Rutherford Reed: Level 46
HP: 43,200
Attack: 184
1M Sword: 40
5 Energy: 25
5 Dark: 25
5 Poison: 25
3 Marksman: 15
5 Explosion: 25
5 Martial: 25
Advanced Radium Blade: 800 (984) (1024) (1049) (1074) (1099) (5495) (10990) (16,485) (24,728)
Basic Military Pistol: 10 (194) (209)
Military Blaster: 50 (234) (249) (274) (1,370)
Martial Attacks: 184 (209)
Defense: 92
2M Armor: 50
Advanced Node Hunter Armor: 350 (442) (492)
Modified IG-100 Underarmor: 250 (742)
Energyscale Pendant: 20 (45) (225) (967)
Darkscale Pendant: 20 (45) (225) (1192)
Poisonscale Pendant: 20 (45) (225) (1417)
Speed: 119 (129) (134) (+25 avoid)(+55 avoid at night)
Skill: 144 (154)
Move: 5 (8)
Items:
Basic Energy Blade: A simple energy sword. Base 10 blade/energy type damage.
Basic Military Pistol. A simple firearm. 1-2 range. Base 10 bullet type damage.
Military Blaster: A simple, inexpensive blaster. Deals energy type damage. Base 50 might.
Speed: 119 (129) (134) (+25 avoid)(+55 avoid at night)
Skill: 144 (154)
Move: 5 (8)
Items:
Basic Energy Blade: A simple energy sword. Base 10 blade/energy type damage.
Basic Military Pistol. A simple firearm. 1-2 range. Base 10 bullet type damage.
Military Blaster: A simple, inexpensive blaster. Deals energy type damage. Base 50 might.
Advanced Radium Blade++: An advanced version of the ability unlocked item of the same name. This weapon boasts 400 (800) might. See the ability for other properties. This blade will now always strike twice when attacking. The blade is still relatively delicate and susceptible to EMPs, hacking, or simply shorting out (which will render it a soley blade type attack).
Modified IG-100 Underarmor: Strong droid plating modified into a metal tactical suit of armor. This armor grants resistance to blade and energy type damage. Base 250 defense.
Advanced Node Hunter Armor: Military armor designed for the most dangerous missions: hunting Scalecloaks. This armor offers immunity to weather-based damage, along with significant resistance to heat. Resists fire, ice, lightning, poison, and water type damage. This armor is relatively easily destroyed by saw type damage, and the electrical components are susceptible to hacking or EMPs. Base: 350 defense.
Advanced Jumper-Pack: A jet-pack that will temporaily launch the wearer into the sky. This allows them to attack flying units with 1-range attacks, and will allow them to ignore terrain. However, they will land at the start of their next turn and take any terrain damage/statuses. Using this movement type will also cause the character to take 2x damage from missile-type attacks. This jet-pack will boost the movement of the character by 3.
3-EMP: Range 2. All squares adjacent to this lobbed projectile take 70 energy type damage. This cannot be dodged, but it can be defended against. Alongside damaging opponents, this item will shut down any electronic weapons, vehicles, armor, or characters for 3 turns.
8- Energy Gems: Boosts energy type damage by 50%. May allow a special type of energy attack once every four days. It can be used to strike an adjacent square with lightning.
16-Poison Bloom: An odd flower. This item may be damaged or destroyed if the character is jostled heavily by explosion or throwing attacks. This flower will boost total poison damage by 25%.
16-Night Sapphire: Can immediately turn the battlefield to night. Stealth-type characters receive 15+ avoid in the dark. Also boosts dark type attacks 25%.
Signal Jammer: This object takes one turn to activate. After activation, all sci-fi/wireless signals will be cut off on the map. However, the character using this will become visible and easy to track by all enemy units on the map. This item is very fragile and will often break if the character using it falls in battle or is struck by a powerful attack.
Abilities:
Radium Blade: +10 speed. The weapon of a Node hunter. This blade is specially designed to give a foe radiation poisoning. Every strike with this blade has a 30% (40%) chance to give this status. This radiation poisoning is hard to heal and will give the foe 5% damage at the start of each turn. Many characters who are immune to poison will still take this type of damage. The blade may be modified to increase its strength, but starts as a 100 base might blade/dark/poison/energy weapon. At Master level, the blade will increase its base might by 50%. At GM, it will double the base might of the blade. Costs: 6 pg
Conceal Presence: This character may blend in easily with his environment, allowing them to sneak past the enemy. Enemy units will not detect this character until they are around 6 squares away. At night this distance may be smaller... and certain characters are not very alert. Costs: 1 pg
Repair: This unit may take anywhere between 1-3 turns to repair a damaged or broken item. This includes weapons, armor, and vehicles. However, this character may only repair items that are compatible with its universe (ex. sci-fi characters can fix laser blasters, but cannot mend swords. Fantasy characters may be able to fix magical shields, but they cannot fix a tank). Obviously, sometimes items are too damaged to repair. If it is disintegrated, by definition it cannot be fixed. Costs: 1 pg
Hacker: This character may attempt to hack sci-fi technology, including robot characters, weapons, and armor. Successfully hacking has a variety of effects. Sometimes it will break the tech, but often it can convert it into something much more useful. This ability may be used instead of attacking. Costs: 3 pg
Cover of Darkness: This unit receives double avoid bonuses in the dark or at night. This bonus is completely removed for a full turn after this character is targeted by a light-type attack. Costs 2 pg
Extreme Evasion: +25 Avoid both when attacking and when being attacked. This unit may dodge area attacks. Attacks that "Always Hit" must calculate accuracy and may miss, but they will receive a +40 hit chance. Costs 5 pg
Node Traitor (II): Signature ability. Rutherford betrayed the organization that raised him to protect his brother. He is now an expert at hunting the elite assassins he once worked alongside. This character deals 30% (60%) extra damage to assassins and military elite units. Costs: 4 pg
Ambush: If this character attacks a foe who was not alerted to their presence before the start of the phase, the strike will only hit once, but will deal 3 x damage and ignore shields, force fields, and not be countered. Costs: 3 pg
Node Dampener: This unusual weapon may lock onto an enemy from up to six range away. This does not require the character's action to do, but they must specify their target. After locking on for one turn, the dampener will prevent that foe from doing pure psychic attacks, and if the attacks are a mixed psychic element based attack, it will halve the total might of those attacks. If this character remains locked onto the same foe for another turn, they may choose an additional element to lock, so long as that element is paired with psychic damage. This will only be able to block psychic damage and psychic/one other element type. This device is relatively fragile but extremely effective against foes who rely on psychic damage. As long as the foe is within 6 spaces of the dampener, those abilities will remain locked. However, this dampener can only work on one foe at a time, and will completely reset if it is used on a new enemy. Costs: 4 pg
(TBA) Take the Hit: If an allied unit who is adjacent to this unit is attacked, this unit has a 50% chance of rushing forward and switching places with the ally. They will take the damage, and they cannot dodge the blow, however, they may activate defensive skills, and they will be allowed to defend, block, and retaliate as usual. Costs: 2 pg
(TBA) Scalecloak Breaker: If this character is fighting a foe who is attacking with psychic, psychic/fire, ice, water, poison, or lighting, they will receive +40 hit and +40 avoid. If the foe is using any other damage type (such as psychic/fire/explosion), this ability will not work. Costs: 5 pg
(TBA) Critical Hit: Once every day, this unit may attack an adjacent enemy with a critical strike. This attack cannot be dodged, and it totally negates all forms of defense. The strike will give 3 x the normal damage of a strike with the equipped weapon. Costs: 5 pg
(TBA) Neck Break: This ability may only be used once a battle. The character chooses and adjacent small or very small enemy and attacks. If they land the blow, they grab the opponent and break their neck, giving 200 damage to most enemies. After their neck is broken, the character receives the paralysis status, preventing them from moving unless they regenerate or are cured. Costs 6 pg
(TBA) Unending Onslaught: Enemies attack by this character cannot vantage hit them. Costs: 4 pg
(TBA) Taunt: The character taunts an adjacent foe. The foe is then unable to use any sort of specialized attack or status move. They also receive -15 skill. This status lasts for 3 turns. Costs 3 pg
(TBA) Defiant: If this character is hit by an attack or ability that they are weak against, then their next attack will have +15 hit and double in total might. Costs: 2 pg
(TBA) Confidence: Each time this character dodges a foe, it will boost its base attack stat by 20. This ability will max out at a 500 damage boost. However, this damage boost will be completely lost as soon as this character is hit. Costs 3 pg
(TBA) Perfect Strike: This unit may patiently wait to strike a foe. This strike will deal 3x the normal damage. This may not be used on special abilities or activated attacks. This 3x damaging strike must be chosen to activate before calculating whether or not you hit or miss. This ability may be used 3 times per battle. Costs: 5 pg
Character Type: Melee, Martial, Marksman, Stealth, Assassin, Strategist
Weakness: Weak to Poison-type damage. Resists fear and pain statuses. Resists psychic.
Caps:
HP: Small
Attack: 200
Defense: 100
Speed: 129
Skill: 157
Move: 6
Droid Tri-Fighter: Level: 22
Darkscale Pendant: An ancient pendant, made from a black dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the dark skill stat and boosts of this character. This item is easily lost or stolen.
Energyscale Pendant: An ancient pendant, made from a blue dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the energy skill stat and boosts of this character. This item is easily lost or stolen.
Posionscale Pendant: An ancient pendant, made from a green dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the poison skill stat and boosts of this character. This item is easily lost or stolen.
Uranium Pearl: This super compacted isotype will boost the chance of this character giving their foe a radiation poison status by 10%.
Terminal Radiation Crystal: The radiation statuses of this character will kill characters and ignore life-saving abilities. This item is incredibly difficult to lose or steal.
8- Energy Gems: Boosts energy type damage by 50%. May allow a special type of energy attack once every four days. It can be used to strike an adjacent square with lightning.
16-Poison Bloom: An odd flower. This item may be damaged or destroyed if the character is jostled heavily by explosion or throwing attacks. This flower will boost total poison damage by 25%.
16-Night Sapphire: Can immediately turn the battlefield to night. Stealth-type characters receive 15+ avoid in the dark. Also boosts dark type attacks 25%.
Signal Jammer: This object takes one turn to activate. After activation, all sci-fi/wireless signals will be cut off on the map. However, the character using this will become visible and easy to track by all enemy units on the map. This item is very fragile and will often break if the character using it falls in battle or is struck by a powerful attack.
Abilities:
Radium Blade: +10 speed. The weapon of a Node hunter. This blade is specially designed to give a foe radiation poisoning. Every strike with this blade has a 30% (40%) chance to give this status. This radiation poisoning is hard to heal and will give the foe 5% damage at the start of each turn. Many characters who are immune to poison will still take this type of damage. The blade may be modified to increase its strength, but starts as a 100 base might blade/dark/poison/energy weapon. At Master level, the blade will increase its base might by 50%. At GM, it will double the base might of the blade. Costs: 6 pg
Conceal Presence: This character may blend in easily with his environment, allowing them to sneak past the enemy. Enemy units will not detect this character until they are around 6 squares away. At night this distance may be smaller... and certain characters are not very alert. Costs: 1 pg
Repair: This unit may take anywhere between 1-3 turns to repair a damaged or broken item. This includes weapons, armor, and vehicles. However, this character may only repair items that are compatible with its universe (ex. sci-fi characters can fix laser blasters, but cannot mend swords. Fantasy characters may be able to fix magical shields, but they cannot fix a tank). Obviously, sometimes items are too damaged to repair. If it is disintegrated, by definition it cannot be fixed. Costs: 1 pg
Hacker: This character may attempt to hack sci-fi technology, including robot characters, weapons, and armor. Successfully hacking has a variety of effects. Sometimes it will break the tech, but often it can convert it into something much more useful. This ability may be used instead of attacking. Costs: 3 pg
Cover of Darkness: This unit receives double avoid bonuses in the dark or at night. This bonus is completely removed for a full turn after this character is targeted by a light-type attack. Costs 2 pg
Extreme Evasion: +25 Avoid both when attacking and when being attacked. This unit may dodge area attacks. Attacks that "Always Hit" must calculate accuracy and may miss, but they will receive a +40 hit chance. Costs 5 pg
Chase Down: If a foe moves away from this unit, this unit will gain +20 skill against that foe on its next turn as well as a 25% damage boost. Costs: 2 pg
Node Traitor (II): Signature ability. Rutherford betrayed the organization that raised him to protect his brother. He is now an expert at hunting the elite assassins he once worked alongside. This character deals 30% (60%) extra damage to assassins and military elite units. Costs: 4 pg
Ambush: If this character attacks a foe who was not alerted to their presence before the start of the phase, the strike will only hit once, but will deal 3 x damage and ignore shields, force fields, and not be countered. Costs: 3 pg
Node Dampener: This unusual weapon may lock onto an enemy from up to six range away. This does not require the character's action to do, but they must specify their target. After locking on for one turn, the dampener will prevent that foe from doing pure psychic attacks, and if the attacks are a mixed psychic element based attack, it will halve the total might of those attacks. If this character remains locked onto the same foe for another turn, they may choose an additional element to lock, so long as that element is paired with psychic damage. This will only be able to block psychic damage and psychic/one other element type. This device is relatively fragile but extremely effective against foes who rely on psychic damage. As long as the foe is within 6 spaces of the dampener, those abilities will remain locked. However, this dampener can only work on one foe at a time, and will completely reset if it is used on a new enemy. Costs: 4 pg
Reckless Sibling (II): This sibling is reckless and aggressive, always ready to jump into a fight for the sake of their brother. If this character is within 2 spaces of their close sibling, they will boost their damage by 100% (200%). They will also boost their speed by 15. Cost: 10 pg
Two-Handed Stance: This character may take a formidable combat stance, laying aside any shields or secondary weapons and holding their primary weapon in both hands. Doing this will boost the skill of this character by +10. It will boost the speed of this character by +5. It will also improve the total damage of melee weapons by 50%. Brave weapons will still strike twice, but abilities like assault moves, critical hits, back stabs, or finish strikes will not be improved by this ability. The character must choose to enter and exit this stance on their own turn before attacking. This ability cannot be used in tandem with Rapid Thrust or Strike Twice. Costs 5pg or GM in Sword, Axe, Club, Hammer, or Scythe.
(TBA) Someone He Can Care For: Signature ability. If Ire uses the ability “Deep Connection” Telehydrosis on Rutherford, the buffs granted to him will be doubled. The buff will last an additional turn, as well as grant Rutherford 50% more damage. Costs: 4 pg
(TBA) Trick Weapon: This character has mastered the use of a trick weapon. If they attack with their weapon and then switch it to an alternate form on their next turn, they will gain +15 skill and +30% damage with that weapon on that turn. Costs: 1 pg
(TBA) Trick Weapon (II): This character has mastered the use of a trick weapon. If they attack with their weapon and then switch it to an alternate form on their next turn, they will gain +25 skill and +40% damage with that weapon on that turn. Costs: 2 pg
(TBA) Trick Weapon (III): This character has mastered the use of a trick weapon. If they attack with their weapon and then switch it to an alternate form on their next turn, they will gain +40 skill and +50% damage with that weapon on that turn. Costs: 4 pg
(TBA) Sword Assault: This unit rushes in with its weapon and attacks with a flurry of blows. The character may target an adjacent enemy. The enemy cannot dodge this attack. The character using the assault move then strikes 5 times with normal damage and finishes with a 2 x damage strike. Costs: 5 pg
(TBA) Strategist: This unit may choose a first level ability held by an enemy unit within 5 spaces. This ability will then be removed until the end of the battle, or until the unit using strategist is defeated. Strategist cannot block strategist. This ability may be used once per enemy. Costs: 4 pg
(TBA) Hacker: This character may attempt to hack sci-fi technology, including robot characters, weapons, and armor. Successfully hacking has a variety of effects. Sometimes it will break the tech, but often it can convert it into something much more useful. This ability may be used instead of attacking. Costs: 3 pg
(TBA) Scalecloak Breaker: If this character is fighting a foe who is attacking with psychic, psychic/fire, ice, water, poison, or lighting, they will receive +40 hit and +40 avoid. If the foe is using any other damage type (such as psychic/fire/explosion), this ability will not work. Costs: 5 pg
(TBA) Critical Hit: Once every day, this unit may attack an adjacent enemy with a critical strike. This attack cannot be dodged, and it totally negates all forms of defense. The strike will give 3 x the normal damage of a strike with the equipped weapon. Costs: 5 pg
(TBA) Neck Break: This ability may only be used once a battle. The character chooses and adjacent small or very small enemy and attacks. If they land the blow, they grab the opponent and break their neck, giving 200 damage to most enemies. After their neck is broken, the character receives the paralysis status, preventing them from moving unless they regenerate or are cured. Costs 6 pg
(TBA) Unending Onslaught: Enemies attack by this character cannot vantage hit them. Costs: 4 pg
(TBA) Guerrilla Warfare: This character is adept at dodging projectiles and avoiding incoming fire. If this character is attacked by a ranged weapon it will add 35 to its avoid. This unit will also add 10 to its skill if counter-attacking an enemy using a ranged weapon that is over 1 space away. Costs 3 pg.
(TBA) Duelist: When this unit initiates an attack against another enemy who is using a melee weapon, they add 20 to their dodge and 20 to their skill. Costs: 3 pg
(TBA) Cleave: The unit may try and instantly kill a foe by decapitating them. The chance of this move working is calculated before any normal sword attack.
Calculation: Your Sword Skill Level – Foes Melee Weapon Level.
Example: 3M - 2 = 60% chance to instant kill.
This attack may miss, just as a normal sword strike would.
This attack only works on medium or smaller characters.
Note this does not work on every character. Costs 7
(TBA) Real Damage Blows: The effectiveness of this ability is based drastically on this unit's combat skill levels. Before attacking, the player controlling this unit may specify where they wish to strike the opponent. The likelihood of them striking where they choose is what the skill levels will determine. Every normal strike is an opportunity to use this skill. This counts as an activation skill. There are many mild effects that can be triggered by striking particular areas. Here are some of the most common:
Eyes: 1 Turn of Blindness -15 Hit.
Head: Stuns character for one turn, causing them to flinch. Works best with bludgeon-type attacks.
Arm: May remove an enemy's ability to use a weapon or shield for one turn.
Leg: May drop an enemy's movement speed 3 for one turn.
Heart: Causes bleeding status for 2 turns
Lungs: Drops enemy speed stat -10 for 1 turn.
Spine/Neck: 2 turns of paralysis. Hard to land.
Guts: Easiest to land. Drops enemy defense 10% for 2 turns.
Effects take place immediately, even in between your strikes and the enemy's counter-attack. Costs: 7 pg
(TBA) Taunt: The character taunts an adjacent foe. The foe is then unable to use any sort of specialized attack or status move. They also receive -15 skill. This status lasts for 3 turns. Costs 3 pg
(TBA) Defiant: If this character is hit by an attack or ability that they are weak against, then their next attack will have +15 hit and double in total might. Costs: 2 pg
(TBA) Confidence: Each time this character dodges a foe, it will boost its base attack stat by 20. This ability will max out at a 500 damage boost. However, this damage boost will be completely lost as soon as this character is hit. Costs 3 pg
(TBA) Perfect Strike: This unit may patiently wait to strike a foe. This strike will deal 3x the normal damage. This may not be used on special abilities or activated attacks. This 3x damaging strike must be chosen to activate before calculating whether or not you hit or miss. This ability may be used 3 times per battle. Costs: 5 pg
Character Type: Melee, Martial, Marksman, Stealth, Assassin, Strategist
Weakness: Weak to Poison-type damage. Resists fear and pain statuses. Resists psychic.
Caps:
HP: Small
Attack: 200
Defense: 100
Speed: 129
Skill: 157
Move: 6
HP: 4,608
Attack: 50
2M Energy: 50
2M Marksman: 50
2M Explosion: 50
Heavy Central Cannon: 300 (350) (400) (450) (1350)
Tri-Cannons: 150 (200) (250) (300) (900)
Defense: 50
Interceptor Plating: 100 (150)
Speed: 62
Skill: 62 (82)
Move: 10
Items:
Heavy Central Cannon: +20 skill. This long and accurate blaster cannon has 1-3 range and is extremely accurate. However, it may only ever strike twice. Base 300 energy/marksman type damage.
Tri-Cannons: Relatively weak cannons, but extremely well designed. These cannons will always strike three times when attacking, and this number may be multiplied based on the speed stat. 1-2 range. Base 150 energy/marksman type damage.
Interceptor Plating: The heaviest armor a speedy starfighter can be equipped with. This plating grants 100 defense, but is much less defensive than actual energy shields.
4-Energy Gems: Boosts energy type damage by 50%. May allow a special type of energy attack once every four days. Can be used to strike an adjacent square with lightning.
1-Explosion Servo: This large piece of equipment doubles the damage of all explosion type attacks used by this unit.
Abilities:
Building Hunger: If this unit is within 10 spaces of an enemy, they may activate this ability against them. Each turn this unit remains targeted to that enemy will result in an addition of 50 base points to the attack of this character. However, it will also result in the loss of 5 skill for each turn the enemy is targeted. This character may not attack any other unit when it is locked onto a foe, though it may counter. This ability may be ended at any time and started again. Costs: 5 pg
Analyze: If this character consistently attacks the same foe, they will slowly boost their base skill stat.
If this character misses an enemy, they will boost their skill stat by 15.
If the character strikes an enemy, they will boost their skill stat by 5
However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat clearing moves or by putting the character to sleep. Costs 4 pg
Hit and Run: If this unit strikes an enemy with their attack, they may continue forward, passing safely through their opponent, and finishing out however many movement spaces they had left. Costs: 4 pg
Barrel Roll: If this unit is being attacked by a ranged attack from a flying enemy, it has a 50% chance to dodge the incoming projectiles. Calculate this dodge before calculating a normal dodge. If the enemy's skill is 50% higher than this unit's speed, this ability will fail. Costs: 3 pg
Anti-Air Missiles: These weapons are extremely good at homing in on flying opponents and blasting them out of the sky. This ability ignores moves like Stealthy Flier, Extreme Evasion or Barrel Roll if the enemy unit is flying. This attack fires 3 missiles, and each has a base 80 (130) (180) (360) explosion damage type. Range: 1-2 These missiles may only be shot every other turn. Costs: 4 pg
Chase Down: If a foe moves away from this unit, this unit will gain +20 skill against that foe on its next turn as well as a 25% damage boost. Costs: 2 pg
Character Type: Robot, Vehicle
Weakness: Crashing deals massive damage. This vehicle may also be hacked and taken complete control of. Mild explosion type weakness. Resists energy.
1-Explosion Servo: This large piece of equipment doubles the damage of all explosion type attacks used by this unit.
Abilities:
Building Hunger: If this unit is within 10 spaces of an enemy, they may activate this ability against them. Each turn this unit remains targeted to that enemy will result in an addition of 50 base points to the attack of this character. However, it will also result in the loss of 5 skill for each turn the enemy is targeted. This character may not attack any other unit when it is locked onto a foe, though it may counter. This ability may be ended at any time and started again. Costs: 5 pg
Analyze: If this character consistently attacks the same foe, they will slowly boost their base skill stat.
If this character misses an enemy, they will boost their skill stat by 15.
If the character strikes an enemy, they will boost their skill stat by 5
However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat clearing moves or by putting the character to sleep. Costs 4 pg
Hit and Run: If this unit strikes an enemy with their attack, they may continue forward, passing safely through their opponent, and finishing out however many movement spaces they had left. Costs: 4 pg
Barrel Roll: If this unit is being attacked by a ranged attack from a flying enemy, it has a 50% chance to dodge the incoming projectiles. Calculate this dodge before calculating a normal dodge. If the enemy's skill is 50% higher than this unit's speed, this ability will fail. Costs: 3 pg
Anti-Air Missiles: These weapons are extremely good at homing in on flying opponents and blasting them out of the sky. This ability ignores moves like Stealthy Flier, Extreme Evasion or Barrel Roll if the enemy unit is flying. This attack fires 3 missiles, and each has a base 80 (130) (180) (360) explosion damage type. Range: 1-2 These missiles may only be shot every other turn. Costs: 4 pg
Chase Down: If a foe moves away from this unit, this unit will gain +20 skill against that foe on its next turn as well as a 25% damage boost. Costs: 2 pg
Character Type: Robot, Vehicle
Weakness: Crashing deals massive damage. This vehicle may also be hacked and taken complete control of. Mild explosion type weakness. Resists energy.
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