Post by Hageshi Rekka on Oct 13, 2022 17:19:07 GMT -5
As the giant skeleton that constituted Rekka's Bankai attacked, Nezuel apparently didn't even attempt to resist as he was flung into the air. In fact, he seemed to be studying the release closely, even as the skeleton's back cannons launched a flaming salvo of doom that exploded in the Arrancar's face.
The results were apparent: the Arrancar emerged from the explosion scorched and bloodied, praising the Third Seat's efforts. And though he was able to use the blood scattered around the battlefield to heal himself, he seemed hard-pressed to do so, presumably another one-off. Even his succeeding attempts at Reishi drain seemed to be half-hearted at best, though no less effective on a cumulative basis.
"It seems I might have to end this fight sooner than I thought...I don't think I can contend with that sort of power for long."
"Agreed," said Rekka, dispelling his Bankai. "I see no reason to keep my Bankai active now that I've shown you."
In reality, he'd spent a lot more energy than he thought he would, and was quite tired. Nezuel didn't attack with light beams like Fiore, plants like the Demon Duchess, hell flames like Rao, weird magic like the Moirai and their allies, or swords and Reishi-enhanced blows like Yael and Hibano. No, even though Nezuel fought with grotesque blood techniques he had never once managed to deal any significant physical damage to Rekka. The Arrancar was a True Ancestor, a vampire in every sense of the word, fighting by draining his enemy's energy. And he was squishy too; Rekka had not once failed to hit him.
Rekka pulled out a silver apple from somewhere and ate it, thus recovering some Reishi and vitality, as he had vomited earlier. Then, rushing up to Nezuel, he once more launched a barrage of strikes against him, if only to see how he'd defend.
"Congrats. If you survive this you can go to the furthest reaches of Soul Society."
COMBAT TRACKER
1d100+80·3d14·1d100·1d100+80·3d14·1d100·1d100+80·3d14·1d100
The results were apparent: the Arrancar emerged from the explosion scorched and bloodied, praising the Third Seat's efforts. And though he was able to use the blood scattered around the battlefield to heal himself, he seemed hard-pressed to do so, presumably another one-off. Even his succeeding attempts at Reishi drain seemed to be half-hearted at best, though no less effective on a cumulative basis.
"It seems I might have to end this fight sooner than I thought...I don't think I can contend with that sort of power for long."
"Agreed," said Rekka, dispelling his Bankai. "I see no reason to keep my Bankai active now that I've shown you."
In reality, he'd spent a lot more energy than he thought he would, and was quite tired. Nezuel didn't attack with light beams like Fiore, plants like the Demon Duchess, hell flames like Rao, weird magic like the Moirai and their allies, or swords and Reishi-enhanced blows like Yael and Hibano. No, even though Nezuel fought with grotesque blood techniques he had never once managed to deal any significant physical damage to Rekka. The Arrancar was a True Ancestor, a vampire in every sense of the word, fighting by draining his enemy's energy. And he was squishy too; Rekka had not once failed to hit him.
Rekka pulled out a silver apple from somewhere and ate it, thus recovering some Reishi and vitality, as he had vomited earlier. Then, rushing up to Nezuel, he once more launched a barrage of strikes against him, if only to see how he'd defend.
"Congrats. If you survive this you can go to the furthest reaches of Soul Society."
COMBAT TRACKER
SUMMARY
Put a summary here.
Rekka is siphoned for 24 Reishi!
Rekka is drained for 25 Reishi!
Nezuel uses Soeigeki!
Rekka uses Haste!
Rekka uses Blitz!
Rekka uses Dusk Cloak!
Rekka uses Strike!
Rekka uses Strike! (Blitz)
At-Will: Drop out of Bankai
At-Will: Blitz
At-Will: Haste
Bonus Action: Yugure no Manto | -15 reishi cost
Bonus Action: Invigorate | +25 reishi cost
Standard Action: (Strike) | -0 reishi cost
Acc - dHwSNAWW1d100+80
Dmg - 2d14
Status Chance (30%) (Stun) - 1d100
Standard Action: (Strike) | -0 reishi cost
Acc - 1d100+80
Dmg - 2d14
Status Chance (30%) (Stun) - 1d100
Strike (Blitz)
Acc - 1d100+80
Dmg - 2d14
Status Chance (30%) (Stun) - 1d100
ACTIVE EFFECTS
Release 1 Derp!
Flawless Strikes: +20/20 acc, +4/4 dmg tier
Immobilize: 2/2 turns
CLASS
FLAWLESS STRIKES
Each time one of your Strike Basic Attacks hit, increase the Accuracy and Damage Tier of further Strike Basic Attacks used on subsequent turns. Accuracy is increased by +5 (up to a max of +20). Damage Tier is increased by +1 (up to a max of +4). Both bonuses are reduced to normal (+0) on the turn following a successful crit roll.
INTENSE TRAINING
You start with the Enhanced Strike Basic Attack. As a passive effect your Enhanced Basic Attacks have a 30% chance to inflict the Stun status. The max chance to inflict with any effect is 95%.
PERFECT FORM
All of your Basic Strikes, Advanced Zanjutsu, and Advanced Hakuda Attack Techniques are perfected. Perfected techniques gain +10 Accuracy, +1 Damage Tier. Advanced Zanjutsu and Hakuda Techniques gain +1 extra use per battle. Does not apply to Shunko.
BATTLE FORGED
You gain the Advanced Hakuda Technique Shunko and it doesn’t take up a Forbidden Tech Slot or require a Focus skill of 45. The duration is also increased by 2 turns and it costs -10 less Reishi.
TRAITS
BLITZ
Prerequisite: Fighting Skill of 45
Activate: At-Will
Effect: As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.
Limit: [0/3]
BLUR
Prerequisite: Reflexes Skill of 35
Activate: None (Passive)
Effect: As a passive effect you can use one Movement Tech as an at-will action on your turn.
Limit: [4/4]
HASTE
Prerequisite: Reflexes Skill of 50
Activate: Reactive At-Will
Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn.
Limit: [1/3]
TALENTED
Prerequisite: None
Activate: At-Will
Effect: As an at-will action choose one Non-Forbidden Tech or Spell you've learned. You gain an extra use of it and it doesn't count against any other kinds of usage limits imposed upon it. Cannot be used on Release Techs. You cannot use Talented on a technique that already has bonus uses provided by a Class Perk or other ability such as Strategist's Prepared or Shadow's Honed Senses. You can only use Talented on a technique which hasn't been given an extra use by any other means.
Limit: [0/1]
TEMPERED
Prerequisite: None
Activate: None (Passive)
Effect: Your 1st Release Stage is always active, meaning it is a passive activation and you bypass the minimum post prerequisite that prevents you from using it at the beginning of the thread. You are still prevented from using your 2nd or Final Releases until the minimum post count has been met.
Limit: Indefinite
ALACRITY (Racial)
Activate: None (Passive)
Effect: As a passive effect you have +10 to defense while above half max HP.
Limit: Indefinite
TECHNIQUES AND SPELLS
BAKUDŌ #44: SEKISHO (BARRIER)
You create a fast-forming energy wall against fairly strong attacks.
Type: Defense
Activate: Bonus Action - Reactive
Effect: You gain 30 Armor and are immune to non-special status effects inflicted by attacks.
Duration: Until the 30 Armor is gone.
Cost: 10 Reishi
Limit: [0/1]
UTSUSEMI (CICADA SHELL)
You move at great speed to avoid an attack, leaving an afterimage which can appear to have taken damage.
Type: Defense
Action: Bonus Action - Reactive
Effect: As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Considered a Movement Technique.
Cost: 10 Reishi
Limit: [1/1]
SPEED CLONES
You create several clones of yourself at once using Shunpo. The clones absorb incoming damage while you escape.
Type: Defense
Action: Bonus Action - Reactive
Effect: As a bonus action, you avoid all direct damage that would have been dealt to you during your turn. Considered a Movement Technique.
Cost: 5 Reishi
Limit: [2/2]
BAKUDŌ #12: YŪGURE NO MANTO (DUSK CLOAK)
You form a shroud around you that softens impacts and protects against harmful Kido.
Type: Defense
Activate: At-Will - Reactive
Effect: As an at-will action you are immune to newly applied non-special status effects and negate the damage bonus from critical hits during your turn. Does not remove status effects you have been previously afflicted with.
Cost: 5 Reishi
Limit: [2/2]
REIRYOKU ABSORPTION
You absorb spirit particles from foes that are attacking you, using it to replenish your own Reishi.
Type: Utility
Activate: At-Will - Reactive
Effect: As an at-will action, choose two attacks that hit you during your turn. Siphon 3 Reishi from the attacker per damage die rolled on each attack.
Cost: None
Limit: [3/3]
TSUKIYUBI (THRUST FINGERS)
A technique that allows the user to greatly increase the damage of normally weak attacks.
Type: Utility
Activate: At-Will
Effect: As an at-will action all of your basic strikes this turn gain +20 to accuracy and upgrade their Damage Tier by +2.
Cost: 10 Reishi
Limit: [1/2]
BAKUDŌ #9: GEKI (STRIKE)
You draw symbols of the spell in the air as your entire body permeates a red energy, which engulfs the body of the target, causing complete paralysis.
Type: Utility
Activate: Bonus Action
Effect: As a bonus action you have a 70% chance to inflict the special Enthralled status on your target. Enthralled targets have one of their Standard Actions reduced to a Bonus Action for the duration. The max chance to inflict with any effect is 95%.
Duration: 1 turn
Cost: 5 Reishi.
Limit: [1/2]
BAKUDŌ #22: HAKUFUKU (WHITE CRAWL)
You stare down your foe. As the target sees the illusion of purple cherry blossoms falling around them, their vision begins to blur and their consciousness becomes muddled, disoriented, and confused. Shortly thereafter, the target blacks out altogether.
Type: Utility
Activate: Bonus Action
Effect: As a bonus action you have a 80% chance to inflict the Stagger status on your target and upon infliction it deals a 3d6 worth of direct damage. The max chance to inflict with any effect is 95%
Cost: 5 Reishi
Limit: [0/2]
SHUNKŌ (FLASH WAR CRY) (Monk)
An advanced battle technique which combines the physical techniques of Hakuda with the spell-based techniques of Kidō.
Type: Utility (Considered a Forbidden Technique)
Requirement: Focus Skill of 45
Action: Bonus Action
Effect: As a bonus action you activate Shunkō. For the duration only, increase your Accuracy with Strikes on this turn by +15, increase your damage tier with Strikes by 2, increase your Base RL by 50%, and increase your DR by 6. On the turn after the end of the duration, you will be temporarily Exhausted for 1 turn.
Duration: 6 Turns
Cost: 15 Reishi
Limit: [1/1]. Cannot be used alongside the Hollow Mask or Soul Trigger techniques.
KAGAMIBIRAKI (MIRROR OPENING)
After puncturing their target with the tips of their fingers, the practitioner rips their opponent in half through sheer physical strength.
Type: Attack - Single
Action: Standard
Effect: As a standard action, you make a single attack with 3 dmg dice that only deals the Slashing major effect.
Special Effect: This attack always applies bonus damage as if it were a critical hit. If you roll a critical hit, then you double the normal bonus damage.
Cost: 15 Reishi
Limit: [3/3]
RAIŌKEN (THUNDER KING FIST)
You perform a series of ultra-high-speed punches with both arms that are devastating and have enough power to destroy the surrounding area.
Type: Attack - Barrage
Action: Standard
Effect: As a standard action, you make a barrage attack with 4 dmg dice that deals the Overwhelm major effect.
Special Effect: Treat this Barrage like an area attack that also deals the Spread major effect.
Cost: 20 Reishi
Limit: [3/3]
REINFORCEMENTS
Whether in dire straits or to put on the pressure, you call in for reinforcements from your division.
Type: Utility
Action: Bonus Action / At-Will
Effect: You summon a group of shinigami to fight alongside you. The group is treated like a single entity. As an at-will action they can do one of the following once per thread:
Limit: One group may be summoned per thread. The group retreats from battle when their HP reaches 0 or when they have used all 3 available actions. Whichever comes first.
BAKUDŌ #73: TOZANSHŌ (INVERSE MOUNTAIN CRYSTAL)
As the spell ignites at a single point, blue energy extends upward to four points and forms an inverted pyramid, which solidifies into a barrier around the caster.
Type: Defense / Utility
Activate: Bonus Action - Reactive
Effect: As a reactive bonus action, you either create a barrier that protects you and up to 2 allies against all non-critical attacks from your foe(s) OR as a regular bonus action you can trap your foe inside an enclosure. They are then forced to spend a Standard Action on their turn to break free.
Cost: 20 Reishi
Limit: Once per battle as a defense and once as a utility. Cannot use both on the same turn.
RELEASE
TIME SHIFT
You temporarily slow the passage of time to give yourself an advantage in combat.
Type: Utility
Activate: At-Will
Effects: As an at-will action you gain either an additional standard action or an additional bonus action on your turn. Max of one extra Standard Action per turn can be gained via Time Shift or Clone.
Cost: 20 Reishi
Limit: [3/3]
MULTI-ARMS
Your release gives you extra appendages to assist you in combat.
Type: Utility
Action: At-Will
Effect: As an at-will action you can use 1 Bonus Action on your turn to make a Basic Attack. Also all Basic Attacks on your turn roll 1 extra damage dice.
Cost: 20 Reishi
Limit: [2/3]
EFFICIENT
Activate: None (Passive)
Effect: As a passive effect, your 1st Release now costs -2 less Reishi to maintain.
Limit: Indefinite.
DEADLY
Activate: None (Passive)
Effect: As a passive effect you gain a bonus +5 to accuracy with 2 Basic Attacks, per turn, while in a Released state.
Limit: Indefinite.
Put a summary here.
Rekka is siphoned for 24 Reishi!
Rekka is drained for 25 Reishi!
Nezuel uses Soeigeki!
Rekka uses Haste!
Rekka uses Blitz!
Rekka uses Dusk Cloak!
Rekka uses Strike!
Rekka uses Strike! (Blitz)
At-Will: Drop out of Bankai
At-Will: Blitz
At-Will: Haste
Bonus Action: Yugure no Manto | -15 reishi cost
Bonus Action: Invigorate | +25 reishi cost
Standard Action: (Strike) | -0 reishi cost
Acc - dHwSNAWW1d100+80
Dmg - 2d14
Status Chance (30%) (Stun) - 1d100
Standard Action: (Strike) | -0 reishi cost
Acc - 1d100+80
Dmg - 2d14
Status Chance (30%) (Stun) - 1d100
Strike (Blitz)
Acc - 1d100+80
Dmg - 2d14
Status Chance (30%) (Stun) - 1d100
ACTIVE EFFECTS
Release 1 Derp!
Flawless Strikes: +20/20 acc, +4/4 dmg tier
Immobilize: 2/2 turns
CLASS
FLAWLESS STRIKES
Each time one of your Strike Basic Attacks hit, increase the Accuracy and Damage Tier of further Strike Basic Attacks used on subsequent turns. Accuracy is increased by +5 (up to a max of +20). Damage Tier is increased by +1 (up to a max of +4). Both bonuses are reduced to normal (+0) on the turn following a successful crit roll.
INTENSE TRAINING
You start with the Enhanced Strike Basic Attack. As a passive effect your Enhanced Basic Attacks have a 30% chance to inflict the Stun status. The max chance to inflict with any effect is 95%.
PERFECT FORM
All of your Basic Strikes, Advanced Zanjutsu, and Advanced Hakuda Attack Techniques are perfected. Perfected techniques gain +10 Accuracy, +1 Damage Tier. Advanced Zanjutsu and Hakuda Techniques gain +1 extra use per battle. Does not apply to Shunko.
BATTLE FORGED
You gain the Advanced Hakuda Technique Shunko and it doesn’t take up a Forbidden Tech Slot or require a Focus skill of 45. The duration is also increased by 2 turns and it costs -10 less Reishi.
TRAITS
BLITZ
Prerequisite: Fighting Skill of 45
Activate: At-Will
Effect: As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.
Limit: [0/3]
BLUR
Prerequisite: Reflexes Skill of 35
Activate: None (Passive)
Effect: As a passive effect you can use one Movement Tech as an at-will action on your turn.
Limit: [4/4]
HASTE
Prerequisite: Reflexes Skill of 50
Activate: Reactive At-Will
Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn.
Limit: [1/3]
TALENTED
Prerequisite: None
Activate: At-Will
Effect: As an at-will action choose one Non-Forbidden Tech or Spell you've learned. You gain an extra use of it and it doesn't count against any other kinds of usage limits imposed upon it. Cannot be used on Release Techs. You cannot use Talented on a technique that already has bonus uses provided by a Class Perk or other ability such as Strategist's Prepared or Shadow's Honed Senses. You can only use Talented on a technique which hasn't been given an extra use by any other means.
Limit: [0/1]
TEMPERED
Prerequisite: None
Activate: None (Passive)
Effect: Your 1st Release Stage is always active, meaning it is a passive activation and you bypass the minimum post prerequisite that prevents you from using it at the beginning of the thread. You are still prevented from using your 2nd or Final Releases until the minimum post count has been met.
Limit: Indefinite
ALACRITY (Racial)
Activate: None (Passive)
Effect: As a passive effect you have +10 to defense while above half max HP.
Limit: Indefinite
TECHNIQUES AND SPELLS
BAKUDŌ #44: SEKISHO (BARRIER)
You create a fast-forming energy wall against fairly strong attacks.
Type: Defense
Activate: Bonus Action - Reactive
Effect: You gain 30 Armor and are immune to non-special status effects inflicted by attacks.
Duration: Until the 30 Armor is gone.
Cost: 10 Reishi
Limit: [0/1]
UTSUSEMI (CICADA SHELL)
You move at great speed to avoid an attack, leaving an afterimage which can appear to have taken damage.
Type: Defense
Action: Bonus Action - Reactive
Effect: As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Considered a Movement Technique.
Cost: 10 Reishi
Limit: [1/1]
SPEED CLONES
You create several clones of yourself at once using Shunpo. The clones absorb incoming damage while you escape.
Type: Defense
Action: Bonus Action - Reactive
Effect: As a bonus action, you avoid all direct damage that would have been dealt to you during your turn. Considered a Movement Technique.
Cost: 5 Reishi
Limit: [2/2]
BAKUDŌ #12: YŪGURE NO MANTO (DUSK CLOAK)
You form a shroud around you that softens impacts and protects against harmful Kido.
Type: Defense
Activate: At-Will - Reactive
Effect: As an at-will action you are immune to newly applied non-special status effects and negate the damage bonus from critical hits during your turn. Does not remove status effects you have been previously afflicted with.
Cost: 5 Reishi
Limit: [2/2]
REIRYOKU ABSORPTION
You absorb spirit particles from foes that are attacking you, using it to replenish your own Reishi.
Type: Utility
Activate: At-Will - Reactive
Effect: As an at-will action, choose two attacks that hit you during your turn. Siphon 3 Reishi from the attacker per damage die rolled on each attack.
Cost: None
Limit: [3/3]
TSUKIYUBI (THRUST FINGERS)
A technique that allows the user to greatly increase the damage of normally weak attacks.
Type: Utility
Activate: At-Will
Effect: As an at-will action all of your basic strikes this turn gain +20 to accuracy and upgrade their Damage Tier by +2.
Cost: 10 Reishi
Limit: [1/2]
BAKUDŌ #9: GEKI (STRIKE)
You draw symbols of the spell in the air as your entire body permeates a red energy, which engulfs the body of the target, causing complete paralysis.
Type: Utility
Activate: Bonus Action
Effect: As a bonus action you have a 70% chance to inflict the special Enthralled status on your target. Enthralled targets have one of their Standard Actions reduced to a Bonus Action for the duration. The max chance to inflict with any effect is 95%.
Duration: 1 turn
Cost: 5 Reishi.
Limit: [1/2]
BAKUDŌ #22: HAKUFUKU (WHITE CRAWL)
You stare down your foe. As the target sees the illusion of purple cherry blossoms falling around them, their vision begins to blur and their consciousness becomes muddled, disoriented, and confused. Shortly thereafter, the target blacks out altogether.
Type: Utility
Activate: Bonus Action
Effect: As a bonus action you have a 80% chance to inflict the Stagger status on your target and upon infliction it deals a 3d6 worth of direct damage. The max chance to inflict with any effect is 95%
Cost: 5 Reishi
Limit: [0/2]
SHUNKŌ (FLASH WAR CRY) (Monk)
An advanced battle technique which combines the physical techniques of Hakuda with the spell-based techniques of Kidō.
Type: Utility (Considered a Forbidden Technique)
Requirement: Focus Skill of 45
Action: Bonus Action
Effect: As a bonus action you activate Shunkō. For the duration only, increase your Accuracy with Strikes on this turn by +15, increase your damage tier with Strikes by 2, increase your Base RL by 50%, and increase your DR by 6. On the turn after the end of the duration, you will be temporarily Exhausted for 1 turn.
Duration: 6 Turns
Cost: 15 Reishi
Limit: [1/1]. Cannot be used alongside the Hollow Mask or Soul Trigger techniques.
KAGAMIBIRAKI (MIRROR OPENING)
After puncturing their target with the tips of their fingers, the practitioner rips their opponent in half through sheer physical strength.
Type: Attack - Single
Action: Standard
Effect: As a standard action, you make a single attack with 3 dmg dice that only deals the Slashing major effect.
Special Effect: This attack always applies bonus damage as if it were a critical hit. If you roll a critical hit, then you double the normal bonus damage.
Cost: 15 Reishi
Limit: [3/3]
RAIŌKEN (THUNDER KING FIST)
You perform a series of ultra-high-speed punches with both arms that are devastating and have enough power to destroy the surrounding area.
Type: Attack - Barrage
Action: Standard
Effect: As a standard action, you make a barrage attack with 4 dmg dice that deals the Overwhelm major effect.
Special Effect: Treat this Barrage like an area attack that also deals the Spread major effect.
Cost: 20 Reishi
Limit: [3/3]
REINFORCEMENTS
Whether in dire straits or to put on the pressure, you call in for reinforcements from your division.
Type: Utility
Action: Bonus Action / At-Will
Effect: You summon a group of shinigami to fight alongside you. The group is treated like a single entity. As an at-will action they can do one of the following once per thread:
- Make an attack with a +30 accuracy modifier that deals 2d12 damage.
- Increase the damage of 1 Advanced or Release Technique used by you on this turn by +2d6.
- As a Reactive Action, the group can take a hit for you and has 20 HP. Any damage that exceeds its HP is dealt to you but any further status effects are inflicted upon the group instead of you.
Limit: One group may be summoned per thread. The group retreats from battle when their HP reaches 0 or when they have used all 3 available actions. Whichever comes first.
BAKUDŌ #73: TOZANSHŌ (INVERSE MOUNTAIN CRYSTAL)
As the spell ignites at a single point, blue energy extends upward to four points and forms an inverted pyramid, which solidifies into a barrier around the caster.
Type: Defense / Utility
Activate: Bonus Action - Reactive
Effect: As a reactive bonus action, you either create a barrier that protects you and up to 2 allies against all non-critical attacks from your foe(s) OR as a regular bonus action you can trap your foe inside an enclosure. They are then forced to spend a Standard Action on their turn to break free.
Cost: 20 Reishi
Limit: Once per battle as a defense and once as a utility. Cannot use both on the same turn.
RELEASE
TIME SHIFT
You temporarily slow the passage of time to give yourself an advantage in combat.
Type: Utility
Activate: At-Will
Effects: As an at-will action you gain either an additional standard action or an additional bonus action on your turn. Max of one extra Standard Action per turn can be gained via Time Shift or Clone.
Cost: 20 Reishi
Limit: [3/3]
MULTI-ARMS
Your release gives you extra appendages to assist you in combat.
Type: Utility
Action: At-Will
Effect: As an at-will action you can use 1 Bonus Action on your turn to make a Basic Attack. Also all Basic Attacks on your turn roll 1 extra damage dice.
Cost: 20 Reishi
Limit: [2/3]
EFFICIENT
Activate: None (Passive)
Effect: As a passive effect, your 1st Release now costs -2 less Reishi to maintain.
Limit: Indefinite.
DEADLY
Activate: None (Passive)
Effect: As a passive effect you gain a bonus +5 to accuracy with 2 Basic Attacks, per turn, while in a Released state.
Limit: Indefinite.
REIATSU: 246,000 (492,000)
HP: 73/75 | REISHI: 34/200 | DEF: 100 (115) | DMG DIE: d9 (d14) | ACC: +50 (+80)
HP: 73/75 | REISHI: 34/200 | DEF: 100 (115) | DMG DIE: d9 (d14) | ACC: +50 (+80)
1d100+80·3d14·1d100·1d100+80·3d14·1d100·1d100+80·3d14·1d100
Last Edit: Oct 13, 2022 20:09:23 GMT -5 by Hageshi Rekka