Post by Astrid Vess on Jun 4, 2023 11:30:19 GMT -5
Technique Name: Legionnaire's Sigil
Technique Class: Class 2
Technique Type: Spiritual
Usable By: Arrancar
Technique Element: Sigil
Description:
The Legionnaire's Sigil is a bit of a specialty sigil of Astrid's creation. Upon becoming an arrancar but more specifically a hollow, it was made very apparent that Astrid's soul was warped drastically. Enough so that the majority of the spiritual energy she once possessed had simply been used up. Likely to fuel her new form that was beyond supernaturally powerful by comparison. This . . . did not come without drawbacks. This meant Astrid was now incredibly vulnerable to cutback as her capability to utilize reiatsu is. . . at best. Minimal. And unbeknownst to her Arrancar's resilience to cutback is through the potency of their reiatsu not the quantity. This sigil seeks to correct that given even now Astrid's power is built off of one thing and one thing alone. The raw volume of souls she has consumed and will continue to consume.
Mechanically speaking this technique does one thing. It reverts Astrid back to calculating when she is inflicted with cutback by using her spiritual pressure stat as opposed to her reiatsu strength stat. This technique is a passive effect and cannot be unlearned in any capacity once it has been learned with two exceptions. Sans character death or race change. This technique however is not without its drawbacks. Namely that this technique can be made null and void in a fight if the sigil is heavily damaged. Unlike hason who can inscribe directly onto their souls via sigil magic, Arrancars can at best inscribe sigils onto their bodies for permanent effects. Thus, if the sigils in question are damaged or otherwise removed their effects become null and void. So too is Legionaire's sigil suffer from this. Thus, the user must decide where the sigil will be inscribed with great thought lest it be constantly destroyed.
How to Use:
Inscribe the sigil, chosen by the user, onto their body in an area of their choosing. Flood the sigil with reiatsu and then let the reiatsu burn the sigil into the flesh. From there the sigil will turn black and begin to take effect.
Drawbacks:
Cannot be unlearned sans race change or character death. I.E., this is permanent 90% of the time. If the sigil is damaged severely, half or more of it is gone, the effects are undone. Arrancar will revert to RS for cutback calculation as opposed to SPPR. Upon the sigil being destroyed Ryo must be spent to "heal it" as it is considered a permanent scar. The cost is 2,000 Ryo every time the sigil is "healed". The sigil cannot be healed via HSR in a fight or by another healing technique/power/ability.
Sigil must be specified where it is at on the user's body in their point bank.
Made By: Astrid Vess
Reserved?: Yes in terms of only arrancar can learn this. Arrancars must be taught it (unless no one is around that knows the technique).
Technique Name: Shotgun Slam
Technique Class: 3
Technique Type: Martial
Usable By: All
Technique Element: Body
Description:
This technique is similar in nature to the shinigami Thousand Fangs technique or the general populace Fifty Thrusts technique. A barrage of hits in a short time to achieve the goal of wearing down an opponent. However, unlike the aforementioned techniques, Shotgun Slam puts more focus on the Power behind the barrage as well limiting the cumulative number of hits so that they can all be achieved in very nearly the same instance. Effectively speed is needed up to a point but with less total attacks the attacks than its companions it instead put more emphasis put into each attack made. And thus replicate a shotgun using buckshot where multiple shots will hit a target at relatively the same time.
It should be noted that this technique cannot be used with a weapon that isn't a limb or a natural weapon. I.E. Claws/tails/wings as an example. With the exception of things like Brass Knuckles or similar weapons that make one's fists deadlier without being akin to a dagger.
Mechanically speaking this technique has the user increase their speed of the attack equal the users base Strength stat while increasing the power behind the attacks produced by 2x their strength. In addition, this technique limits how many attacks the user can produce depending on their mastery level. At learned only 10 attacks can be produced. At Proficient 20 attacks can be produced. At Mastered 30 attacks can be produced. Attacks produced via this attack come out in a spread and thus start out with a range of 5 feet in total distance. This increases by 5 feet for every level above learned, capping at 15 feet.
How to Use:
Flood the muscles/limb with reiatsu, flex said limb, and then let loose.
Drawbacks:
Has a cap of how many times this can be used in a post. At Learned and Proficient this is once a post. Mastered is twice a post. Limbs that used this technique lose 25% of their speed and strength for the next post. If the technique is used while this debuff is active it increases to 50%. If used again, the limb in question is considered useless as the bones are shattered and muscles torn asunder.
Incredibly limited in what weapons can use this technique otherwise it is solely limited to an individual's body. Cannot be used in conjunction with speed increasing techniques. Strength boosting techniques (Impact) do not change the base speed or power behind this technique.
600 strength is needed to learn this technique and go to proficient. 800 strength is needed to master this technique.
Made By: Astrid Vess
Reserved?: No
Technique Name: Vozmozhnost' Dver (Door of Possibilities) (Cinematic)
Technique Class: 2
Technique Type: Spiritual
Usable By: Astrid
Technique Element: Sigil
Description:
Previously Astrid had Lásabrjótur, The Worlds Key, a recently returned sigil for Hason to use to escape the confines of Hell. Now however Astrid has since found that sigil in particular does not work for her. Namely due to needing reiatsu corrupted by Hell. In comes this sigil, taking the basic premise of the original sigil and instead taking it a step further. Vozmozhnost' Dver is a sigil that allows Astrid access to any world including Hell, Silbern, and otherwise locked domains. Though like its former sigil this is not without a cost. The previous sigil required items that were related or otherwise attuned to realms like Hell and Silbern to be able to form a path to them. This sigil is much the same with locked or hard to reach domains. However, unlike its previous, the Void, Human World, Hueco Mundo, Soul Society/Seireitei, and Hell are all fair game for Astrid to appear within as she deems fit.
With regards to Soul Society, Hueco Mundo, The Void, Valley of Screams, and the Human World this is because nothing is attempting to block her method transportation in. With regards to Hell, she is able to return to Hell given the sigil is based off the original Hellish version and thus she has open access to any circle of Hell. It also helps that she is intimately familiar with Hell given she was there for a few couple centuries.
With regards to all other locked realms or dimensions Astrid must gain and sacrifice an item from that realm to enter. Silbern, Seireitei, and personal pocket dimensions all apply. The items in question can be anything as simple as a large piece of ground from the realm or something more specific like a vandenriech spirit fragment. This must be done in thread. And must be linked to prove she has sacrificed an object related to that realm.
How to Use:
Inscribe a sigil on the ground. Fill it with reiatsu and pick from the choices available. Choices appear as simple drawings of the realm in question along with a color to signify them. Upon choosing a destination the sigil will warp space to create a portal to said realm. From there simply step through.
Drawbacks:
Locked or hard to reach realms require a thread dedicated to finding an item that is linked to said realm. The ease by which said item is found can be judged by the grader to determine if it satisfies the requirement. Otherwise, effectively none as this is a cinematic tech that allows travelling through the various worlds.
Made By: Astrid Vess
Reserved?: Yes, only Astrid or those taught by her can use this.
Technique Name: Distorted Growth
Technique Class: 3
Technique Type: Physical / Spiritual
Usable By: Astrid
Technique Element: Flesh
Description:
Distorted Growth is the first in the series of Way of the Flesh Warper. It should be noted that this is a not a martial series for everyone as the basis of this fighting style is because of one's natural or supernatural means to generate flesh/bone/blood/etc. Thus, to begin learning this style the user must gain or otherwise activate High Speed Regeneration. Once this is done Distorted Growth can finally be used. Distorted Growth is "simple" in what it does. This technique once learned, allows the user to warp their body by shifting flesh from one limb to another.
The first noticeable benefit it allows is the user to have hyper flexibility of their body. Shifting, contorting, and otherwise bending in ways that should not be physically possible. Such as bending their spine backwards and under their legs. Or pulling up their leg diagonally and wrapping it around themselves. Effectively if the user desires their body to move or contort in a direction, the body is capable of doing so with minimal if any consequences. This allows for one of the most important facets of this particular style of fighting. Otherwise seemingly erratic and "impossible" feats using just one's own body. The higher the skill points in Way of the Flesh Warper, the more eccentric the means an individual can move their body. Mastering this technique allows the user to act as though they have an additional point in Way of the Flesh Warper. This can bring a 3 to 4 so long as they know and have mastered at least 3 other Way of the Flesh Warper techniques. Until then it can only boost the user to a 3.
With regards to shifting one's flesh to another limb this is a bit more difficult and can only be done on a temporary basis until this technique is mastered. In essence the limb in question gains additional muscle mass and is able to grow in size up to an additional 5 feet in all directions for every limb's flesh used for this. Limbs with additional muscle to them are able to flex against attacks easier and gain a durability stat that actively reduces harm done to the user on that limb. The durability is equal to half the user's strength stat.
There is another benefit to reinforcing one's limbs this way. Damage imposed on an item, object, or being with a durability stat takes an additional 50% more damage upon impact. This occurs from the excessive force that can be exerted by the limb in question. This also extends to the user's shockwaves produced by this limb if the user can create them.
How to Use:
Activate one's HSR if it is not already. Then channel reiatsu throughout the body. From there essentially flex the body to shift in the manner you desire. The body will follow thereafter.
Drawbacks:
First and foremost a body cannot survive using this technique for long if HSR is not active or present. This is because naturally pushing flesh from one part to another or bending/contorting it in directions it's not inherently supposed to is painful and damaging. Thus no one without HSR in even a temporary fashion can learn this technique series.
The user also must have a pain tolerance to endure this in a fight. A 2 is required until Proficient. A 1 is required until Mastered. Additionally, the maximum speed the body can move while warped in an unnatural manner is 80% of its speed and with 80% of its power. This is reduced to 90% at Proficient and is removed at Mastered.
Limbs where flesh was taken from have 50% less durability. And thus, can be broken or harmed more easily. They also cannot flex or produce shockwaves. Hyper extended limbs so long as they are cut at the joints are 25% easier to cut specifically. But harm to them is 10% easier. I.E. attacks against them depending on the manner of attack are stronger against the user.
Made By: Astrid Vess
Reserved?: Yes, but it can be taught to others.
Technique Name: Benign Growths
Technique Class: 3
Technique Type: Physical
Usable By: Astrid
Technique Element: Flesh
Description:
This technique is exactly what you think it is. This technique is where the Path of the Flesh Warper begins to live up to its name. With this technique the user gains the means to grow different body parts on their body regardless of their biology. For example, a user could generate a mouth filled with fangs on their neck. They could generate a tail from their shoulder or tentacles from their palms or feet. Essentially, they can conjure up additional body parts upon command by having their HSR create them. Obviously, this means additional organs are a no go. Including non-vitals such as the eyes, ears, nose, etc. But flesh, bone, skin, viscera? Those are all fair game.
Now the way this works is that for every post this technique is active the user gains 5 feet of flesh they can use. Upon the initial use of this technique, they gain 10 feet worth of flesh. This numerical value is a vague reference of the maximum size of a single limb that can be produced at that moment. This can of course be split between several limbs if the user desires. Here is a list of general limbs that this technique can create though this is not all inclusive, should something not be here its closest variant can be referenced and costs of flesh used:
Mouths/Jaws: 1 foot of flesh
Skulls: 3-5 feet of flesh/bone
Tails: 5 feet minimum, can be as long as the user desires.
Wings: 5 feet minimum per wing. Caps at 15 per wing.
Tendrils: 3 feet minimum, can be as long as the user desires.
Arms / Legs: 3 feet minimum
Fists / Feet / Hooves / etc: 2 feet minimum per instance
Torso / Ribcage: 5 feet minimum and can be up to 15 feet maximum.
A couple things to note. 1. As all additional limbs/body parts are created from the user they use Strength when interacting with a clash or an attack. 2. These are considered extensions of the user and can use techniques the originator could use. So long as the body part in question can use it. This requires the technique to be Proficient for techniques up to class 3. And Mastered for techniques up to class 1. 3. These limbs do not benefit from HSR; however, they can be "regenerated" so long as the user has enough flesh to recreate it again. I.E. the pay the flesh cost again.
How to Use:
Focus reiatsu on the body part in question and visualize what you want it to become. Let the body's regenerative capabilities create what you envision. From there use it as you see fit.
Drawbacks:
Each body part costs 50 reiatsu for each foot of flesh used to create it. Big limbs become very expensive very quickly.
Having more than 6 limbs or using 30 feet of flesh is considered tiring. Such as moving above 600 speed constantly. Limbs cannot flex defend against attacks. Limbs also transfer on contact effects to Astrid if the enemy has such a power.
Flesh cannot be regenerated by HSR. Must spend more flesh gained via this technique to remake. Cannot use techniques until Proficient or Mastered. Must have learned Distorted Growth. Requires a 2 in Way of the Flesh Warper.
Made By: Astrid Vess
Reserved?: Yes, but can be taught to others.
Technique Class: Class 2
Technique Type: Spiritual
Usable By: Arrancar
Technique Element: Sigil
Description:
The Legionnaire's Sigil is a bit of a specialty sigil of Astrid's creation. Upon becoming an arrancar but more specifically a hollow, it was made very apparent that Astrid's soul was warped drastically. Enough so that the majority of the spiritual energy she once possessed had simply been used up. Likely to fuel her new form that was beyond supernaturally powerful by comparison. This . . . did not come without drawbacks. This meant Astrid was now incredibly vulnerable to cutback as her capability to utilize reiatsu is. . . at best. Minimal. And unbeknownst to her Arrancar's resilience to cutback is through the potency of their reiatsu not the quantity. This sigil seeks to correct that given even now Astrid's power is built off of one thing and one thing alone. The raw volume of souls she has consumed and will continue to consume.
Mechanically speaking this technique does one thing. It reverts Astrid back to calculating when she is inflicted with cutback by using her spiritual pressure stat as opposed to her reiatsu strength stat. This technique is a passive effect and cannot be unlearned in any capacity once it has been learned with two exceptions. Sans character death or race change. This technique however is not without its drawbacks. Namely that this technique can be made null and void in a fight if the sigil is heavily damaged. Unlike hason who can inscribe directly onto their souls via sigil magic, Arrancars can at best inscribe sigils onto their bodies for permanent effects. Thus, if the sigils in question are damaged or otherwise removed their effects become null and void. So too is Legionaire's sigil suffer from this. Thus, the user must decide where the sigil will be inscribed with great thought lest it be constantly destroyed.
How to Use:
Inscribe the sigil, chosen by the user, onto their body in an area of their choosing. Flood the sigil with reiatsu and then let the reiatsu burn the sigil into the flesh. From there the sigil will turn black and begin to take effect.
Drawbacks:
Cannot be unlearned sans race change or character death. I.E., this is permanent 90% of the time. If the sigil is damaged severely, half or more of it is gone, the effects are undone. Arrancar will revert to RS for cutback calculation as opposed to SPPR. Upon the sigil being destroyed Ryo must be spent to "heal it" as it is considered a permanent scar. The cost is 2,000 Ryo every time the sigil is "healed". The sigil cannot be healed via HSR in a fight or by another healing technique/power/ability.
Sigil must be specified where it is at on the user's body in their point bank.
Made By: Astrid Vess
Reserved?: Yes in terms of only arrancar can learn this. Arrancars must be taught it (unless no one is around that knows the technique).
Technique Name: Shotgun Slam
Technique Class: 3
Technique Type: Martial
Usable By: All
Technique Element: Body
Description:
This technique is similar in nature to the shinigami Thousand Fangs technique or the general populace Fifty Thrusts technique. A barrage of hits in a short time to achieve the goal of wearing down an opponent. However, unlike the aforementioned techniques, Shotgun Slam puts more focus on the Power behind the barrage as well limiting the cumulative number of hits so that they can all be achieved in very nearly the same instance. Effectively speed is needed up to a point but with less total attacks the attacks than its companions it instead put more emphasis put into each attack made. And thus replicate a shotgun using buckshot where multiple shots will hit a target at relatively the same time.
It should be noted that this technique cannot be used with a weapon that isn't a limb or a natural weapon. I.E. Claws/tails/wings as an example. With the exception of things like Brass Knuckles or similar weapons that make one's fists deadlier without being akin to a dagger.
Mechanically speaking this technique has the user increase their speed of the attack equal the users base Strength stat while increasing the power behind the attacks produced by 2x their strength. In addition, this technique limits how many attacks the user can produce depending on their mastery level. At learned only 10 attacks can be produced. At Proficient 20 attacks can be produced. At Mastered 30 attacks can be produced. Attacks produced via this attack come out in a spread and thus start out with a range of 5 feet in total distance. This increases by 5 feet for every level above learned, capping at 15 feet.
How to Use:
Flood the muscles/limb with reiatsu, flex said limb, and then let loose.
Drawbacks:
Has a cap of how many times this can be used in a post. At Learned and Proficient this is once a post. Mastered is twice a post. Limbs that used this technique lose 25% of their speed and strength for the next post. If the technique is used while this debuff is active it increases to 50%. If used again, the limb in question is considered useless as the bones are shattered and muscles torn asunder.
Incredibly limited in what weapons can use this technique otherwise it is solely limited to an individual's body. Cannot be used in conjunction with speed increasing techniques. Strength boosting techniques (Impact) do not change the base speed or power behind this technique.
600 strength is needed to learn this technique and go to proficient. 800 strength is needed to master this technique.
Made By: Astrid Vess
Reserved?: No
Technique Name: Vozmozhnost' Dver (Door of Possibilities) (Cinematic)
Technique Class: 2
Technique Type: Spiritual
Usable By: Astrid
Technique Element: Sigil
Description:
Previously Astrid had Lásabrjótur, The Worlds Key, a recently returned sigil for Hason to use to escape the confines of Hell. Now however Astrid has since found that sigil in particular does not work for her. Namely due to needing reiatsu corrupted by Hell. In comes this sigil, taking the basic premise of the original sigil and instead taking it a step further. Vozmozhnost' Dver is a sigil that allows Astrid access to any world including Hell, Silbern, and otherwise locked domains. Though like its former sigil this is not without a cost. The previous sigil required items that were related or otherwise attuned to realms like Hell and Silbern to be able to form a path to them. This sigil is much the same with locked or hard to reach domains. However, unlike its previous, the Void, Human World, Hueco Mundo, Soul Society/Seireitei, and Hell are all fair game for Astrid to appear within as she deems fit.
With regards to Soul Society, Hueco Mundo, The Void, Valley of Screams, and the Human World this is because nothing is attempting to block her method transportation in. With regards to Hell, she is able to return to Hell given the sigil is based off the original Hellish version and thus she has open access to any circle of Hell. It also helps that she is intimately familiar with Hell given she was there for a few couple centuries.
With regards to all other locked realms or dimensions Astrid must gain and sacrifice an item from that realm to enter. Silbern, Seireitei, and personal pocket dimensions all apply. The items in question can be anything as simple as a large piece of ground from the realm or something more specific like a vandenriech spirit fragment. This must be done in thread. And must be linked to prove she has sacrificed an object related to that realm.
How to Use:
Inscribe a sigil on the ground. Fill it with reiatsu and pick from the choices available. Choices appear as simple drawings of the realm in question along with a color to signify them. Upon choosing a destination the sigil will warp space to create a portal to said realm. From there simply step through.
Drawbacks:
Locked or hard to reach realms require a thread dedicated to finding an item that is linked to said realm. The ease by which said item is found can be judged by the grader to determine if it satisfies the requirement. Otherwise, effectively none as this is a cinematic tech that allows travelling through the various worlds.
Made By: Astrid Vess
Reserved?: Yes, only Astrid or those taught by her can use this.
Technique Name: Distorted Growth
Technique Class: 3
Technique Type: Physical / Spiritual
Usable By: Astrid
Technique Element: Flesh
Description:
Distorted Growth is the first in the series of Way of the Flesh Warper. It should be noted that this is a not a martial series for everyone as the basis of this fighting style is because of one's natural or supernatural means to generate flesh/bone/blood/etc. Thus, to begin learning this style the user must gain or otherwise activate High Speed Regeneration. Once this is done Distorted Growth can finally be used. Distorted Growth is "simple" in what it does. This technique once learned, allows the user to warp their body by shifting flesh from one limb to another.
The first noticeable benefit it allows is the user to have hyper flexibility of their body. Shifting, contorting, and otherwise bending in ways that should not be physically possible. Such as bending their spine backwards and under their legs. Or pulling up their leg diagonally and wrapping it around themselves. Effectively if the user desires their body to move or contort in a direction, the body is capable of doing so with minimal if any consequences. This allows for one of the most important facets of this particular style of fighting. Otherwise seemingly erratic and "impossible" feats using just one's own body. The higher the skill points in Way of the Flesh Warper, the more eccentric the means an individual can move their body. Mastering this technique allows the user to act as though they have an additional point in Way of the Flesh Warper. This can bring a 3 to 4 so long as they know and have mastered at least 3 other Way of the Flesh Warper techniques. Until then it can only boost the user to a 3.
With regards to shifting one's flesh to another limb this is a bit more difficult and can only be done on a temporary basis until this technique is mastered. In essence the limb in question gains additional muscle mass and is able to grow in size up to an additional 5 feet in all directions for every limb's flesh used for this. Limbs with additional muscle to them are able to flex against attacks easier and gain a durability stat that actively reduces harm done to the user on that limb. The durability is equal to half the user's strength stat.
There is another benefit to reinforcing one's limbs this way. Damage imposed on an item, object, or being with a durability stat takes an additional 50% more damage upon impact. This occurs from the excessive force that can be exerted by the limb in question. This also extends to the user's shockwaves produced by this limb if the user can create them.
How to Use:
Activate one's HSR if it is not already. Then channel reiatsu throughout the body. From there essentially flex the body to shift in the manner you desire. The body will follow thereafter.
Drawbacks:
First and foremost a body cannot survive using this technique for long if HSR is not active or present. This is because naturally pushing flesh from one part to another or bending/contorting it in directions it's not inherently supposed to is painful and damaging. Thus no one without HSR in even a temporary fashion can learn this technique series.
The user also must have a pain tolerance to endure this in a fight. A 2 is required until Proficient. A 1 is required until Mastered. Additionally, the maximum speed the body can move while warped in an unnatural manner is 80% of its speed and with 80% of its power. This is reduced to 90% at Proficient and is removed at Mastered.
Limbs where flesh was taken from have 50% less durability. And thus, can be broken or harmed more easily. They also cannot flex or produce shockwaves. Hyper extended limbs so long as they are cut at the joints are 25% easier to cut specifically. But harm to them is 10% easier. I.E. attacks against them depending on the manner of attack are stronger against the user.
Made By: Astrid Vess
Reserved?: Yes, but it can be taught to others.
Technique Name: Benign Growths
Technique Class: 3
Technique Type: Physical
Usable By: Astrid
Technique Element: Flesh
Description:
This technique is exactly what you think it is. This technique is where the Path of the Flesh Warper begins to live up to its name. With this technique the user gains the means to grow different body parts on their body regardless of their biology. For example, a user could generate a mouth filled with fangs on their neck. They could generate a tail from their shoulder or tentacles from their palms or feet. Essentially, they can conjure up additional body parts upon command by having their HSR create them. Obviously, this means additional organs are a no go. Including non-vitals such as the eyes, ears, nose, etc. But flesh, bone, skin, viscera? Those are all fair game.
Now the way this works is that for every post this technique is active the user gains 5 feet of flesh they can use. Upon the initial use of this technique, they gain 10 feet worth of flesh. This numerical value is a vague reference of the maximum size of a single limb that can be produced at that moment. This can of course be split between several limbs if the user desires. Here is a list of general limbs that this technique can create though this is not all inclusive, should something not be here its closest variant can be referenced and costs of flesh used:
Mouths/Jaws: 1 foot of flesh
Skulls: 3-5 feet of flesh/bone
Tails: 5 feet minimum, can be as long as the user desires.
Wings: 5 feet minimum per wing. Caps at 15 per wing.
Tendrils: 3 feet minimum, can be as long as the user desires.
Arms / Legs: 3 feet minimum
Fists / Feet / Hooves / etc: 2 feet minimum per instance
Torso / Ribcage: 5 feet minimum and can be up to 15 feet maximum.
A couple things to note. 1. As all additional limbs/body parts are created from the user they use Strength when interacting with a clash or an attack. 2. These are considered extensions of the user and can use techniques the originator could use. So long as the body part in question can use it. This requires the technique to be Proficient for techniques up to class 3. And Mastered for techniques up to class 1. 3. These limbs do not benefit from HSR; however, they can be "regenerated" so long as the user has enough flesh to recreate it again. I.E. the pay the flesh cost again.
How to Use:
Focus reiatsu on the body part in question and visualize what you want it to become. Let the body's regenerative capabilities create what you envision. From there use it as you see fit.
Drawbacks:
Each body part costs 50 reiatsu for each foot of flesh used to create it. Big limbs become very expensive very quickly.
Having more than 6 limbs or using 30 feet of flesh is considered tiring. Such as moving above 600 speed constantly. Limbs cannot flex defend against attacks. Limbs also transfer on contact effects to Astrid if the enemy has such a power.
Flesh cannot be regenerated by HSR. Must spend more flesh gained via this technique to remake. Cannot use techniques until Proficient or Mastered. Must have learned Distorted Growth. Requires a 2 in Way of the Flesh Warper.
Made By: Astrid Vess
Reserved?: Yes, but can be taught to others.