
Plundering the Myriad Worlds, Starting with Warhammer
从战锤开始劫掠诸天
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- Light Novel
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- ACG Fanfiction
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- 5mo ago
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- Qidian
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- Plundering the Myriad Heavens Starting from WarhammerOn RandomTranslator
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Inspired Anime and Manga Fanfiction
Mostly recommending fan fiction, especially One Piece, Pokemon, and Naruto, though I recommend other fandoms too. The important thing is that it’s entertaining.
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A 20-Year Veteran Reader's Bookshelf: Picks as the Mood Strikes
(Ugh, the System is acting up and messing with my reviews. Just bear with me. If a review doesn't match the book, the System mixed it up with another one.) I read all kinds of books, and I've read so many that my standards keep rising. So this list won't rely only on traditional ratings. I'll take a different approach and assess each book's readability from several angles. 1. Premise: A clever, original premise can make up for plenty of flaws. You can put up with them and keep reading. 2. Logic:
26Books121Follows9moUpdated
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When psykers use their powers, they must draw energy from the nature of the Warp. To demonstrate magical abilities that would otherwise be impossible. However, the use of psionic powers can sometimes have unexpected and unpleasant consequences, as the energies of the Warp are unpredictable and the existence of daemons in the Warp who are attracted to psykers. When a psyker uses psionic powers, he or she runs the risk of incurring psionic side effects in proportion to the power they choose to expend; therefore, the risk is greater with stronger powers. Most psionic side effects cause little harm. However, they are also likely to suffer from subspace backlash, which is a very harmful phenomenon. Psychic Phenomena When psykers focus their powers, they invite the essence of the Warp into the real world, which can cause things like frost on nearby objects, ghostly whispers filling the air, and statues weeping tears of blood. These psychic disorders are not dangerous (most of the time). They do, however, instantly alert others to a psyker's presence, and even some harmless effects can cause superstitious Imperial citizens to flee in panic. The following are some of the known psionic side effects. Dark Foreboding A very weak breeze blows past the psyker and the people around him, and everyone will have a strange feeling, as if something unfortunate has just happened somewhere in the galaxy. Warp Echo For a few seconds, sounds and other noises will cause an echo, regardless of the surrounding environment. Ethereal Stench A faint odor is produced in the air around the psyker, which may be pleasant or offensive. Mounting Paranoia For a period of time, the psyker will feel itchy in the middle of the shoulder blades. Grave Chill The temperature will drop sharply in a few seconds, and everything within a certain range of the psyker will be covered with a thick layer of frost. Unnatural Aura All animals within a certain range will become panicked and restless. Memory Worm Everyone within sight of the psyker forgets trivial things. Spoilage All food and drinks within a certain range have spoiled. Haunting Breeze A gentle wind will blow around the psyker for a few seconds, blowing away very light objects within a certain range. Veil of Darkness For a short period of time, from the perspective of everyone within a certain range of the psyker, night has arrived and the entire area is plunged into darkness. Distorted Reflection The psyker's mirrors within a certain area shatter, and other reflective surfaces become distorted or rippled. Breath Leech Everyone (including the psyker himself) becomes short of breath for a while and is unable to run or charge. Daemonic Mask For a brief moment, the psyker takes on a demonic appearance, making them hideous and corrupted for a certain period of time. Unnatural Decay All plants within a certain range of the psyker wither and die. Spectral Gale Howling winds erupt around the psyker, lifting him slightly into the air, forcing him and anyone within range of him to perform a simple agility or be blown to the ground. Bloody Tears Blood oozes from stone and wood within a certain range of the psyker. If there are portraits or statues within this range, it will look like weeping blood. The Earth Protests The ground suddenly shakes, and everyone within a certain range (including the psyker himself) must pass a regular agility, otherwise they will be knocked down. Psy Discharge The air within a certain range is filled with static electricity, making people's hair stand on end. The psyker flies up to a certain height and falls back to the ground after a second or two. Warp Ghosts Ghostly apparitions fill the area around the psyker, flying in all directions and howling in agony for a moment. Those within this range must pass a test or gain 1 point of insanity. Falling Upwards Due to the brief loss of gravity, everything within range of the psyker (including himself) rises 1d10 meters into the air, falling back down after a second or two. Banshee Howl The deafening wail extends a kilometer away, shatters glass, and has a chance of deafening those, including psykers, for a period of time. The Furies The psyker will be thrown to the ground by unseen hands and convulsed for a period of time, while the wind will roar within a certain range of him, blowing up lighter targets, forcing them to pass agility or be blown down. Shadow of the Warp In an instant, the face of the world changed. Everyone within a certain range glimpsed the center of the Warp. Everyone, including psykers, had to pass a test or become insane. Tech Scorn The machine soul resists your unnatural ways, all technological equipment within a certain range temporarily malfunctions, and all long-range weapons jam. Warp Madness A violent ripple of detuning causes all creatures (except psykers) within a certain range to fall into temporary madness and gain corruption points. The Perils of the Warp The Warp is a dangerous and unpredictable entity, and psykers risk insanity, death and destruction every time they draw power from it. Sometimes, when a psyker triggers a psychic side effect, what actually happens is far worse. The following are some of the known psychic backlashes. The Gibbering The psyker screamed in agony as uncontrolled warp energy coursed through his unprotected mind. He must pass a willpower test or gain insanity. Warp Burn A powerful burst of energy from the Warp strikes the psyker's mind, knocking him unconscious for a period of time. Psychic Concussion With an energy blast, the psyker will be unconscious for a period of time, and everyone within a certain range must pass a willpower test, otherwise they will also be unconscious. Psy-Blast A blast of power throws the psyker high into the air and onto the ground. Soul Sear The power of the Warp passes through the psyker's body, scorching his soul. The psyker is unable to use psychic powers for a period of time and gains corruption points. Locked In A force traps the psyker's mind in an ethereal prison. The psyker falls to the ground in a catatonic state. After that, he must rely on his own willpower to overcome it. After successfully overcoming it, the psyker's body recovers. Chronological Incontinence Time around the psyker is distorted, and he disappears instantly, only to reappear some time later. Psychic Mirror The psionic energy of the psyker is reflected back to himself. The effect of the psionic energy itself is not affected, but the target becomes the caster himself. If the psionic power is a buff, the effect disappears and damage is dealt to the psyker. Armor cannot protect against this kind of damage. Warp Whispers Ghostly demonic voices fill a certain meter range around the psyker. Everyone in the area (including the psyker) must make a difficult Willpower test or gain corruption points. Vice Versa The psyker's spirit is thrown out of his body and into the body of another nearby creature or person. The psyker exchanges thoughts with a random person within range. This may include companions or even enemy soldiers. During the exchange process, each person's skills, willpower and other spiritual-level things are retained, but other characteristics of the new body are acquired. If one of the bodies is killed, the effect ends immediately. Oddly enough, both parties to the exchange feel disgusted by the process, and are unable to look each other in the eye for some time afterwards. Each person gains insanity points for this experience. If there are no creatures within the psionic range, the psyker must make a Willpower test or enter a catatonic state within a certain time and gain insanity. Dark Summoning A lesser demon appears around the psyker for a period of time or until it is destroyed. It hates the psyker and attacks the fool who summoned it. Ethereal Storm All sentient creatures (including psykers) within a certain range will suffer a certain amount of energy damage that ignores armor. Blood Rain A psychic storm breaks out, covering a certain area. Any psionic energy used in this area triggers the Warp Backlash, with the exception of gusts of wind and rain of blood. Cataclysmic Blast The psyker overloads and emits a powerful lightning bolt of warp energy. Anyone within its range (including the psyker) takes energy damage and all the psyker's clothes and equipment are destroyed, leaving him lying naked on the ground smoking. Mass Possession The demon ravages the minds of all creatures within a certain range for a certain period of time. Everyone within the attack range must spend time mentally fighting against the influence of the demon. Those who fail in the struggle will receive certain corruption points. The Surly Bonds of Earth The gravity within a certain range flips for a certain time, and all living things and unconstrained objects leave the ground at a certain speed. At the end of the duration, reality corrects itself and everything smashes to the ground, potentially causing damage to everyone affected. Demon Host (Daemonhost) Psychics must pass a difficult willpower test. If they fail, they will be possessed by demons and become demon hosts. This backlash immediately creates an unbridled demonic host that is ready to attack. Only the destruction of the demonic host can free the psyker (although he may die if his body is destroyed in the process). If the psyker somehow manages to survive this outcome, he automatically gains a number of corruption points. Warp Feast A rift was torn open in reality, and psykers were sucked into the warp, accompanied by a slight hiccup. He disappeared.
To be honest, beating the Trisolarans in a can is a bit emmmm. This is giving gene seeds to people. Not counting the golden age heritage drops, the Empire, Titans, battleships, and Imperial Guards are all rubbish. Moreover, this is only the first generation of Trisolarans. The Trisolarans have developed pocket universe technology in a time scale of less than a thousand years. The Titanium King has half the development speed of the Trisolarans. The entire empire must now convert to the Greater Good.
The Assignment Many races in the galaxy have individuals who use psychic powers, or psykers. This title includes human psykers, Space Marine Librarians, all Eldar, green-skinned psy-boys, and Chaos Sorcerers, while creatures such as Warp Daemons are composed of pure psychic power. Some races lack psykers or psychic talents, such as the Tau, and there are even beings called anti-psykers. The human untouchables, the Necron Pariah, the Qulithas assassins, etc. Are all living examples. In order to help various departments more easily identify psyker threats, the Empire adopted a rating system called "grading" to detect and record individuals' psionic activities and power levels, dividing psionic talents into 24 positive and negative levels. Levels of positive psykers Ρ/Π, these two levels are ordinary people without any psyker performance Ο/Ξ/Ν/Μ/Λ/Κ, people in these six levels have only unconscious or slight psychic activities, the level is so low that it can only manifest in high-pressure environments, and they cannot control it. Usually this phenomenon is explained as "good luck" or "lucky" Ι/Θ/Η, these three levels are medium psychic talents. Individuals can realize the existence of psychic powers. Since psychic powers can be controlled through personal efforts, people above the level Ι (Iota) are regarded as true psychics and are subject to the supervision of the Inquisition and the Astral Tribunal. Jurisdiction Ζ/Ε, possessing high psionic talents. People above these two levels will show their psionic talents very early, which has already constituted a security threat and requires immediate attention from imperial agencies Δ/Γ. Only one psyker of these two levels will be born per billion people, and they will show extreme Unless they are quickly discovered by the Empire, their untrained brains are left to handle such levels of psychic energy. Death and possession are common occurrences. Talent, so the vast majority of human psykers with this level of talent are in a mentally unstable state when they are discovered Α+. In extremely rare cases, there will be existences that cannot even be accurately described by the twenty-four point method. Just looking at the psychic power is already in an explosive state. The empire collectively calls them Α+ (Alpha plus) psykers. If left unchecked, such psykers pose a direct and catastrophic threat to the Imperium. In theory, a trained Alpha+ psyker can do almost anything, from tearing a Titan in half to raising an army of great demons. Unless capture is absolutely certain, the Inquisition usually executes Α+ psykers on the spot Β+/Γ+. For any psionic level higher than Α+, the order of naming will be reversed. The Β+ (Beta plus) level is considered to be the limit of the human brain's ability to withstand psychic energy, and sanity will gradually disappear. However, according to the registration data so far, the highest psychic energy registration level is Γ+ (Gamma+) Δ+/Ζ+/Ε+. These three classifications only exist in theory, and their levels are comparable to positive levels. Compared with Ω+ (Omega plus) and Ζ+ (Zeta plus) in negative psionic energy, they are regarded as the limit of psionic power that a living body can carry. Higher psionic power levels require the user to rely on non-living body structures to survive Negative psionic power level Among the 24 levels, negative psionic levels will extend below the Ρ (soft) level. They will not bring serious consequences due to being uncontrolled like psykers, but some rare individuals also show stable warp or other negative effects. Σ/Τ, suppressing individuals with a high concentration of psychic talents, they will show the talent to ignore subspace fluctuations and psychic phenomena Υ/Φ/Χ/Ψ, people at this level will show different levels of psychic powers Degree of immunity Ω, the true untouchables, they are inert in the subspace and will cause negative psychological effects on others. The main manifestation is that there is a "blank" area around the individual, and psychic or subspace creatures cannot penetrate this space. People with Omega (Omega) level negative psychic powers are easy to distinguish. Scientific detection by the Empire has shown that the dead zone around the subject will interfere with the operation of natural "psychic currents", causing normal people to have irrational fear and disgust towards them. For psykers, people close to the Omega level will feel more physical and mental pain. Bitter Ω-, this level is a level specially set for Qulisas assassins, and is strictly restricted to the Assassin Court. These people with negative psionic talents are specially genetically modified and equipped with special equipment to maximize the effectiveness of their negative psionic abilities.
Psyker Psykers are people who can use psychic powers. Many races have psykers, but some are naturally immune to psychic powers, such as the Catan gods and the Necron, who despise psykers and actively seek out and then destroy them. Other races, like the Eldar, are born with psychic powers. Psionics usually come from the Warp, but Greenskins can draw from their Waaagh. Psychic powers come in many forms, from predicting enemy movements to projecting destructive psychic energy. Some can even help armies cause devastating attacks. A psyker recognized by the Empire Psionic Factions and Skills While psionics come in many varieties, they usually belong to one of several factions. The five most common ones are: 1. Biomancy: Manipulating biological energy and physiological processes Biomancy Psionics Biomancy is a faction of psionic energy that is specifically used to manipulate biological energy and physiological processes. Through this psychic ability, psykers can change or affect the physical form of themselves and their enemies. Abilities Dark Heresy Version 1 1. Bio-lightning - Attack the enemy at lightning speed 2. Blood Boil - Increase the enemy's heart rate and blood pressure, causing fatigue, then loss of consciousness, and finally death 3. Cellular Control Control) - Gain one of the following buffs: immunity to poison, immunity to extreme temperatures, +10 to any skill except weapon skills and ballistic skills, immunity to fatigue, or immunity to vacuum environments 4. Constriction - suffocate an enemy 5. Enhanced perception (Enhanced Senses) - pass a Wisdom test to get a 30 bonus 6. Hammerhand (Hammerhand) - quadruple the strength and the fist becomes a deadly weapon 7. Regenerate - heal wounds over time and regrow missing body parts 8. Seal Wounds - heal the damage suffered by a target 9. Shape Flesh) - Transform to gain special abilities or disguise yourself 10. Toxic Siphon - Remove the target's toxins Dark Heresy 2 Edition 1. Invigourate - Eliminate fatigue 2. Smite - Project lightning to the enemy 3. Enfeeble - Temporarily weaken the target 4. Shape Flesh) - Change the target's body 5. Endurance - Heal the wounds of multiple targets 6. Iron Arm - Turn skin into steel 7. Life Leech - Lose the target's life 8. Warp Speed) - moving at unnatural speed 9. Haemorrhage - causing damage to targets within the range 2. Divination: predicting the future Prophecy Psionics Divination Psionics is a psionic faction, and prophecy psykers are called diviners or fortune tellers. Diviners try to gain insight into the hidden past of the galaxy and know the course of the future. These abilities allow diviners to investigate the twisting clues of the Warp to find the answers they seek, which can sometimes influence the future. Abilities 1. Foreboding - the psyker allows himself and his allies to predict that the enemy is about to charge, even before the enemy does so 2. Forewarning - the psyker's foreknowledge The ability allows them to predict the exact trajectory of bullets to avoid bullets and pass through enemy fire 3. Misfortune - Psykers twist fate and allow allies' attacks to penetrate the weakest part of the enemy's armor 4. Perfect timing Timing) - Once the diviner's consciousness penetrates the veil of the warp, a torrent of images will flood into his mind, predicting the enemy's actions to nanoseconds 5. Precognition (Precognition) - Diviners have witnessed a path to victory, and they use these prophecies to win on the battlefield 6. Prescience (Prescience) - Psykers can predict the trajectories of bullets and swords. Through his perception of the subspace, he can guide his allies so that they can attack their enemies more accurately 7. Scrier's Gaze Gaze) - Diviners can see the battlefield more clearly in their minds, allowing allies' troops to deploy accurately to better achieve victory 3. Pyromancy: Manipulate flames Pyromancy Pyromancy is a psionic faction that allows psykers to create and manipulate fire. Psykers who use this psionic power are called Pyromancers Abilities 1. Fiery Form - Firebenders transform themselves into pure fire, attack enemies, and ignite their souls 2. Fire Shield - Firebenders erect a towering wall of fire to protect themselves and their allies 3. Flame Breath - psionic flames spurt out from the firebender's eyes and mouth 4. Inferno - the firebender ignites the air, creating a rotating pillar of fire that sweeps across the enemy 5. Molten Beam - the firebender shoots a beam of fiery energy from his palms 6. Sunburst - the psyker chants wild ancient songs from the warp. When he does this, an aura surrounds him. When the chant ends, the aura will explode, creating a dazzling flash of light 7. Spontaneous Combustion - The firebender gathers his rage to melt and incinerate his enemies. When his rage dissipates, the victim explodes 4. Telekinesis: Converting mental energy into physical power Telekinesis Telekinesis is a faction of psionic energy. Psykers who use telekinesis are called telepaths. They can use mental power to manipulate the material world and convert mental energy into physical power. These psykers can lash their enemies with psychic energy, create invisible positions, and tear apart reality. Abilities 1. Assail - the psyker lifts a boulder or heavy object from the ground and throws it at the enemy 2. Crush - the psyker plunges the enemy into suffocating and crushing force, crushing the enemy into powder 3. Gate of Infinity (Gate of Infinity) - the psyker enters the subspace, allowing him to travel far away in the blink of an eye in the material universe 4. Objuration Mechanicum - the psyker interferes with enemy weapons and vehicles 5. Shockwave - the psyker claps his palms, and the sound is amplified a hundred times, causing a devastating impact 6. Telekine Dome) - Psykers erect a shimmering barrier of mental abilities around themselves, which can deflect bullets and blows 7. Vortex of Destruction (Vortex of Doom) - Telepathy tears a rift between the material universe and the subspace, releasing energy enough to destroy any nearby enemies 5. Telepathy - contact and control the minds of others Psychic power Telepathy is a psionic faction. Psykers who use psychic powers are called Telepaths. A telepath's expertise lies in contacting and controlling the minds of others. With just a thought, a telepath can obliterate an enemy's sanity, induce fear, or possess their victim's body. Abilities 1. Dominate--the psyker enters the enemy's mind and destroys their will to resist 2. Hallucination--the psyker causes paranoia, confusion, and panic in the enemy's mind 3. Invisibility--the psyker penetrates deep into the enemy's mind and blurs the image of himself and his allies in the enemy's eyes 4. Mental Fortitude) - The psyker turns the despair of allies into hope, boosting their morale 5. Psychic Shriek - The psyker takes a deep breath, gathers the power of the warp, and lets out a psychic howl, crushing the enemy's spirit 6. Puppet Master) - the telepath takes over the mind of the victim, controls their actions and redirects fire 7. Terriify - the telepath uses the enemy's darkest and most terrifying nightmare to defeat them Other spirits The Daemonology faction includes Daemonology and Theosophamy Daemonology Psionics The Daemonology is a research and psionic faction that is specially used to deal with the destruction of subspace and chaos. Users of this ability are masters of manipulating the interaction between the Warp and the physical universe. This ability allows the user to perform amazing actions such as teleportation, but it is also the most difficult psychic power to master, and many users either die or fall into madness. Abilities 1. Banishment - This ability allows psykers to create a temporary warp portal, which can strip the psyker of his powers and banish daemons to the warp 2. Instability - Through this ability, psykers can phase shift their body molecules, allowing them to enter the warp slightly, thus Allows the psyker to pass through solid matter 3. Sanctuary - Create an energy stand around the psyker, repelling any approaching demons 4. Teleportation - The psyker can use this energy to send himself and other people/objects into the warp, and then appear elsewhere on the battlefield 5. Vortex of Chaos) - This is a powerful ability. The psyker uses demonic spiritual energy to open a door between the material universe and the subspace, thereby forming a vortex, sucking everything around into the space cracks 6. Summon Warp Power - By absorbing the energy of the subspace, the psyker can have powerful strength and agility in a short period of time 7. Summon the Void (Summon) Void) - This ability allows the psyker to open a small breach in the Warp, tearing a small slice of reality apart and dragging it into the Warp Word Psionics Word Psionics are a psionic faction dedicated to manipulating the Warp within the physical universe. Unlike the Daemonium, it is based on the control and use of rituals rather than unleashing the full raw power of the Warp. Abilities 1. Confound Daemon - By interrupting the flow of energy from the warp to the material universe, a psyker can temporarily confuse a daemon 2. Seal Warp Breach - Daemons draw power from rifts in the Warp, and this energy can sever the connection between the material universe and the Warp, thereby weakening and banishing Daemons 3. Stigmatise - an ability that can cause confusion between mortals and souls, not only unsettling the target, but also creating subconscious suspicion among their companions 4. Strike Daemon) - Psykers can project a powerful arrow of faith to fight demons through psychic power Psychic-Foci (Psychic-Foci) Psychic-foci are techniques or devices used by psykers to help focus their attention and power. They may be sacred bones, carved wytch staffs, consecrated icons, crystals, elaborate devices crafted or simply crafted by the Adeptus Mechanicus. The most famous tool used by Imperial psykers is undoubtedly the Emperor's Tarot, which is a powerful divination tool in the hands of a well-trained psyker. The Unsane The Unsane are weak and downtrodden - their bodies may prevent them from participating in the war, but their spirits are so strong that they bind their broken bodies until death. The warp whispered to them. The denizens of the Warp were tearing at their sanity as they existed outside the Emperor's grace. Looking into the eyes of this being is tantamount to surrendering one's reason to a greater madness, from which death is only a temporary reprieve.
This book is a serious slippery slope.
The first 100 chapters are pretty good. Then the author began to write about women. Every time a woman appears, she must be white, round, and plump. Then it turned into a love story between a domineering president and an Eldar lady. First of all, forget it, it's embarrassing, oily and disgusting. Secondly, you are writing about Warhammer World! Do you know why everyone watches Warhammer? Because lust is the enemy in the Warhammer world. If you dare to write about sperm in this world, it will be a devastating blow to both the setting and the audience. Off the street.
Damn it, something went wrong as soon as it was put on the shelves. A broken hive city, traveled through four or five worlds and still wandered around in the hive, and then was forced to be recruited as a filler baby. He also moved himself to be a dutiful son of the empire. He was bombarded by a swarm of heavy artillery by his own people and traveled across the country to avoid damage. When he came back, he immediately became a licking dog and started licking again. It would be fine if you wrote a Warhammer native, but making a time traveler is not pure NT.
Many people think that Three-Body Problem is stronger than Warhammer. This is not without reason, because Warhammer's performance capabilities and some settings are problematic. Three-Body Problem is purely a science fiction novel, while Warhammer is covered in a bit of science fiction. The main reason is that Warhammer's work relies on this to make money. In order to continue the story, he cannot It allows the human empire to have too much expressive power, which leads to the feeling of being awesome. In the end, it only has so little strength, which is not as good as the three-body performance. Teacher Liu is purely writing science fiction. The logic needs to be very rigorous. The combat power should be what it is, and it will not be high or low. Basically, these are the reasons.
The biggest problem with this book is that the author wants to rely on the aliens created by Black Water to become powerful, and he boasts about aliens, and creates humanoid alien offspring with alien children. This kind of behavior in Warhammer World is no longer an ordinary heresy, it is done by the whole family.
I saw Chapter 129 and I can't stand it anymore.
I have never played Warhammer and I don't know the story, but I can barely read it with some introductions. However, you can still watch it when traveling to other worlds, but the main world is really written in rubbish and makes people despair. Everyone around the protagonist dies one by one, and the protagonist is helpless. Of course, the author writes it according to the desperate world view of Warhammer, but isn't the fan just writing it to change something? Then the protagonist has no goals and never takes the initiative to explore something. He is forced to do so. He has suffered many life-and-death crises so far, relying solely on the sacrifice of his teammates and the aura of the protagonist to defeat the enemy. I can't see that he has any preparations or plans to prevent the enemy. Although he clearly has the ability to travel across the world at any time, he was almost killed by enemies many times. He hesitated to use his ability and waited for the people around him to save him with their lives. I saw Chapter 129. The protagonist is infected by Khorne, and his cheap father is coming to save him. Blood theory? Summary, the article is enjoyable in all worlds, and the main article is sad in the main world.
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With this introduction, you can be considered a prodigy even if you use a chain saw to cut water droplets.