushing, 10 = Entanglement/Draining

Active abilities:

--Growth: Thana may attempt to use her demonic powers to grow larger. Roll 3d20 and evaluate each roll separately. On a roll of 12+, she gains 1 growth charge. 17+ grants 3 and an Arousal Token. 5 or below causes her to lose one charge, negatives are allowed. Thana receives a bonus or penalty to her rolls (besides Growth rolls) equal to her net size. In addition, for every D20 that rolls above 15, she gains an additional +1 size for every 3 arousal tokens.

--Seduction: She's a succubus, she's gotta have something like this! This first phase is just to charm her foe. It only requires a winning roll, and charms the foe for a -1 that lasts until the opponent wins a roll. If she wins with an unmodified 17+, she gains an Arousal Token. As long as they're under this spell, Thana may use any of the moves detailed below. (Move type 2)

(from Seduction)
Grope: Whereas the last attack was just her being charming, now Thana has decided to get physical! She needs to win by at least 3, and if she does her foe takes a -2 for 2 turns, and she gains an Arousal Token. Plus, if she rolls 18 or better she gets another turn and another Arousal Token, and if her foe is groped 3 turns in a row they climax, losing 1hp and taking an additional -5 for 2 turns while their energy returns. This attack cannot be fatal. (Move type 2)

(from Seduction)
Kiss of Death: Thana uses her lips to suck the breath and the life out of her foes. On a victorious 14+, she brings the foe into a deep, lingering kiss. Every turn after this, the foe takes 1 damage (+1 if vulnerable to asphyxiation, +1 if vulnerable to seduction) and must roll a 14+ to escape. Thana restores 1HP for every 2 damage done in this way, and gains an Arousal Token for every 16+ during this move (she also rolls during the damage phases, though her foe can still break the kiss if she loses with a 16+.) If Thana enters Soul Vore from this phase, the Kiss of Death continues throughout, but the first victorious roll from her foe breaks the kiss (vore continues if possible, though.) (Move types 2, 3, 6, 10)

(from Seduction)
Victory Lap: Horny Thana is horny, and needs YOU to help sate her desires! If she wins this roll at all, she gains an Arousal Token, and 2 on a 17+. She may also Orgasm from this position, but doing so causes her to expend 4 arousal tokens. An orgasm from her means the foe takes 2 damage, a permanent -1 penalty from bloating up, and a harsh -5 for two turns. (Move types 1, 2, 8)

(from Seduction)
Lap Dance: Thana pulls her foe in close and gives them a lap dance! On a 12+, she teases her foe with the first part of the dance, giving them a one turn, -5 penalty. If she wins the next roll, she gets in close, but causes 2 damage from being large. Plus she tends to get rough with her dance partners. If the foe is danced upon for 3 turns, they are knocked out for 3 more turns. At any time, a 15+ confers upon her an arousal token. This attack cannot be fatal. (Move types 1, 2, 4)

(From Seduction)
"Ass-Dance": This is even worse than a lap dance, assuming it works. (Or better, if you're into that and don't mind being crushed into oblivion!) Same as before, needing a 12+ to get her foe into a teased state, and a one turn -5 is the result. However, if she wins the second roll, she pushes her foe onto their back, climbs onto them with one leg on each side, and starts to rapidly thrash her well-endowed booty against their face, an arousing and destructive move! This attack does a mighty 3 damage per turn, and if at any time the foe would reach 0hp, they hang on with 1hp, but are instead knocked out for 4 rounds... basically letting her use any other move to finish them. As with her lap dance, a 15+ at any time rewards her with an arousal token. At any time during this move, if she wins the roll she may elect to, instead of damaging her foe, switch to the Thunder Thighs (which immediately moves her foe into Facesitting, but eliminates the Seduction effect.) (Move types 1, 2, 4, 8, 9)

(From Seduction)
Self-Service Only: Thana takes the extra time afforded to her by her distracted partner to pleasure herself. On a winning 13+, she loses her next turn, but rolls 1D5 and adds that many Arousal Tokens. If the D20 came up 18+ the result is doubled. Plus, her foe can't help but watch her and takes a -4 on the turn she misses. (Move types 1, 2, 8)

(From Seduction)
Extra Kinky: Thana uses her demonic influence to help convince her opponent to enjoy their treatment a bit more. She takes a -3 to this roll, but if she wins, then roll 1D10 and check the Fetish Radar chart--her foe is now considered to be vulnerable to that movetype as well as any other weaknesses. However, if the same number is ever pulled twice (IE, the first roll was 2 and the second is also 2), the weakness is eliminated. Does not remove pre-existing weaknesses--if one of these is rolled, then re-roll.

--Tongue Snare: Thana's tongue is prehensile, and extremely long. She can use it to trap a foe! If she wins with 12+, her foe is wrapped in her tongue until they win 2 rolls. Her foe takes an accumulating -1 penalty every turn they are in this position, and she may perform additional moves from this position (detailed below). (Move types 2, 3, 6, 10)

(From Tongue Snare)
Squeeze!: Thana puts the squeeze on her foe! A winning roll does 1 damage, and if she wins by more than 5 (IE, a 17 to her foe's 12) then her turn does not end. (Move types 6, 9)

(From Tongue Snare)
Tease!: Thana shamelessly licks her tongue over her opponent's most sensitive areas. If she wins the roll, her foe takes a -2 for the next roll. If she uses this attack on the next turn and wins, they are considered Seduced (and any move that requires Seduction is fair game). Her foe must roll to escape the Seduction before they may attempt to free themselves from her tongue. (Move types 2, 6)

(Finisher)
(From Tongue Snare)
Full Tour: Thana chokes her foe by penetrating them with her tongue, so far that it goes in the mouth and comes out the rear! Thana rolls 1d20 and her foe rolls 2d20. If Thana wins, then it's lights out, sonny--this attack is either fatal or ineffective. (Move type 3, 6, 8)

--Facesitting: Thana may try to sit on her opponent's face and crush the life out of them. She must be holding the opponent to attempt this, and she must win the roll after calling the move out. This attack will do 1 damage every turn. (Move types 1, 2, 3, 4, 8, 9)

[Thana holds B] >> [Thana pins B, giving them a -2 penalty] >> [Thana sits on B's face, requiring a contested 14 or higher to escape.] >> [Thana deals 1 each turn B fails to escape]

(from Facesitting)
Rump Grind: Thana grinds her butt all over her foe. On a successful roll, she causes 1 damage and a -1 penalty for 2 turns. However, when this penalty stacks, it does not wear off unless there have not been any new stacks added within 2 turns (meaning she can continue to add -1 penalties as long as she can successfully grind her rump). Each effect is doubled for every 4 growth charges on Thana. On 18+ the turn does not end. (Move types 1, 2, 3, 4, 8, 9)

(from Facesitting)
Butt Bounce: Thana can also go for a more damaging attack. 2 damage for a victorious roll, 5 damage if roll is 19+. 23+ means instant death. (Move types 4, 9)

(From Facesitting)
Thunder Thighs: Thana's gigantic, alluring thighs are also a deadly weapon! She may grind her foe between them, reducing their air supply swiftly and causing them to choke. This attack causes a -1 penalty and does an extra 1 point of damage, each effect doubling each turn the move is used consecutively, with the damage being separate from that incurred simply from being sat on. Both effects are doubled to begin with if the foe is vulnerable to asphyxiation. (Move types 2, 4, 9)

(Finisher)
(From Thunder Thighs)
Clap of Thunder: If her previous attack was scary, this attack is high octane nightmare fuel. (All who recognize the reference are eternally damned to suffer the time vortex that occurs when visiting the site in mention.) This attack not only requires Thana to win, but causes her to roll at -8. Victory is an automatic fatality, as Thana's thighs constrict so tightly that her victim's head is severed. (Move types 4, 9)

(from Facesitting)
Mustard Gas: Now here's a more humiliating attack. On a victorious roll, Thana rolls an extra 1d10 and then a 1d3. The first die determines the effect and the second determines how many turns she must wait before she can use the attack again. All effects are increased by 1 point if the foe has sensitive smell. She may expend 2 arousal tokens in order to recharge immediately. (Move types 1, 4, 8)

1: Nothing but a harmless puff of air.
2-3: A little offensive, -1 (doubled per +4 size) for the next turn.
4-5: More potent this time, -2 for 2 turns (+1 @+4 size, -3 and 2 damage @+8 size)
6-7: This'll offend most people, -3 for 1d5 turns and 1d3 damage (Add +1 to each effect per +4 size)
8-9: The attack lives up to its name. -5 for 1d5 turns, 1 turn of stun and 2d3 damage (add +2 to each effect per +4 size)
10: Lights out, sonny. You take damage equal to 1/2 your max HP, and if you're still alive you take a -10 for 1d5 turns. +2 damage and +2 turns per +4 size

--Stomp: From the holding state, Thana may throw a foe to the ground and stomp on them. This requires a size greater than -3. A 22+ is always fatal. On a victorious roll below 10, the ground shakes and all other combatants receive a -1 on all rolls next turn due to being dizzy. (Penalty is increased by 1 per 2 size charges) On a victorious 10+, the target takes 2 damage (+1 for every 2 size charges) and is trapped on a roll of 15+ until an escape roll of 15+ can be made. For every turn the foe remains underfoot, they take 2 damage from suffocation, +1 extra if vulnerable to asphyxiation. On an unmodified 4-, Thana stomps her own foot and takes 1 point of damage, missing the next turn and being unable to Stomp for another 2 turns afterward. (Move types 3, 8, 9)

--Breast Smish: Simple enough, Thana uses her massive breast endowments to entrap her foe. If Thana wins with a +13, she immediately rolls a D5 to see how many turns she keeps the foe held within her trap. Add 1 die per +4 size. Foes take a -5 to physical resistance and actions, take a -2 to magical rolls during their entrapment, and suffer 1 point of suffocation damage (+1 if vulnerable to suffocation) for every turn they spend trapped. This phase can lead to other moves, detailed below. The foe cannot be defeated by suffocation damage from this attack. (Move types 2, 3, 5)

(from Breast Smish)
Tasty Toxins : Thana's breast milk is incredibly addicting. On a victorious roll of 15+, Thana will force-feed some of this milk to her trapped foe. A 15+ is required for an escape roll. This will cause 1 damage per turn the move continues, and a stacking penalty of -1 will be added to her foe each turn it continues. During the duration of the move, Thana must also roll a D20 each turn; if it comes up 5 or less then Thana has temporarily run out of milk. She must immediately release the foe from this phase, and resumes holding them. Additionally, she suffers a -2 for 2 turns while her energy returns, and cannot breast vore or use Tasty Toxins for a total of 4 turns. This move is not fatal. (Move types 2, 3, 5)

(from Breast Smish)
Crush-pactor: Thana brings her devastatingly large breasts together upon her foe. On a victorious roll, she does damage equal to the difference between her roll and her foe's. This move is not fatal. (Move types 2, 5, 9)

(from Breast Smish)
Super Crusher: Thana unleashes the full potential of her cleavage to utterly dominate her foe. This roll requires a winning 16+ to succeed. If it does, Thana rolls again, immune to negative modifiers, and does damage equal to the second roll. This move is not fatal. (Move types 2, 5, 9)

(from Breast Smish)
Inverse Milking: Thana requires a 14+ for this roll to work. If it does, she starts sucking her foe into one of her nipples. While in this predicament, the foe takes an extra -3 to rolls and also must beat Thana's roll or she drains 1HP from the foe and drags them in deeper. When in this second phase, the foe must beat a 13+ (with the modifier from before) in order to move up a phase, or else suffer 2 damage while Thana recovers 2HP. At this point Thana may either choose to keep her foe in the hold, or attempt Breast Vore (upon a success, the foe immediately enters the final phase of Breast Vore and starts taking digestion damage immediately.) (Move types 2, 5, 7, 9, 10)

(Finisher)
--Chains of Death: Thana must expend 10 arousal tokens in order to use this move. On a winning roll, the foe is bound in powerful chains that work more to bind their will than their body. They take a -4 penalty to all rolls and a -2 penalty to all damage they inflict, and a natural 20 is required to escape. If the foe does not escape within 5 turns, Thana instantly wins as the foe has become completely subservient. (Move type 8)

(Finisher) (From Unbirth)
--Demonic Transformation: Thana's foe must be lower than or equal to 50% of their max HP for her to use this finisher, and they must be in her womb at the time. She also must expend 4 arousal tokens to begin the move. Thana stops dealing damage, and begins to transform them into a demonic servant. If she wins the first roll by 15+, then her foe is trapped and must fight off the transformation to push their way out. They have a total of 3 turns to roll an 18+ or be reborn as one of her servants, thus awarding victory to Thana. If this move is used in a Multi-battle, the foe is not defeated, but transformed into one of Thana's underlings. They have access to all of Thana's moves and none of their own, but may not use any of her passive traits, have 25% less HP than Thana, may not attack Thana, and have a permanent -3 to all rolls. If at any time the victim escapes the hold, they take a permanent -2 from being partially transformed, but Thana misses 2 turns and they are immediately holding her.