Post by Zaru on Jul 16, 2020 8:39:37 GMT -8
Zaru probably could have gotten over the frustration a bit quicker, if Celerai hadn’t gone out of his way to try and make him feel better. That really got his blood boiling. The kid had a good nature, and that was all it was, but that gesture sent Zaru’s temper off further, his prideful instincts kicking in harder than they had in a long time. He was supposed to be the more experienced martial artist, the older one, and here he was, getting sage words from a guy who looked about half a decade younger than him. He couldn’t stand it.
He wasn’t sure how to feel about that side of himself, the part that kind of liked beating on people, that had a sort of satisfaction in feeling someone ripple upon the impact of one of his blows striking them. It had helped him become a martial artist, and he was sure every fighter had an aspect of it to them, even Celerai, who was about one of the friendliest students of violence he’d ever met. After all, you were driven so that you could win, and winning meant overcoming an opponent. Most opponents, if they were the type you’d be satisfied to beat, wouldn’t lose until they were near enough broken in half. It was just how that sort of thing went.
Zaru stood still as Celerai fell to the ground, gripping his stomach. His fist shook for a moment, trembling from the ki he’d forced through it. The adrenaline was thankfully still going, or otherwise he’d be finding it difficult to focus from the searing pain. He backed up a few steps, giving Celerai the same room that he had been granted when he was knocked to the ground. This wasn’t life or death, so whether he was fighting seriously or not, he had to abide by the same politeness he’d been shown.
The martial artist kept the same stance as he had back during the beginning of the fight, simply watching and waiting for his opponent to make his move. Sure enough, as his body tense, he saw the blast that Celerai charged turn into a ki blade instead, enveloping his arm. He had been able to tell the Serujin liked that technique, and appearing behind an opponent to attack them from their flank. He waited, keeping totally still and seeming to make no attempt to defend himself. The ki blade simply vanished as it neared his face, and he instinctively pivoted, his body rotating as his hips locked, one of his fists readied at his side as it began to tremble and vibrate with highly concentrated ki.
As the strike came towards him, Zaru’s free hand simply moved to catch Celerai’s wrist mere moments before he was struck. Though he knew he’d be unable to hold him in place, as his block moved, so did his counter. His incredibly charged attack, a precise fist, rushed in for an attempt at a crippling blow on Celerai’s ribs, even as the sheer force from the shock of catching his opponent’s hand ran through his body, making his ki once again tremble and shriek out against him. He knew that this blow, if it landed, would hurt; but the Serujin would recover, and if it was the fight-ender that Zaru was hoping for, there wouldn’t be further injuries.
WC: 560
TWC: 5,191
Tag: Celerai
1d100+100·1d12+16·1d100+100·1d12+16·1d100+100·1d12+16·1d100+100·1d12+16
He wasn’t sure how to feel about that side of himself, the part that kind of liked beating on people, that had a sort of satisfaction in feeling someone ripple upon the impact of one of his blows striking them. It had helped him become a martial artist, and he was sure every fighter had an aspect of it to them, even Celerai, who was about one of the friendliest students of violence he’d ever met. After all, you were driven so that you could win, and winning meant overcoming an opponent. Most opponents, if they were the type you’d be satisfied to beat, wouldn’t lose until they were near enough broken in half. It was just how that sort of thing went.
Zaru stood still as Celerai fell to the ground, gripping his stomach. His fist shook for a moment, trembling from the ki he’d forced through it. The adrenaline was thankfully still going, or otherwise he’d be finding it difficult to focus from the searing pain. He backed up a few steps, giving Celerai the same room that he had been granted when he was knocked to the ground. This wasn’t life or death, so whether he was fighting seriously or not, he had to abide by the same politeness he’d been shown.
The martial artist kept the same stance as he had back during the beginning of the fight, simply watching and waiting for his opponent to make his move. Sure enough, as his body tense, he saw the blast that Celerai charged turn into a ki blade instead, enveloping his arm. He had been able to tell the Serujin liked that technique, and appearing behind an opponent to attack them from their flank. He waited, keeping totally still and seeming to make no attempt to defend himself. The ki blade simply vanished as it neared his face, and he instinctively pivoted, his body rotating as his hips locked, one of his fists readied at his side as it began to tremble and vibrate with highly concentrated ki.
As the strike came towards him, Zaru’s free hand simply moved to catch Celerai’s wrist mere moments before he was struck. Though he knew he’d be unable to hold him in place, as his block moved, so did his counter. His incredibly charged attack, a precise fist, rushed in for an attempt at a crippling blow on Celerai’s ribs, even as the sheer force from the shock of catching his opponent’s hand ran through his body, making his ki once again tremble and shriek out against him. He knew that this blow, if it landed, would hurt; but the Serujin would recover, and if it was the fight-ender that Zaru was hoping for, there wouldn’t be further injuries.
WC: 560
TWC: 5,191
{BATTLE INFO: ZARU}
DEFENSE PHASE.
Active Effects
Bio Suit: +3 HP Regen
Lifedrinker: +8 HP Regen from Strikes
Crippled(2/4): Ki/HP Regen halved
Champion’s Gi: +15 Accuracy with Basic Attacks
Edge 1: +2 Damage, +2 DR
[Celerai] Cutting Edge: Hits for 33 Damage, Crippling
[Celerai] Cutting Edge: Hits for 22 Damage
At-Will: Willpower activated | Reduces all damage taken on a turn to 0
Bonus Action: Dragon Dash | -5 Ki | +10 Attack, +5 Damage
DEFENSE PHASE.
Active Effects
Bio Suit: +3 HP Regen
Lifedrinker: +8 HP Regen from Strikes
Crippled(2/4): Ki/HP Regen halved
Champion’s Gi: +15 Accuracy with Basic Attacks
Edge 1: +2 Damage, +2 DR
[Celerai] Cutting Edge: Hits for 33 Damage, Crippling
[Celerai] Cutting Edge: Hits for 22 Damage
At-Will: Willpower activated | Reduces all damage taken on a turn to 0
0 DMG - 12DR = 0 DMG
OFFENSE PHASE.
Bonus Action: Dragon Dash | -5 Ki | +10 Attack, +5 Damage
Action 1: Strike | - 0 Ki
Attack Bonus +100 | Damage Bonus +16 | Inflict Bonus: N/A
Aa4oGn9Q1d100+100 - TO HIT
1d12+16 - DAMAGE
At-Will: Blitz Strike | - 0 Ki
Attack Bonus +100 | Damage Bonus +16 | Inflict Bonus: N/A
1d100+100 - TO HIT
1d12+16 - DAMAGE
Action 2: Strike | - 0 Ki
Attack Bonus +100 | Damage Bonus +16 | Inflict Bonus: N/A
1d100+100 - TO HIT
1d12+16 - DAMAGE
At-Will: Blitz Strike | - 0 Ki
Attack Bonus +100 | Damage Bonus +16 | Inflict Bonus: N/A
1d100+100 - TO HIT
1d12+16 - DAMAGE
Might
Requirements: Fighting Skill of 30
Activation: None (Passive)
Unrivaled Potential: You begin play with all Enhanced Basic Techniques.
Genius: Your Skills are no longer restricted by the natural 50 cap.
Skillful: Focus Mastery Level 1 now instead increases your chosen skill by +10.
Unmatched Skill - Focus Mastery Level 3 now instead increases your chosen skill by +10.
Overqualified - Potential Mastery Level 5 now instead increases all of your skills by +10.
Race: Human
9001 Lives
Requirements: Beastman, Human, or Monster
Effect: You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the amount of words you are given to write to recover from such battles.
Lifedrinker (from Black Water Mist)
Effect: Your every successful attack heals you 2 Health Points.
ITEMS.
DEFENSE/UTILITY TECHS.
ATTACK TECHS.
Skills and Statistics
FIGHTING: 60
ENERGY CONTROL: 40
REFLEXES: 30
RESILIENCE: 60
Attack Bonus +100 | Damage Bonus +16 | Inflict Bonus: N/A
Aa4oGn9Q1d100+100 - TO HIT
1d12+16 - DAMAGE
At-Will: Blitz Strike | - 0 Ki
Attack Bonus +100 | Damage Bonus +16 | Inflict Bonus: N/A
1d100+100 - TO HIT
1d12+16 - DAMAGE
Action 2: Strike | - 0 Ki
Attack Bonus +100 | Damage Bonus +16 | Inflict Bonus: N/A
1d100+100 - TO HIT
1d12+16 - DAMAGE
At-Will: Blitz Strike | - 0 Ki
Attack Bonus +100 | Damage Bonus +16 | Inflict Bonus: N/A
1d100+100 - TO HIT
1d12+16 - DAMAGE
TRAITS.
Might
Requirements: Fighting Skill of 30
Activation: None (Passive)
Effect: Your Physical attacks deal +3 bonus damage.
Blitz
Requirements: Fighting Skill of 50
Activation: None (Passive)
Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Requirements: Fighting Skill of 50
Activation: None (Passive)
Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Indomitable
Requirements: Resilience Skill of 35
Activation: None (Passive)
Effect: Increase your DR by 4.
Activation: None (Passive)
Effect: Increase your DR by 4.
Willpower
Requirements: Resilence Skill of 50
Activation: Reactive At-Will
Effect: When you activate Willpower, reduce the all damage you would have taken on your turn to 0.
Limit: Once per thread.
Effect: When you activate Willpower, reduce the all damage you would have taken on your turn to 0.
Limit: Once per thread.
Flawless Counter
Requirements: N/A
Activation: None (Passive)
Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20.
Requirements: N/A
Activation: None (Passive)
Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20.
Bend The Limits
Requirements: N/A
Activation: Reactive At-Will
Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread.
Requirements: N/A
Activation: Reactive At-Will
Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread.
Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit.
Unrivaled Potential: You begin play with all Enhanced Basic Techniques.
Genius: Your Skills are no longer restricted by the natural 50 cap.
Skillful: Focus Mastery Level 1 now instead increases your chosen skill by +10.
Unmatched Skill - Focus Mastery Level 3 now instead increases your chosen skill by +10.
Overqualified - Potential Mastery Level 5 now instead increases all of your skills by +10.
Race: Human
9001 Lives
Requirements: Beastman, Human, or Monster
Effect: You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the amount of words you are given to write to recover from such battles.
Lifedrinker (from Black Water Mist)
Effect: Your every successful attack heals you 2 Health Points.
ITEMS.
Champion's Gi
This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit.
Type: Outfit - Gi
Zeni Value: 40000
Zeni Cost: 120000
Activation: Passive
Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn.
Limit: 1 bonus applied per turn.
This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit.
Type: Outfit - Gi
Zeni Value: 40000
Zeni Cost: 120000
Activation: Passive
Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn.
Limit: 1 bonus applied per turn.
Hidden Weapon
Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed.
Type: Weapon - Sword
Zeni Value: 30000
Zeni Cost: 80000
Activation: Bonus Action
Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number.
Limit: 2 uses per thread.
Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed.
Type: Weapon - Sword
Zeni Value: 30000
Zeni Cost: 80000
Activation: Bonus Action
Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number.
Limit: 2 uses per thread.
Katchin Sword
Forged of the Universe’s most durable metal, Katchin, this blade is a masterwork beyond conventional comparison. Though it may not be named or storied, it can cut through nearly any known material.
Type: Weapon - Sword
Zeni Value: 40000
Zeni Cost: 120000
Activation: Bonus Action
Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.)
Limit: 3 Uses per thread.
Forged of the Universe’s most durable metal, Katchin, this blade is a masterwork beyond conventional comparison. Though it may not be named or storied, it can cut through nearly any known material.
Type: Weapon - Sword
Zeni Value: 40000
Zeni Cost: 120000
Activation: Bonus Action
Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.)
Limit: 3 Uses per thread.
Bio-Suit
Worn under all other forms of clothing, this highly advanced bodysuit is capable of identifying and mending injuries as they happen, allowing its wearer to recover far more quickly.
Type: Supplementary - Technology
Zeni Value: 40000
Zeni Cost: 120000
Activation: Passive
Effect: You heal 3 HP at the end of each turn.
Limit: --
Worn under all other forms of clothing, this highly advanced bodysuit is capable of identifying and mending injuries as they happen, allowing its wearer to recover far more quickly.
Type: Supplementary - Technology
Zeni Value: 40000
Zeni Cost: 120000
Activation: Passive
Effect: You heal 3 HP at the end of each turn.
Limit: --
Black Water Mist
A vial of a mist most foul. This mist is rumoured to have been distilled from the darkness of the Dead Zone itself and has properties that naturally enhance the aggressive, if not outright evil, tendencies of those who are exposed to it. Though time has diluted its effect somewhat, it is still potent when regularly exposed to an individual and can cause them to eventually turn into something more demonic.
Type: Lost Artifact - Supplementary
Zeni Value: N/A
Zeni Cost: 120000
Activation: Passive
Effect: While Black Water Mist is equipped, you may gain 1 Demon Racial Trait of your choice in addition to your current racial trait. Additionally, increase your Base Power Level by 40% while this artifact is equipped. If you participate in a battle wherein an opponent possesses the Sacred Water of Korin artifact, both Back Water Mist and Sacred Water of Korin are considered unequipped for the duration of the battle.
Limit: --
A vial of a mist most foul. This mist is rumoured to have been distilled from the darkness of the Dead Zone itself and has properties that naturally enhance the aggressive, if not outright evil, tendencies of those who are exposed to it. Though time has diluted its effect somewhat, it is still potent when regularly exposed to an individual and can cause them to eventually turn into something more demonic.
Type: Lost Artifact - Supplementary
Zeni Value: N/A
Zeni Cost: 120000
Activation: Passive
Effect: While Black Water Mist is equipped, you may gain 1 Demon Racial Trait of your choice in addition to your current racial trait. Additionally, increase your Base Power Level by 40% while this artifact is equipped. If you participate in a battle wherein an opponent possesses the Sacred Water of Korin artifact, both Back Water Mist and Sacred Water of Korin are considered unequipped for the duration of the battle.
Limit: --
DEFENSE/UTILITY TECHS.
VIPER STYLE (SONIC SWAY RANK 3)
Utilising a foundation of the Viper Style, a minor combat art from the Northern Lands, Zaru is able to use natural intuition to slip around attacks in single motions.
Type: Defensive
Action: Bonus Action - Reactive
Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.)
Cost: 15 Ki
Utilising a foundation of the Viper Style, a minor combat art from the Northern Lands, Zaru is able to use natural intuition to slip around attacks in single motions.
Type: Defensive
Action: Bonus Action - Reactive
Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.)
Cost: 15 Ki
Limit: Once per battle.
Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less.
Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
WORM STYLE (AURA GUARD RANK 1)
The oft-mocked Worm Style used similar tactics to the minute ki in a worm's body, diffusing force that strikes into a user in order to minimise concentration of forces on them, whether physical trauma or wind resistance.
Type: Defensive
Action: Bonus Action - Reactive
Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage.
Cost: 15 Ki
Limit: Once per battle.
Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 Ki.
The oft-mocked Worm Style used similar tactics to the minute ki in a worm's body, diffusing force that strikes into a user in order to minimise concentration of forces on them, whether physical trauma or wind resistance.
Type: Defensive
Action: Bonus Action - Reactive
Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage.
Cost: 15 Ki
Limit: Once per battle.
Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 Ki.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
OCTOPUS STYLE (EIGHT ARMS RANK 1)
Octopus Style is designed to use all the limbs of a body, including strikes with the elbows, knees and head to create a flurry of surprising and stinging blows.
Type: Utility
Action: Bonus Action
Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.)
Cost: 10 Ki
Limit: Twice per battle.
Ranks: Rank 2 costs 5 ki and Rank 3 can be used 3 times per thread.
Octopus Style is designed to use all the limbs of a body, including strikes with the elbows, knees and head to create a flurry of surprising and stinging blows.
Type: Utility
Action: Bonus Action
Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.)
Cost: 10 Ki
Limit: Twice per battle.
Ranks: Rank 2 costs 5 ki and Rank 3 can be used 3 times per thread.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
MODIFIED JAGA BURST (TELEPORT RANK 3)
An alteration of a technique of the Jaguar Style, Zaru is able to make himself explode into light and reappear elsewhere, using his Ki to essentially slingshot himself over great distances or even through solid matter.
Type: Defensive
Action: Standard Action
Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread.
Cost: 25 Ki
Limit: Once per battle.
Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport.
An alteration of a technique of the Jaguar Style, Zaru is able to make himself explode into light and reappear elsewhere, using his Ki to essentially slingshot himself over great distances or even through solid matter.
Type: Defensive
Action: Standard Action
Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread.
Cost: 25 Ki
Limit: Once per battle.
Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport.
Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
SOLAR FLARE RANK 1
You use your ki to amplify the light around you into a blinding flash.
Type: Utility
Action: Bonus Action
Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%.
Cost: 5 Ki
Limit: Twice per battle.
Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR.
You use your ki to amplify the light around you into a blinding flash.
Type: Utility
Action: Bonus Action
Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%.
Cost: 5 Ki
Limit: Twice per battle.
Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
KIAI RANK 3
You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack.
Type: Defense
Action: Standard Action - Reactive
Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn.
This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn.
Cost: 15 Ki
Limit: Once per thread
Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60.
You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack.
Type: Defense
Action: Standard Action - Reactive
Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn.
This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn.
Cost: 15 Ki
Limit: Once per thread
Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.
BULL STYLE - GORE STRIKE
Zaru waits for an opening and rushes forward past an opponent's guard, aiming for a single and precise strike in a vital area, which he strikes with concentrated and dangerous power.
Type: Physical, Melee, Single
Action: Standard Action
Base Damage: 3d10
Major Effect: Embolden
Minor Effect: Wounding
Cost: 15 Ki
Zaru waits for an opening and rushes forward past an opponent's guard, aiming for a single and precise strike in a vital area, which he strikes with concentrated and dangerous power.
Type: Physical, Melee, Single
Action: Standard Action
Base Damage: 3d10
Major Effect: Embolden
Minor Effect: Wounding
Cost: 15 Ki
Skills and Statistics
FIGHTING: 60
ENERGY CONTROL: 40
REFLEXES: 30
RESILIENCE: 60
NATURAL PL: 28,015 | BASE PL: 39,221 | CURRENT PL: 39,221
HP: 87/125 | KI: 77/100 | DEF: 80 | ENG ATK: 55 | PHY ATK: 75 | DR: 10 | DMG MOD: 6 | KI DISCOUNT: -2 | POWER UP KI REGEN: 0/100
HP: 87/125 | KI: 77/100 | DEF: 80 | ENG ATK: 55 | PHY ATK: 75 | DR: 10 | DMG MOD: 6 | KI DISCOUNT: -2 | POWER UP KI REGEN: 0/100
Tag: Celerai
1d100+100·1d12+16·1d100+100·1d12+16·1d100+100·1d12+16·1d100+100·1d12+16