Gender: Female
Height: Unmeasurable, but is 5'2" with her human illusion
Weight: Seems to be 102 lbs, but unable to tell
Description:
In phoenix form-
Serra, in her main phoenix form, is about 8 feet in length with a wingspan of 15.4 feet, which is typical for a phoenix, but huge for most birds. However, in the park, this accounts to about a little less than the size of a human, so she easily fits into the category of easy prey. She is a smoothly feathered bird of vibrant golds, yellows, oranges, reds, and bronzes with the tips of her wings a pure white. Her eyes are a sky blue, and her very shallow gentle beak a soothing yellow. The reds get more frequent as you go down, her tail almost seeming like a rippling flame. She keeps an aura of white around her when she is hiding her flames completely, has an aura of red flames when she is only hiding her true fire, and an aura of black and purple-hued flames when she is perfectly open with herself.
In demon-phoenix form-
Serra's demon-phoenix form is an entirely different beast with an almost tripled size, about 25 feet in length and a wingspan of 48.5 feet, rivaling the massive grandeur of the roc. Her eyes are no longer blue but a fiery red, her feathers seeming to be stained by the blackish flames. Its resemblance is close to that of doctor bird, ignoring its size, with its long and distinguishable tail feathers. Serra is no longer the form of prey but of predator now, having completely infused her demonic side to its full splendor. She doesn't believe it to be demonic in nature, however. The flames still surround her, but are much more manageable in this form, seeing how the flames are contained inside.
In human form-
Serra's most complex weave she has ever done was the illusion of being able to practically become a human as far as anyone except an amazing anti-illusionist mage could tell in sight, smell, feel, and absence of feel. She is, in this "form", a 4'11" girl with firey red hair, which she usually has either let down in gracious strands that extend to the back of her waist with two bands of goldish blonde hair extending from the top, or it is tied back in a martial bob, which is more practical for archery. She has slightly tipped ears at the tops and fair skin. Her eyes are large and a pure jade green.
Clothing and accessories-
Serra only wears clothes in human form, and they are always elaborately created as an illusion by her to make them have a life of their own and be almost completely real. She wears lightweight material all the time. Her two favorite outfits are a formal dress and jewelry set and a more practical journeyman's hunter outfit. The dress is a yellow and blue full length dress with wide sleeves and loose material, decorated with various strands of green jewels, a silver circlet, and a red jewel to adorn her forehead. Her hunter's outfit is designed purely to blend in with clothing of an every day commoner with a loose white shirt, worn down cargo pants, faded boots, and a headband for her hair.
Personality:
Shyness-
Serra is inflicted with a curse of irrational shyness, always extremely skittish at the sight of people and never one to approach someone, make an appearance at a party, or explore in large crowds. This causes her to be quite humble and dismissive of her own abilities and talents, wanting to be perceived as normal while wanting to stand out at the same time. She is so shy, in fact, that she usually will keep in human form unless she feels comfortable, believing correctly that a phoenix would draw more attention. However, once she feels significantly comfortable in an area or around a person, she will willingly abate her human illusion.
Innocence-
Serra is undeniably naive and innocent despite her distinct knowledge of the world. She's struck with the belief that things should be done in a way where everyone is for the better. As such, she's kind and tender and honest whenever possible, always willing to help. She's also conflicted in how she's looking for possible mates, but she is so naive in her ways that it would be a wonder to even get her so comfortable to actually mate. In other ways, she's trusting. She's shy, but once she trusts someone she'll continue to trust them wholeheartedly, even if she knows in the back of her mind it's a trap or that it's not for the best. As such, she's a sucker for trouble, always adventuring about for everyone's benefit while ignoring her own.
Vanity-
Occasionally, one trait gets her into more trouble than her innocence: her vanity. She knows she possesses the mythical beauty of the phoenix, and also the exotic and dangerous potential and aura of her awe-inspiring black flames which she usually keeps hidden. She doesn't mind showing off in the least, and sometimes will enter a spree of trying to make everything around her beautiful too. She doesn't flaunt it as much as she treasures it, but it is a weak point of hers nonetheless. Therefore, everything she must do must be beautiful and graceful, and this also comes back to trigger guilt when she isn't able to live to her own expectations, reinforcing her shyness.
Demonic maturity-
Serra's demonic side switches her personality to an almost extreme and polar opposite. When her black flames burn with a slight purple flame, or when she is in her full demon-phoenix form, she is empowered with a self-confidence that shatters her social qualms and shyness and destroys her innocence-styled way of thinking. She becomes outgoing and willing to make compromises. However, this also means that she is slightly more sexual and a whole lot less gentle on her prey when it comes to catching, preparation, eating style, and digestion. Her vanity still seems to remain the same however.
Abilities and possibilities:
Magical abilities-
Her natural magic is illusion magic of which is exceptionally good to the point of even resisting normal magical sight. Her magic taps into anyone's senses and makes them see, hear, feel, and smell what she wants them to think they are seeing, hearing, feeling, and smelling. Her magic can resist simple dispels and can only be seen when physically searched for with a high level master or grandmaster scying or illusion spell. Her illusions can trap peoples' minds as well, and she can create multiple layered illusions at the same time. However, whenever a shock is sent through her body, whether through pain, extreme emotion, magical pulses, or the like, her illusions will shatter and she will become unable to cast illusions for the next few minutes. Her personal illusion, however, which usually covers up her black flames, or disguises her as a human, can only be broken through her specific thoughts, her unconsciousness, or by a severe or nearly fatal shock to her. Her black fire, when summoned by strong emotion, transmutes her illusion magic into a random type of magic which corresponds with her mood, making her able to cast powerful grandmaster spells of that type without control or conscious knowledge of it. Her demonic side usually accompanies this. When her black fire erupts around her, she will use it on whatever caused that extreme emotion in a way that serves both her inner desires and her feelings. As a phoenix, she naturally has the magic abilities of her race, including her healing tears, the immortal rebirth cycle, regeneration by fire, prophesy for others, control of her natural fire, minor fire manipulation, and scrying. Her feathers can also imbue regeneration with others, but only one use per feather.
Weaponry and fighting-
Serra wields a metal bow with iron arrows that have gunpowder in their tips which she activates by putting some of her natural fire into the tip when she shoots it, allowing the gunpowder to heat up and explode when the arrows reach its target. She is very accurate but likes to refrain from using her arrows unless absolutely necessary. She usually remains from afar, trying to remain safe. Her arrows are more explosively powerful at close range, though, which is actually part of the reason she likes to remain far away. She is an expert archer and knows all the tricks of the trade, although she will deny it.
Talents and proficiencies-
Serra, when she does fly, is an extremely swift and exceptionally evasive flier. She can usually outspeed a peregrine falcon in a dive, even. Her only disadvantage in the air is her illusions fluctuate at higher altitudes, including her illusion of hiding her black flames. She has an amazing mind for music and art, though, her illusions able to create beautiful displays. She loves to play the wing-harp and sing. She is also a very talented chef who specializes in seafood, but loves to learn about cooking, believing it to be a form of art.
Predator vore styles-
Serra usually only eats using soft vore, painlessly taking the prey she does take. She usually keeps to fish and seafood, however. She'll cook on the rare occasion, but usually keeps it as painless as possible. When in demon form, however, all bets are off on how painful she'll make it, not to mention her demon side's fascination with wing vore.
Prey vore styles-
Her caution and shyness doesn't come without reason, as she quickly found her status as a prey in the park when she arrived. She's small enough to be considered easy prey. Most commonly she's been the victim of soft oral vore, cock vore, and tail vore, with the occasional breast vore she's been exposed to. Her experience with wing vore is little, but she knows its pain from the trace memories her demonic side leaves.
Backstory:
Serra was born as the black sheep of the family in an almost literal manner. Her brothers and sisters all possessed red flames, while she herself had black. She was regularly teased, beat up, stoned, and even made to do horrific tasks by the other children as well as some of the adults. Her mother, however, tried to give her the same love she gave her other children, but slowly began neglecting her. At the young age of 8, when an adult joined in the children's' throwing rocks at her by firing a magical infused rock at her and cracking her head open, black fire engulfed the area, setting the entire town ablaze and killing the children and the adult in slow and painful burning. Almost the entire town burned down, and many others died, including her own mother and siblings which were never found. She was confined in prison for the next three years of her life, and the next four she spent under scientific study at the phoenix academy, treated like no more than a specimen. After which, the elders banished her for fear of another atrocity. She was sent to a random plane where she wandered about, learning what she could and practicing her illusions in order to stay alive, eventually becoming exceptionally good with them. She wandered into the park, a lonely and sheltered individual afraid of the world and herself.
History:
Only time will tell...
Nayru's Vore Battle Stats!
Complete rules can be found under
VoreBattleRules
General Abilities-
OV:
[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]
UB (Vore):
[A holds B] >> [A begins unbirthing B] >>
[B shifts into womb and takes 1hp of constriction damage. Any number that beats the opposing roll escapes.]
WV:
[A holds B] >> [A clamps wings over B] >> [A seals wings over B, B takes 3hp of damage per turn. B must roll a 13 or higher to escape]
UB (Transformation):
[Tail] >> [Lower body] >> [Upper body] >> [Head]
Special Abilities-
Misplanned Venture: This character has -2 to all rolls when this character's opponent is two or more steps down a vore path.
Illusionary Misdirection: Serra gains +4 to her rolls when holding an opponent.
Demonic Emergence: If Serra rolls an 18 or higher at any time, Serra may bloom into her demon-phoenix form. If she won that roll, all benefits of winning the roll must be ignored. When she is in her demon-phoenix form, she loses the ability Misplanned Venture and her opponent gains it. Also, when activating the Black Flames of Chaos, she may roll twice on its roulette and choose between the results. If a 5 or lower is rolled, Serra reverts to her normal state.
Black Fires of Chaos (Finisher): If her opponent is below 5 hp, she is below 5 hp, or if the turn number is a multiple of four, Serra may attempt to use this ability. If the roll succeeds, her black fires will flare, making Serra roll a second time to determine what ability replaces Illusionary Misdirection. If an ability is an Activated one, its effect must be declared like a normal ability. Static abilities stay for as long as Serra has the ability. One-Time abilities are activated, then neglected for as long as Serra has the ability.
1.Illusionary Misdirection aka No Change (Static, Illusion)
2.Pyromantic Cuisine (Activated, Pyro)- Serra can suddenly peak her temperatures at previously unreachable heights, effectively sweat-roasting her opponent. It must be activated during a holding stage. This roasting disorients her opponent, giving it -2 to all rolls the first time, -5 to all rolls the second time, and -10 to all rolls the third time.
3.Mind Blank (Activated, Mind)- If Serra wins the rolls, she must roll a d3. If the result is 1, she is stunned for two turns. If the result is 2, her opponent is stunned for two turns. If the roll is 3, both Serra and her opponent are stunned for two turns.
4.Aura of Ice (Static, Ice)- Serra's black flames go out, reverting her to her normal phoenix form and giving both her and her opponent -3 to all rolls. If a roll would total to be a negative roll in this way, the person who rolled the number loses their next turn.
5.Chaos Portal (One-Time, Spacial) - Both Serra and her opponent pick a vore path. If one of the players is already in one, as in, not in a holding stage, then the player with the advantage automatically chooses the path they are using currently. Each stage is assigned with a number going from the most extreme on Serra's opponent's side to the most extreme on Serra's side. The number rolled is the stage the players are automatically portaled to.
6.Holy Blessing (Static, Holy)- Serra loses her demonic form, has -2 to all rolls, and is stunned for her next turn. Her black fire cannot be ignited again for (1d4)x4 turns.
7.Gambit's Grace (Static, Luck)- Whenever Serra would roll one die, she may roll two dice and choose which roll's result she uses.
8. Earth's Claim (Activated, Geo)- If Serra is being held, this ability gives her a +4 to her escape roll as the earth juts out from the ground to break the opponent's hold. If Serra is holding the opponent, the ground sinks around the opponent, trapping it in an extra hold phase that gives the opponent a -4 penalty to its rolls.
9. Necromantic Blight (Static/Activated, Necro)- As the ability is granted, a single thread of necromantic blight enters the opponent's body somehow. At the beginning of every turn, the opponent gets a permanent -2 to their rolls. If Serra is inside the opponent or in their grip, they may pass their turn to stave off the blight. At any moment, Serra may tear out the blight permanently with a successful roll, dealing half of whatever total negative modifier the opponent has hp of damage. Tearing out the blight may not kill the opponent, but if the damage would lower the opponent to 0 or more HP, the opponent loses a turn for each hp of lethal damage the tearing would have caused instead.
10. Runes of Misaimed Desire (One-Time, Runic)- Serra's entire body is covered in fiery runes that when all dispelled at the same time release an amazing force into the world...but are misaimed. Serra and her opponent are surrounded by everything one would need to cook someone into anything, and the opponent would find a bound Serra on a platter in front of them. If the opponent decides to cook Serra, the next roll Serra is held by her opponent and her opponent has +5 to all rolls for having a tasty prepared meal bound before them. If they don't cook Serra, they may advance her one step into any vore path of their choosing.
11. Eye of Reversal (One-Time, Divination)- If a special move is used by the other player, this ability, if successful, performs an equivalent counter to the move on the opponent. +ses on the opponent would turn into -ses, -ses on Serra would turn into +ses, and stun and status effects would affect the opposite player, and etc. If a special move is not used by the other player, Serra gets a +5 to her roll. If she would win that roll, she loses instead. If she loses the roll, she wins instead.
12. Wavebird (Static, Aqua)- Serra's flames become flames of cool water, making her into a beautiful image of what one might believe an aquatic phoenix. However, all this does in effect is stun the opponent for one turn with awe if the opponent rolls a one, and give Serra -2 to her rolls when being swallowed in any fashion.
13. Demonic Acceptance (Static, Inferno)- Rarely does one have to make an infernal pact with one's self, but in accepting this power Serra does, and enters a permanent Demonic Emergence state for the rest of the battle. All of her rolls are modified by +5 and she has two of the following abilities as well: 2, 3, 5, 7, 9, 11, 16, 17, 18, and 20. These abilities must be declared OOCly when this is rolled.
14. Acid Conversion (Static, Alchemy)- When this ability is rolled, a three sided die is rolled. If the result is 1, all substances that might digest Serra or her opponent are weakened, dealing 1/2 of the damage rounded down. If the result is 2, the substances turn into an enjoyable and almost addictive experience, making whoever is prey stunned if they lose a roll by 5 or more. If the result is 3, the substances are strengthened, dealing 1 more damage per turn.
15. Magnificent Letdown (Activated, Prestidigitation)- This ability does nothing except seem to do something. If a 1, 3, 7, 9, 13, 17, or 19 is rolled during using this ability, the effect of ability number 10 will come into effect. If a 20 is rolled, the effect of ability number 7 will come into effect in place of this ability.
16. Time Flux (One-time, Chrono)- The first time an even number is rolled, a d2 is rolled. If the number is 1, then the activation of Time Flux doesn't happen. If the number is 2, then a d10 is rolled. That many turns are skipped by both players. If a player is not being held inside a mouth or by a player and is being swallowed or inside a digesting area, then the player naturally progresses through the vore path one spot per turn skipped and takes damage as normal.
17. Guilt Trip (One-time, Empathy)- If Serra is inside an opponent, this move will guilt them into helping her out to stop from eating her. If this move succeeds, the opponent is put into a state of "Empathy", where their rolls will be directed to moving Serra out. Only if they beat Serra's roll in the future by 5 or more can they escape the Empathy state. When this happens, Serra is advanced one spot in the vore path on that roll and all further rolls will be normal.
18. Trap Vines (Activated, Nature)- If in a holding phase, vines come up and latch on to Serra's opponent, aiding them into Serra's body until the opponent takes more than 1 damage at one single time, giving Serra's opponent -2 to all rolls.
19. Substitute Meal (One-time, Summoning)- If Serra is inside an opponent, she appears outside her opponent, summoning an equally sentient being in her place. If the summoned being can battle, the opponent must roll two die for both Serra and the summoned being. If it cannot battle, it takes up room in the final area of that opponent's vore path, giving the opponent a -2 to all rolls trying to send Serra down that vore path again. Serra enters a beginning stage where neither her opponent or her are holding anyone again.
20. Deity's Pact (Static, Divine)- Two more rolls without modifiers are rolled by Serra and her opponent. If the opponent wins both rolls, a deity suppresses all of Serra's powers and supernatural strengths, making her have no abilities and have -10 to all rolls for the rest of the battle. If Serra wins both rolls, a deity takes mercy of Serra's plight and gives her the ability to activate any ability she wants, as well as giving her +10 to all rolls for the rest of the battle. If the rolls are split or there is a tie, Serra merely gets +5 to all rolls for the rest of the battle from an anonymous minor deity lending his full power.