Sefra Moonblossom
Vore Combat Profile
[Updated 12/4/12]
Powers and Abilities
[Natural talents related to the character themselves. Magical talents, natural/spiritual weapons, and inherent physical strengths]
-Rabbit Feet; naturally very agile and able to leap to great heights and over significant distances. His kicks can generally be assumed to be much stronger than his punches.
-Wind Magic; the ability to manipulate the air currents around him. This can be used to a variety of effects including but not limited to...
=Force Push; using strong wind currents to shove foes/objects with a sharp burst of air.
=Object Manipulation; using strong wind currents to levitate an object (or himself) and manipulate it in the air.
=Extreme Speed; manipulation of the wind currents surrounding the body in order to maximize ones own speed of movement, greatly enhancing natural speed and agility. Also allows for the use of more delicate aerial maneuvering.
=Whirlwind; creating funnels of swirling air that can be used to push, pull, potentially trap, and generally disorient a foe.
=Vacuum; similar to Whirlwinds, the creation of a funnel which sucks the air from a given location.
=Active Shielding; a barrier of rapidly swirling winds which surrounds the user and protects them from harm. This is primarily used to deflect non-energy-based projectile attacks.
=Wind Blade; a sharp burst of wind thrown with enough speed and precision to cut through an object. Due to its nature, such cuts are generally small.
=Wind Bullet; a concentrated super move created by compacting a giant maelstrom of swirling air into a tiny ball and launching it at extreme speeds towards the target destination. This technique requires extensive preparation time to launch but is extremely devastating.
-Trance State; a magically empowered "Super Mode" which vastly increases the strength of his natural and magical abilities. When in the Trance State, abilities are considered doubled if not tripled. The power increase granted by the Trance State is directly related to the cycle of the Moon. As such, the power increase is greatest during a Full Moon and weakest during a New Moon. It is generally impossible to enter the Trance State during the day, an exception exists in the event that the Moon is visible in the daylight, but a Trance State during such a time would be exceptionally weak.
Weapons
[Artifacts used in combat by the character which are separated from themselves. Such objects are not natural parts of the body or spiritually created, but an actual physical object carried by the player which could become lost.]
-Lunar Crescendo; a magical hammer. The base accepted form of this weapon is simply a brightly colored giant hammer on a long pole, typically stored in a transformed state (as two tiny bells on a string; typically tied to a belt loop) when not in use. Apart from this transformation effect, the primary magical property of the hammer is a deceptive weight. The hammer is magically tied to his soul and anyone else who may attempt to lift the hammer by any means would do so with extreme difficulty, but he can lift it with ease (by hand or using his wind magic). Due to the nature of the weapon, this can lead opponents into mistaken him for being much stronger than he actually is.
-Control Collar; a simple black collar adorned with a small medallion emblazoned with the symbol of the Double Crescent Moon seen on his forehead. The nature of the collar is unspecified, but is presumed to act as a medium to keep victims of Soul Manipulation in check and under his control. He never carries more than one at a time, if he is carrying one at all. On its own the collar is completely useless, it can only maintain control over a victim which has already been placed under mind control. However, as mentioned, the collar is only a medium used to maintain existing control and as such removing the collar from a victim will not release them from control (that would require additional effort to dispel, removing the collar would only make performing the dispel easier).
Weaknesses
[Traits which place a character at a significant disadvantage and are always considered a liability.]
-Glass Jaw; outside of the Trance State, he is physically quite weak and unable to withstand much punishment. He relies on his magic and agility to maintain control of the battle and keep him out of harms way. The Trance State increases his ability to withstand punishment, but this is still primarily accomplished by granting an extra magical edge to (again) keep from taking damage in the first place.
-Physically Weak; going hand in hand with the previous bit, he is not very strong. He uses his magic to amplify his attack power by increasing his momentum (via speed enhancement), or else he attacks using his magic or his hammer. He would only engage an opponent directly in a hand-to-hand fashion after they've been exhausted or KO'd, as he could otherwise be easily overpowered in a struggle. Short of a surprise attack, he would try to avoid grappling.
Vore Abilities
[Dealing directly with vore, Vore Abilities highlight a character's capacity to perform vorish feats. These are abilities that will typically only come into play as part of the endgame and are otherwise not considered a part of the characters standard combat arsenal.]
-Oral Vore; is able to stretch his jaws to perform traditional oral vore.
-Soul Manipulation; is able to use magic to remove a victim's soul from their body for consumption (through any of the previously listed means). This however requires significant effort and is rarely used if weakened during combat. If a victim has already been consumed and is within the stomach, the soul can be manipulated with minimal effort. Souls trapped in this way can be held indefinitely until released, or absorbed completely preventing future respawn. Captured souls can also be manipulated to carry a form of mind-control upon respawn, allowing them to be manipulated with little effort. This effect is not permanent and would have to be periodically renewed unless more extreme measures were taken during the initial manipulation process.
Quirks
[Other Unique Traits which did not necessarily fit anywhere else.]
-Dislikes footwear; only wears shoes/socks if required to.
-Weak Sense of Smell; his nose generally does not detect most scents and odors, resulting in a general failure to notice/react to most smells, pleasant or unpleasant.
-Sefra's Locket; worn as a necklace and typically tucked under whatever shirt he may be wearing. Given to him by Damien, contains a picture of the fox. Considered indigestible, the locket will typically be found either laying alongside removed clothing, belched up post consumption, or among Sefra's remains post-digestion.
Vore Combat Profile
[Updated 12/4/12]
Powers and Abilities
[Natural talents related to the character themselves. Magical talents, natural/spiritual weapons, and inherent physical strengths]
-Rabbit Feet; naturally very agile and able to leap to great heights and over significant distances. His kicks can generally be assumed to be much stronger than his punches.
-Wind Magic; the ability to manipulate the air currents around him. This can be used to a variety of effects including but not limited to...
=Force Push; using strong wind currents to shove foes/objects with a sharp burst of air.
=Object Manipulation; using strong wind currents to levitate an object (or himself) and manipulate it in the air.
=Extreme Speed; manipulation of the wind currents surrounding the body in order to maximize ones own speed of movement, greatly enhancing natural speed and agility. Also allows for the use of more delicate aerial maneuvering.
=Whirlwind; creating funnels of swirling air that can be used to push, pull, potentially trap, and generally disorient a foe.
=Vacuum; similar to Whirlwinds, the creation of a funnel which sucks the air from a given location.
=Active Shielding; a barrier of rapidly swirling winds which surrounds the user and protects them from harm. This is primarily used to deflect non-energy-based projectile attacks.
=Wind Blade; a sharp burst of wind thrown with enough speed and precision to cut through an object. Due to its nature, such cuts are generally small.
=Wind Bullet; a concentrated super move created by compacting a giant maelstrom of swirling air into a tiny ball and launching it at extreme speeds towards the target destination. This technique requires extensive preparation time to launch but is extremely devastating.
-Trance State; a magically empowered "Super Mode" which vastly increases the strength of his natural and magical abilities. When in the Trance State, abilities are considered doubled if not tripled. The power increase granted by the Trance State is directly related to the cycle of the Moon. As such, the power increase is greatest during a Full Moon and weakest during a New Moon. It is generally impossible to enter the Trance State during the day, an exception exists in the event that the Moon is visible in the daylight, but a Trance State during such a time would be exceptionally weak.
Weapons
[Artifacts used in combat by the character which are separated from themselves. Such objects are not natural parts of the body or spiritually created, but an actual physical object carried by the player which could become lost.]
-Lunar Crescendo; a magical hammer. The base accepted form of this weapon is simply a brightly colored giant hammer on a long pole, typically stored in a transformed state (as two tiny bells on a string; typically tied to a belt loop) when not in use. Apart from this transformation effect, the primary magical property of the hammer is a deceptive weight. The hammer is magically tied to his soul and anyone else who may attempt to lift the hammer by any means would do so with extreme difficulty, but he can lift it with ease (by hand or using his wind magic). Due to the nature of the weapon, this can lead opponents into mistaken him for being much stronger than he actually is.
-Control Collar; a simple black collar adorned with a small medallion emblazoned with the symbol of the Double Crescent Moon seen on his forehead. The nature of the collar is unspecified, but is presumed to act as a medium to keep victims of Soul Manipulation in check and under his control. He never carries more than one at a time, if he is carrying one at all. On its own the collar is completely useless, it can only maintain control over a victim which has already been placed under mind control. However, as mentioned, the collar is only a medium used to maintain existing control and as such removing the collar from a victim will not release them from control (that would require additional effort to dispel, removing the collar would only make performing the dispel easier).
Weaknesses
[Traits which place a character at a significant disadvantage and are always considered a liability.]
-Glass Jaw; outside of the Trance State, he is physically quite weak and unable to withstand much punishment. He relies on his magic and agility to maintain control of the battle and keep him out of harms way. The Trance State increases his ability to withstand punishment, but this is still primarily accomplished by granting an extra magical edge to (again) keep from taking damage in the first place.
-Physically Weak; going hand in hand with the previous bit, he is not very strong. He uses his magic to amplify his attack power by increasing his momentum (via speed enhancement), or else he attacks using his magic or his hammer. He would only engage an opponent directly in a hand-to-hand fashion after they've been exhausted or KO'd, as he could otherwise be easily overpowered in a struggle. Short of a surprise attack, he would try to avoid grappling.
Vore Abilities
[Dealing directly with vore, Vore Abilities highlight a character's capacity to perform vorish feats. These are abilities that will typically only come into play as part of the endgame and are otherwise not considered a part of the characters standard combat arsenal.]
-Oral Vore; is able to stretch his jaws to perform traditional oral vore.
-Soul Manipulation; is able to use magic to remove a victim's soul from their body for consumption (through any of the previously listed means). This however requires significant effort and is rarely used if weakened during combat. If a victim has already been consumed and is within the stomach, the soul can be manipulated with minimal effort. Souls trapped in this way can be held indefinitely until released, or absorbed completely preventing future respawn. Captured souls can also be manipulated to carry a form of mind-control upon respawn, allowing them to be manipulated with little effort. This effect is not permanent and would have to be periodically renewed unless more extreme measures were taken during the initial manipulation process.
Quirks
[Other Unique Traits which did not necessarily fit anywhere else.]
-Dislikes footwear; only wears shoes/socks if required to.
-Weak Sense of Smell; his nose generally does not detect most scents and odors, resulting in a general failure to notice/react to most smells, pleasant or unpleasant.
-Sefra's Locket; worn as a necklace and typically tucked under whatever shirt he may be wearing. Given to him by Damien, contains a picture of the fox. Considered indigestible, the locket will typically be found either laying alongside removed clothing, belched up post consumption, or among Sefra's remains post-digestion.
Category Artwork (Digital) / General Furry Art
Species Rabbit / Hare
Size 2738 x 834px
File Size 477.9 kB
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