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World Wide Combat Association

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Isto:
In this section i will introduce the fighters within World Wide Combat Association (WCA) which is also seen as the world stage in the fighting sports.

Unlike Red League combat sports, The World Wide Combat Association accepts most of the mutants and special skills. It still forbids the use of Polaris Powers and the most extreme mutations like Contagious, Radiation and Corrosion. Most of the mind or body altering substances and artificial modifications are also prohibited, but mutations and replacement limbs within normal limitations are acceptable. There are also certain expectations, like individuals who use substances, enhancements or techniques that are either not known at all, or at least not known to the committee.

The Red League combat sport usually uses the tournament format, when World Wide Combat Association keeps a ranked system where each individual must accept any challenge at least once a month if it is issued by no more than 3 ranks lower or above the fighters rank. If a fighter turns down such a challenge, it is considered as losing the match in which case if the challengers position on the rankings were lower, the loser yields his/her position to the winner and is placed on the challengers position. It should also be mentioned, that the top position of this league have not been contested for some years as no fighter have issued a challenge for the champion.

The fights are issued without any weapons without any further rules until another participant is either unconscious, dead or surrendered. Each of the fighters will gain the percentage of the viewers fees (usually one percent) and the top ten fighters are given a bonus at end of each season according their position and the ranking is carried to the next season unchanged.

Even The Red League have its own leagues and systems regarding the fighting sports, most of the matches are held in the Red League and most of the Worlds Fighting Association in the league are either from, or live within the Red League. Some of the Red Leagues top fighters might fare well in the top ten, but see themselves as sportsman often saying that the association is full of freaks, brutes or murderers and the fights resemble more a brawl than real sports.

It should also be mentioned, that The Hegemonian warriors do not usually participate in the fighting sports, but are enlisted in the army instead. There is also a lack of participants within the Polaris Alliance and The Kingdom of Indus, probably among similar reasons than The Hegemony. There have been rumors however, that several fighters registered under a team from the Rift States would be making their debut on the stage soon.

Isto:
THE HAND OF DEATH: (Ranked First)

The Hand of Death is a mysterious character with an unknown origin, and the mere name intimidates even the most veteran of fighters. Not many have seen him fight, but all known fights have resulted as the death of his opponent.

The Hand of Death is a small but well built, serious man only seen in public during his matches. The last of these matches were held over two years ago, resulting on the challengers quick death. According to eye witnesses, he evaded the opponents attack with a round inward step, striking the opponent effortlessly on the chest within the same motion after which, the opponent succumbed on the ground motionless. This was all done from a regular stance from which, he had hardly moved at all. After this feat, he just bowed and simply walked away from the stage in silence.

-

The Hand of Death is a member of The Silent Order and have been taught a technique where one slowly gathers the energy of the Polaris Flux within his body, or concentrates it within any part of the body. The purpose of this technique is to heal, but The Hand of Death have turned this technique to a weapon in which the heart of the opponent is destroyed within a strike that releases a miniature flux wave that bypasses all matter and is emitted on the targets body when making contact.

Althought a member of the Inner Circle and unquestionably talented, he is seen as just a practitioner among the order. However, his ways have earned him an eternal exile from their ranks.

(The Monk in the individual character section is an Initiate of the order which is a lowest rank to be considered a practitioner, but not ready to be thaught of the flux techniques and for that, most of them never are. Only a few individuals in the world know of these techniques, and even fewer still will ever master the use of them.)

(When comparing the Flux Techniques to the Polaris Powers, the use of Polaris Powers are way more brutal and aggressive, as the manipulation of the Flux Techniques are subtle and barely noticeable. Nevertheless, sometimes the smallest thing is what you need to accomplish the greatest of things. In the mind of an advanced practitioner, the regular use of Polaris Powers seem noisy and clumsy and the correct way to use the flux within the order is of, that it is not noticeable on those not woven in the art or even within so, that it is not noticeable within the flux itself.)

(The Monastery itself is clouded within The Flux, and not accessible to anyone on whose the Monastery wont come forth itself. As in the perspective of Initiates and even the Inner Circle, it exists normally within the physical realm even it does not, or does but doesnt. This in the same way is a paradox that one needs to be freed of to master the flux in which case, the Monastery vanishes like it never were.)

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NAME: Arkas (Listed on this name)
AGE: -
GEOGRAPHICAL ORIGIN: -
SOCIAL ORIGIN: -
INITIAL TRAINING: Monk of the Order (The Silent Order)
HIGHER EDUCATION: Adept of the Order (The Silent Order)
ADVANTAGES: Intimidating, Mastery of the Arts, Adept, Polaris Force, Polaris Attunement, The Hand of Death
DISADVANTAGES: Mental Disorder:Cruel
MUTATIONS: -

STRENGTH: 16
CONSTITUTION: 18
COORDINATION: 20
ADAPTATION: 19
PERCEPTION: 20
INTELLIGENCE: 17
WILLPOWER: 18
PRESENCE: 17

REACTION: 19
STUN THRESHOLD: 17
KNOCK THRESHOLD: 27
MELEE DAMAGE: +3
DAMAGE RESISTANCE: -4
NATURAL RESISTANCE: -4
SUSPEND BREATHING: 18 Combat Rounds
LUCK: 13

13 Acrobatics (COO/COO) = 21
14 Athletics (STR/COO) = 21
13 Body Control (CON/WIL) = 19
11 Endurance (CON/WIL) = 17
14 Hand-to-Hand Combat (STR/COO) = 21 (23)
11 Martial Arts:Defensive (COO/ADA) = 19 (21)
15 Martial Arts:Offensive (COO/ADA) = 23 (25)
9 Martial Arts:Wrestling (COO/ADA) = 17 (19)
11 Mind Shield (WIL/WIL) = 17
9 Meditation (WIL/WIL) = 15
12 Polaris Force (WIL/WIL) = 18

8 Absence (ADA/WIL) = 15
11 Craftmanship:Sculpting (INT/PER) = 18
8 Discretion/Shadowing (PER/ADA) = 16
2 Education/General Knowledge (INT/INT) = 8
3 First Aid (INT/ADA) = 10
7 Knowledge of Environment:Oceans (INT/ADA) = 14
2 Knowledge of Environment:Underwater Cities and Stations (INT/ADA) = 9
8 Knowledge of Nation/Organization:The Silent Order (INT/INT) = 14
3 Knowledge of Nation/Organization:Fighter Association (INT/INT) = 9
1 Knowledge of Nation/Organization:Red League (INT/INT) = 7
12 Languages:Azuran (INT/INT) = 18 (Root:Azuran 6+6 = 12)
8 Languages:Olakarian (INT/INT) = 14
8 Observation (PER/WIL) = 15
7 Orientation (PER/ADA) = 15
4 Science/Specialized Knowledge:Herbology (INT/INT) = 10
9 Stealth/Silent Movement (PER/ADA) = 17
7 Survival (ADA/WIL) = 14

INTIMIDATING: His infamy does not give justice to the pressure the opponent feels when he calmly looks the opponent in the eye with disregard and contempt. Any opponent directly under his attention must take a Willpower Tests with a -2 modifier. If the test is failed, the success (failure modifier) modifier is added as a penalty to all Skill Tests in the battle against The Hand of Death.

MASTERY OF THE ARTS: +2 to all Unarmed Tests.

POLARIS FORCE: This technique allows the user to gather the flow of the Polaris Flux within his/her body. This can be used in multiple ways, like temporarily gaining powers similar to (and using the same rules) the Regeneration Mutation, Heightened Senses mutation, Empathy mutation, Reinforced Skeleton mutation, Reinforced Skin mutation or +2 to any Attribute. While using The Hand of Death, this force is gathered on the palm and released upon the subject.

POLARIS ATTUNEMENT: Being able to control the Polaris Force grants the character limited resistances on hostile Polaris Powers. Each rank of Initiation gives the character +2 to resist any Polaris Effects (+2/+4/+6) so being an Adept on controlling the Polaris Force, The Hand of Death gains +4 on resisting any hostile Polaris Effects.

ADEPT: The Hand of Death is an Adept of the order, and is able to maintain two different abilities or two ranks of one ability that is gained from the Polaris Force (or even +4 on a single Attribute).

THE HAND OF DEATH: Causes +4D10 (2D10 + 2D10) Shock Damage on a target that is hit with this attack, and if the damage extends the Stun Threshold, the opponent is slain.

-

THE USE OF POLARIS FORCE: To use the Polaris Force, the practitioner must pass a Polaris Force test. The character may maintain focus on any number of powers, but suffer a -2 penalty on any further Polaris Force tests for each maintained power. According to the subtle nature of manipulation, the failure does not bestow any negative results and the success modifier does not contain any benefits either.

ADVANCED POLARIS TECHNIQUES: There are certain advanced ways of using the power, that are usually only taught to Adepts. These include Precognition, Clairvoyance, Healing (or harming), Cleansing, Probing and Suggestion. Conducting harmful or forceful acts such as Harming or Suggestion is seen as misuse of the force and no practitioner will ever conduct such acts. The Precognitive powers have even known to be able to be used to manipulate or force ones fate, which is seen as the direst violation among the use of Polaris Force - The mastering of Precognitive Powers are usually only taught from Master to Master and may only be learned by those who have the gift in the first place. (True Sight, Future Sight, Precognition, Fate Perception - Fate Seal)

The Advanced Polaris Techniques that are possible for a character to learn are usually linked to the characters personality, the way of the instructor is to probe and guide the subject to find their own way, being directly involved only on refining their self found gifts. In case of The Hand of Death, he is of Body Manipulation type and only knows the opposite of Healing (Harming) as his mind is clouded and strayed to focus on destruction.


ADVANCED POWERS BY CATEGORY: (from most common to the rarest)

PRECOGNITIVE POWERS: Clairvoyance, Fate Perception, Precognition, True Sight, Future Sight, Fate Seal
BODY MANIPULATION: Cleansing, Healing, Harming
MIND MANIPULATION: Probing, Suggestion, Command


PRECOGNITIVE POWERS: Precognitive Powers are the most rare and hardest to master as the character using them must also interpret them correctly. Using them without subtlety and precision will result as confusion and false information. Characters with Affinity to Precognitive Powers usually excel on Meditation.

CLAIRVOYANCE:

FATE PERCEPTION:

PRECOGNITION:

TRUE SIGHT:

FUTURE SIGHT:

FATE SEAL:


BODY MANIPULATION: Body Manipulation powers are the most common, and are usually learnt by characters who show attention and focus on tuning their bodies. In some rare cases, The Body Manipulation types can also learn Mind Manipulation, but never more than Probing. The characters with affinity to Body Manipulation usually excel on Body Control.

CLEANSING: The practitioner is able to cleanse the characters body of any toxins, radiations or pollution with a successful Polaris Force test. The cleansing is a long process and might take longer period of time depending on situation, but always takes at least of hours to show any effect. Cleansing is a basic technique that may be learnt by any type or even by non-initiates. It is also a technique that a practitioner might have been doing subconsciously during meditation for a longer period of time without realizing it themselves.

HEALING: Healing can be used to heal the character or by emitting the focused energy to another character.

HARMING: Is the opposite of healing, and seen as something the practitioner should never be capable of executing.


MIND MANIPULATION: Characters who are interested on other living beings are usually keen to learn the Mind Manipulation techniques and sometimes posses dual nature on Precognitive powers, but never more than Fate Perception and in rare cases, True Sight. The Characters with affinity to Mind Manipulation usually excel on Mental Shield.

PROBING: Ability to probe other beings thoughts. The Success Modifier indicates does the character sense only the surface or deeper thoughts and emotions. The subject is granted a resistance roll only if the subject possesses the Mind Shield ability and even then, the subject cannot become aware of the Probing if the subject does not posses similar Polaris Powers or Techniques.

SUGGESTION: Suggestion is always made as an opposing test against the subjects Willpower. On a success, the practitioner is able to plant a single suggestion with a condition within the subconscious of the subject. This is usually seen as an evil act as it almost always limits the subjects free will. The number of successes indicate how deep the suggestion is buried, and how hard it is to detect or remove - possibly generating new habits for the subjects.

COMMAND: Using Command is seen as aggressive, brutish and evil act, as it is an attempt to subdue the target. The command is always made as an opposing test against the subjects Willpower and is not similar to the Mind Control Polaris Power - but more like a direct command of slavery. The existence of this power is only known to few of the Masters and no Master have ever been known to use it on a subject.


STAGES OF PROGRESSION:

INITIATE: The novices of the inner circle, able to maintain one power.
ADEPT: A true practitioner within the order, able to maintain two powers.
MASTER: A true master of Polaris Force, able to maintain four powers at once.

Isto:
THE WRESTLER: (Ranked Second)

The Wrestler is a large and hairy man that resembles more of a gorilla than a human. He utilizes a style that consists of feinting the opponent to open their guard while attacking him, and wrestling them down which have given him the name "Wrestler". He is inhumanly strong, and many fighters that have faced him say that once he gets a hold of you, the match is over.

He is originally from some small and unknown community, but have gained the Red League citizenship though his merit in sports and was first scouted down by a Red Legion fighting sport team. He is a young and inexperienced as a fighter, but quickly rose on the rankings having only suffered a single loss on his career and is now days seen as one of the worlds top athletes.

There have even been rumors, that he is preparing to challenge the champion.

(As a preparation, he have been continuously damaging his chest area to form a thick layer of hardened bone and muscle around his heart as he believes that the hand of death have something to do with striking the pulse, which is not the case or at least not in the way that he thinks it would. Even he would not be right in this, he is confident about facing the champion as he clearly needs to hit the target for making his magic work.)

NAME: Iwan Stern
AGE: 28
GEOGRAPHICAL ORIGIN: Small Station (Unknown Community)
SOCIAL ORIGIN: Middle Class
INITIAL TRAINING: Metal Worker
ADVANTAGES: Wrestler, Compressive Strength, Savage Slam
DISADVANTAGES: -
MUTATIONS: Simian Trait

STRENGTH: 20
CONSTITUTION: 19
COORDINATION: 16
ADAPTATION: 18
PERCEPTION: 14
INTELLIGENCE: 9
WILLPOWER: 18
PRESENCE: 7

REACTION: 16
STUN THRESHOLD: 19
KNOCK THRESHOLD: 29
MELEE DAMAGE: +5
DAMAGE RESISTANCE: -5
NATURAL RESISTANCES: -4
SUSPEND BREATHING: 18 Combat Rounds
LUCK: 15

8 Acrobatics (COO/COO) = 14
13 Athletics (STR/COO) = 20
13 Endurance (CON/WIL) = 19
8 Hand-to-Hand Combat (STR/COO) = 15
14 Martial Arts:Wrestling (COO/ADA) = 20

-2 Education/General Knowledge (INT/INT) = -2
3 Electronics (INT/INT) = 3
8 Craftmanship:Metalworking (INT/PER) = 10
1 Computers (INT/INT) = 1
9 Knowledge of Environment:Underwater Cities and Stations (INT/ADA) = 12
2 Knowledge of Environment:Ocean (INT/ADA) = 5
10 Knowledge of Nation/Organization:Fighter Association (INT/INT) = 10
9 Knowledge of Nation/Organization:Red League (INT/INT) = 9
5 Knowledge of Nation/Organization:Home Community (INT/INT) = 5
4 Knowledge of Nation/Organization:Red League Fighting Sports (INT/INT) = 4
8 Language:Neo-Azuran (INT/INT) = 8 (Speaking = 10) (Root:Azuran 4)
5 Mechanics:Industrial (INT/INT) = 5
6 Observation (PER/WIL) = 11
4 Orientation (PER/ADA) = 9

WRESTLER: When serious, The Wrestler only uses Martial Arts:Wrestling on combat and may do so without limiting the skill on Hand-to-Hand Combat.

COMPRESSIVE STRENGTH: The Wrestler treats his Strength as being +2 higher on purpose of counting his Strength in Wrestling. This does not affect his Skill, only the Strength Thresholds for a total of 22.

SAVAGE SLAM: Sometimes The Wrestler grabs his opponent, turns the opponent around and slams the opponent head first on the ground while dropping on top of the victim with his full body weight. This is an Martial Arts:Offensive technique where Martial Arts:Wrestling is used as a Limiting Skill. This attack is made with a -5 penalty modifier but if it is successful, it causes an additional +2D10 Shock Damage on the victim.

-

SECONDARY ABILITIES: Craftmanship:Metal, Mechanics

Isto:
THE MASTER: (Ranked Third)

The Master is a small and elderly man, and a long time participant on the association. He enjoys a large and faithful fan base, his matches tending to be more entertaining than the most. As his name suggests, he is a master of an ancient art, in which the strength of the opponent is used against him. He is also the longest reigned champion, but lost his position long ago to a fighter who then again, lost his position against The Hand of Death.

He have not challenged any fighters for a long time, but answers the challenges frequently losing his position as the second only because of not attempting to a match he had already accepted. There is a lot of speculation who would win, The Wrestler or The Master as they never faced each other on the stage.

In the past, there have been lots of speculations about The Masters origin, and the most of the guesses seem to resolve around Asian or Mediterranean backround.

There is also speculation on his retirement, and he certainly have been more weary as of late.

NAME: Fei Wang (the real name, not the Jones he have enlisted on)
AGE: 72
GEOGRAPHICAL ORIGIN: Asia Region
SOCIAL ORIGIN: Middle Class
INITIAL TRAINING: Gardener
ADVANTAGES: Concentration, Circulation (Qi), Gentle Palm, Gentle Push, Gentle Lock, Gentle Sweep
DISADVANTAGES: Venerable
MUTATIONS: -

STRENGTH: 14 (12)
CONSTITUTION: 16 (14)
COORDINATION: 20 (19)
ADAPTATION: 19 (21)
PERCEPTION: 15 (13)
INTELLIGENCE: 15
WILLPOWER: 17
PRESENCE: 14

REACTION: 17 (19)
STUN THRESHOLD: 14
KNOCK THRESHOLD: 24
MELEE DAMAGE: +1
DAMAGE RESISTANCE: -2
NATURAL RESISTANCES: -2 (-3 on Drugs)
SUSPEND BREATHING: 15 Combat Rounds
LUCK: 15

14 Acrobatics (COO/COO) = 22
11 Athletics (STR/COO) = 17
8 Endurance (CON/WIL) = 13
12 Hand-to-Hand Combat (STR/COO) = 17 (is not a limiting skill on gentle techniques)
14 Martial Arts:Defensive (COO/ADA) = 22 (uses on gentle techniques)
15 Martial Arts:Wrestling (COO/ADA) = 23 (uses on locks and throws)

4 Climbing (STR/COO) = 9
5 Education/General Knowledge (INT/INT) = 9
12 Emphatic Analysis (INT/PER) = 16
8 First Aid (INT/ADA) = 14
12 Observation (PER/WIL) = 17
8 Orientation (PER/ADA) = 14
5 Knowledge of Environment:Oceans (INT/ADA) = 11
8 Knowledge of Environment:Underwater Cities and Stations (INT/ADA) = 14
9 Knowledge of Nation/Organization:Asian Region (Japan ?) (INT/INT) = 13
8 Knowledge of Nation/Organization:Fighter Association (INT/INT) = 12
7 Knowledge of Nation/Organization:Red League (INT/INT) = 11
15 Language:Neo Azuran (INT/INT) = 19 (Root:Azuran = 7 + 4 = 11)
5 Language:Azurean (INT/INT) = 9
6 Science/Specialized Knowledge:History (INT/INT) = 10
7 Science/Specialized Knowledge:Pharmalogy (INT/INT) = 11
9 Science/Specialized Knowledge:Herbology (INT/INT) = 13
8 Socializing/Seduction (PRE/PRE) = 12
9 Stealth/Silent Movement (PER/ADA) = 15
7 Strategy (INT/INT) = 11
12 Tactics:Shougi (INT/ADA) = 18
11 Technical Engineering:Gardening (INT/INT) = 15
6 Underwater Maneuvering (STR/COO) = 11

VENERABLE: The Master is an old man, suffering -2 to his Strength, -2 to his Constitution, -2 to his Perception and -1 to his Coordination.

CONCENTRATION: The Masters is always seen as calm and serene, as if nothing can break the harmony of his movements. The Master gains a further +2 to Reaction and +2 to Adaptation. He also gains a +3 bonus on any Willpower Tests to resists any effects that target ones mind, even against the Polaris Effects of that kind.

QI CIRCULATION: The Master is able to use his inner strength to boost his physical abilities. At any time, he may choose to gain +3 to one of the following abilities: Strength, Constitution or Adaptation. However, this technique can not be used two rounds on a row, but there must be at least one round between the circulations.

GENTLE PALM: The Master can use a Martial Arts:Defensive technique where he gently pushes the opponents strike only just away from the target. This is a normal Defensive or Full Defensive action with a further +3 modifier.

GENTLE PUSH: Sometimes while using the Gentle Palm, The Master pushes the opponent to the direction of his force. This is treated as a Martial Arts:Throw action that can be done in the same turn than the Gentle Palm without further penalties. This is his signature technique and seems magical even to more experienced fighters and their opinion is that there must be more to it than the amount of force that is being directed, being able to break the trained balance of a veteran fighter.

GENTLE SWEEP: Sometimes while using the Gentle Palm, The Master uses his leg at the same time, attempting to unbalance the opponent. This is treated as a Martial Arts:Wrestling Sweep or Unbalancing attack, and can be done on the same turn than Gentle Palm without any further penalties.

GENTLE LOCK: The Gentle Lock is the only damaging technique that The Master have been seen using during his fights. It might not seem anything special, but according to those who have experienced it, the pressure on the joint is precise, strong and unmovable - usually resulting as a decision to surrender by the opponent. This technique is also how his matches tend to end and is often used after toying with the opponent on a show like fashion, throwing the opponent around like a doll.

Isto:
THE BOXER: (Ranked Fourth)

The Boxer is a large Red Leaguan man, who utilizes a specialized boxing techniques in his match. He comes from an long lineage of fighters, whose style is said to precede the times when the humans walked the surface. His fighting is extremely efficient, and his movements are unbelievable sharp and precise. In regular hand-to-hand combat, he is said to be the strongest.

His style is said to be completely outdated, and many people are talking that if he would utilize all of his arsenal, he would be unstoppable. There is still not denying the awe that he produces when he starts weaving, swinging and dancing on the stage.

NAME: Austin Smith
AGE: 32
GEOGRAPHICAL ORIGIN: Red League
SOCIAL ORIGIN: Middle Class
INITIAL TRAINING: Ring Fighter
ADVANTAGES: Sway, Clinch, Peek-A-Boo, One-Two, Counter, Uppercut, Master of the Ring
DISADVANTAGES: -
MUTATIONS: -

STRENGTH: 17
CONSTITUTION: 14
COORDINATION: 18
ADAPTATION: 18
PERCEPTION: 16
INTELLIGENCE: 12
WILLPOWER: 16
PRESENCE: 13

REACTION: 17
STUN THRESHOLD: 16
KNOCK THRESHOLD: 26
MELEE DAMAGE: +3
DAMAGE RESISTANCE: -3
NATURAL RESISTANCES: -2
SUSPEND BREATHING: 15 Combat Rounds
LUCK: 15

9 Acrobatics (COO/COO) = 15
14 Athletics (STR/COO) = 20
12 Endurance (CON/WIL) = 17
14 Hand-to-Hand Combat (STR/COO) = 20
12 Martial Arts:Defensive (COO/ADA) = 18
15 Martial Arts:Offensive (COO/ADA) = 21

SWAY: All Unarmed attacks against The Boxer suffer a further -2 penalty. This does not include any grappling or wrestling techniques.

CLINCH: Clinch is a Martial Arts:Defensive technique where The Boxer can use his Martial Arts:Defensive skill rating in Martial Arts:Wrestling tests, but if he does, he can only defend against the attackers techniques without possibility of disengagement in that round. This technique can also used as by using Martial Arts:Offensive technique to pin down the opponent and when succeeding, makes him and the opponent unable to attack in any other way than Martial Arts:Wrestling in that and the following rounds until either of them disengages from the hold. In addition to other possible modifiers, while using this technique the opponent suffers -3 on all Wrestling tests.

PEEK-A-BOO: The Boxer can use a Martial Arts:Defensive technique where he puts his arms in front of him and evades the hits. He can still launch an attack with a -5 modifier in the turn he uses Peek-A-Boo, but gains the full benefits of Full Defense on that round.

1-2: While fighting Unarmed, The Boxer can use a Martial Arts:Offensive technique called "one two", striking the opponent two times in one round without any further penalties.

COUNTER: The Boxer may attempt to Counter the opponents attack in close combat. It is a Prepared Action with a -3 Skill Modifier but if it hits, it causes double damage.

UPPERCUT: The Boxer can use a Martial Arts:Offensive technique called "Uppercut" which inflicts an additional +1D10 Shock Damage on the target. He usually uses this technique when he intends to finish the match.

MASTER OF THE RING: When fighting a single opponent on unarmed combat, The Boxer negates all of his opponents abilities that grant a bonus on close combat skills when fighting against a single enemy, such as PRIZE FIGHTER.

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