Jutsu Skills|Part 2

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Jutsu Skills|Part 2 Empty Jutsu Skills|Part 2

Post by Admin Thu Apr 16, 2020 7:54 am


-Jutsu|Part 2-
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Summons
Summons are animals that the user has formed a contract with, and that will come to their aid when the proper technique is used. The ninja must form a contract with the animal or species of animal before they can be summoned.

Summons behave like temporary NPCs, with their own set of techniques, but they are slightly more regulated in their arsenals and can only have a limited number of skills and stats. That said, summons don't have the combat restrictions of NPCs, making them more useful for combat situations. Some may even aid in completing more difficult mission objectives such as espionage or reconnaissance.

Once you've signed a contract with a particular species, you cannot sign with another without cancelling the first through Roleplay. In addition, if your clan has a Formal Summons contract, you cannot apply for a personal contract.

Summoning Technique

Name: Kuchiyose no Jutsu - Summoning Technique
Rank: C
Type: Ninjutsu
Range: N/A
Element: N/A
Hand Seals: N/A (Special)
Restrictions: Must have an approved personal contract or received formal contract through RP.
Description: Kuchiyose no Jutsu, the summoning technique, allows the user to summon the target to their location. This requires that they user form a contract with the specific animal or another of its species. To perform the summoning, the user needs to apply blood to the hand they signed the contract with, and press their hand to the ground. Although uncommon, it is possible for the animal to perform a summoning on the human. The chakra cost of a summon is dictated by the summoned creature's rank.
Chakra Cost:

CODE:
Name: Kuchiyose no Jutsu - Summoning Technique
Rank: C
Type: Ninjutsu
Range: N/A
Element: N/A
Hand Seals: N/A (Special)
Restrictions: Must have an approved personal contract or received formal contract through RP.
Description: Kuchiyose no Jutsu, the summoning technique, allows the user to summon the target to their location. This requires that they user form a contract with the specific animal or another of its species. To perform the summoning, the user needs to apply blood to the hand they signed the contract with, and press their hand to the ground. Although uncommon, it is possible for the animal to perform a summoning on the human. The chakra cost of a summon is dictated by the summoned creature's rank.
Chakra Cost:

When utilizing the above technique the user must first offer an additional (although meager) blood donation which incites the initial bond created by the contract. before molding their chakra with the required hand seals and finally placing the that they signed with on the contract at the location they wish to summon the creature. Higher-ranked creatures require more chakra to summon.

Type of Contracts


Formal Contract:

The most common Summoning Contract. These contracts exist as a bond between a Shinobi and a specific Family within a species of Summon. The family is one of closely related Animals, with their own Histories, Cultures, Techniques and Traditions. Summons of a Formal Contract are only found within specific countries that make of their home and as such an only be obtained within the specified country. Whilst they may seem to be the most detailed to make, a formal contract offers the most role-play content for the user or users of said contract. Generally, Formal Contracts are openly available to anyone on the site, so keep that in mind when creating them. Formal Contracts associated with particular clans are only available to members of that clan. Formal Contracts are capped at 7 total summons on the contract.

Personal Contract:

Summons which are not part of the Formal Contracts Species, are referred to as Personal Summons. This type of contract may refer to a binding between a prospective summoner with one or two creatures of a singular species. A Tiger Summon would be one, for example. As the name suggests, these can only be used by the Owner of the Contract. Personal Contracts are found randomly, and thus do not require the Member to go to a Specific Country (although Summons cannot be found in any or every village atmosphere). It should be noted that although the species is bound in a Personal Contract, that does not mean that the same species cannot be utilized by other members, even if Person A makes a set of Tiger Summons, Person B and C are more than capable of creating their own set of Tiger Summons. Personal Contracts are limited to 3 total summons on the contract, but those summons are unique to the user.

Obtaining a Summoning Contract

In order to sign a contract with a potential Summon, a Character must head out and look for the creature of his choice, which is likely to be located in a specific part of the Shinobi World. With that being said one should keep in mind that the different species are often spread around the World and some are more accessible, whilst others remain elusive and hostile.

After your summons are approved, you have to complete a thread wherein your character locates and forms the contract with said summon (for a Personal Contract) or wherein a higher ranked clan member introduces you to the summon (for a Formal Contract). Once you've completed this thread, you won't need to do so for any future summons you create for your contract.

Types of Summons


Single Summon: This is the standard/default type of summon. It's a single creature that is summoned to aid its contract holder.

Twin Summon: Instead of a single creature, this summons two at once. However, the individual animals are one rank lower than the rank it requires to summon them. So, a B-Rank Twin Summon would then summon two C-Rank animals.

Multi-Creature Summon: Similarly to the Twin Summon, a Multi-Creature Summon bears multiple animals at once. However, unlike a Twin Summon, there are a minimum of 3 animals in the summon. At the 4 animal minimum, all animals are 2 ranks below their collective summon grade. The more animals you add, the lower that goes, with D-Rank being the lowest. Multi-Creature summons are at minimum B-Rank (yielding 3 D-Rank summons), and at S-Rank you can yield a maximum of 5 D-Rank creatures.

Swarm Summon: As the name implies, this type summons a large swarm of creatures. The number is usually too high to count. They can't be controlled individually (they only move as a swarm) and don't use any techniques. Swarm summons are always C-Rank.

Creating a Summon

Once you have an idea for what you want to do with your Summoning Contract, head over to the appropriate section under the Custom Creations area and post your completed template.

When creating a summon, keep in mind the following guidelines:

Summons cannot access the Puppetry, Summoning.
When creating your summon, you're allotted the following stats and skills amounts to build their arsenals: 5 skills,6 stat points for D-Rank; 7 skill points, 10 stat points for C-Rank; 9 skill points, 12 stat points for B-Rank; 11 skill points, 14 stat points for A-Rank; 12 skill points, 16 stat points for S-Rank.
Since Animal Summons don't always have hands to perform hand seals with, they aren't required, but please try to be reasonable with your summons' techniques.
After their initial creation, Summons can be upgraded, so we encourage you to create different summons for different combat strategies.

Templates

Contract Template

When creating a contract, you can only include the number of summons available to you based on your summoning aptitude. However, as your aptitude increases, you can request additions to the contract without needing to perform any more contract roleplay.

Summon Contract: (Animal)

Contract Type: Formal or Personal
Contract Species: The species of animal that this contract is with.

Home Location: Required for Formal Contracts, optional for Personal Contracts. Include the Country (at minimum).

Summon #1: (NAME)

<*OPTIONAL - insert an image of the summon>

Name: Name of the Summoned Animal
Rank: Summon Rank

Skills:
List Skills here


Stats:
List Stats here


Equipment: List any weapons or other equipment the summon possesses here. They don't need to be pre-approved as they will be modded as part of the application.

Techniques:List any techniques summon knows here. They don't need to be pre-approved as they will be modded as part of the application.

CODE:

Summon Contract: (Animal)


Contract Type: Formal or Personal
Contract Species: The species of animal that this contract is with.

Home Location: Required for Formal Contracts, optional for Personal Contracts. Include the Country (at minimum).

Summon #1: (NAME)



<*OPTIONAL - insert an image of the summon>

Name: Name of the Summoned Animal
Rank: Summon Rank

Skills:

  • List Skills here


Stats:

  • List Stats here


Equipment: List any weapons or other equipment the summon possesses here. They don't need to be pre-approved as they will be modded as part of the application.

Techniques:List any techniques summon knows here. They don't need to be pre-approved as they will be modded as part of the application.



Taijutsu

Taijutsu refers to any form of techniques involving martial arts or optimization of natural human abilities. In simpler terms, Taijutsu is hand-to-hand combat.

Although most taijutsu canonically doesn't require the use of chakra, chakra costs are applied on Six Paths to emulate exhaustion and prevent people from being able to endlessly use taijutsu. Additionally, it is possible to use chakra, both with and without an element, to enhance the power of one's strikes (in the form of a specific technique). All on Modern Age adheres to the following rules:

Taijutsu Techniques do not always require chakra and as such are separated into three further categories:
1a. Passive Taijutsu: Refer to base and simple attacks such as punches or kicks. Passive Taijutsu is always dictated by an accompanying Taijutsu style that is used to dictate how your character fights. This is the sole category of Taijutsu that by default uses no chakra. This type of Taijutsu is free with investment into the Taijutsu Skill.
1b. Active Taijutsu: Refers to more complex but still 'basic' attacks. Active Taijutsu are always dictated by the usage of an Active Taijutsu Style. Examples include things such as Gentle Fist or Drunken Fist, two Taijutsu Styles which actively modify the physical attributes of your character, dexterity and evasiveness respectively, whiles sacrificing ability in other areas such as striking strength. The cost of using or buying an Active Taijutsu style varies depending upon its rank. Any amplification of strikes or moves that require chakra to execute will have an appropriate cost dependent on the technique's rank.
1c. Taijutsu Techniques: Here on Modern, any technique related to Taijutsu that does not fall under the above two categories is referred to as simply a Taijutsu Technique. This refers to any related Jutsu in which chakra is used in an ambiguous fashion to amplify an attack. These may include elemental based attacks, such as earthen fists, flaming fist or simply a technique which utilizes chakra to strengthen the effect of your technique such as Leaf Whirlwind.
All Taijutsu attacks must occur in the immediate range (0m) or melee from the target.


An Important note on styles: Passive Taijutsu don't have an associated chakra cost instead it is stamina, and as long as a passive style is being used, no specific "techniques" are required. For Active Taijutsu, while in many cases specific techniques may not be needed, for anything outside of basic strikes (within the style), and anything that increases chakra output, a listed technique is required.

Style Creation

When creating a style, use the following template:

Name: What is the style called?
Style Type: Passive or Active?
Focus: Power, speed, maneuverability, etc. | Punches, kicks, grappling, etc. (example: Speed | Mixed)
Requirements: Does the style have any requirements (such as requiring a Dōjutsu to be active, such as the Byakugan being a requirement for the Gentle Fist)?
Description: Describe your style. This doesn’t need to be long - just enough to explain the point of the style. Include the posture associated with this style.
Techniques: List the techniques that are part of the style. When applying, only list techniques that you have sufficient proficiency to use. You are allowed to add to this later to account for aptitude investments.

CODE:
Code:

[b]Name:[/b]
[b]Style Type:[/b]
[b]Focus:[/b]
[b]Requirements:[/b]
[b]Description:[/b]
[b]Techniques:[/b]

List techniques here

Custom Taijutsu Creation

When creating custom taijutsu, use the following template:

Name: What is the jutsu called? You aren’t required to use a japanese name, but if you do, please include an english variant as well.
Rank: Self-explanatory - please see the Jutsu Guide for details.
Type: Taijutsu
Style: Is this technique part of a style? If not, list as N/A.
Element: List the element, or N/A if there is none.
Range: See the Jutsu Guide for details. Unless augmented with chakra, taijutsu should really only be Melee range.
Description: Describe the jutsu as thoroughly as necessary.
Restrictions: Are there any restrictions for this jutsu’s use?
Power: How much is the offensive or defensive capabilites
Chakra Cost: See the Jutsu Guide for details. If the technique is part of a style, feel free to list the final cost after the reduction.

CODE:
Code:

[b]Name:[/b]
[b]Rank:[/b]
[b]Type:[/b] Taijutsu
[b]Stance:[/b]
[b]Element:[/b]
[b]Range:[/b]
[b]Description:[/b]
[b]Restrictions:[/b]
[b]Power:[/b]
[b]Chakra Cost:[/b]

Kugutsu


Unlike the other aptitudes, Kugutsu is not a category of jutsu. Instead, is a ninjutsu-based fighting style that involves the use of puppets to fight rather than the user fighting themselves. Those that utilize Kugutsu are thus known as puppeteers.

Kugutsu uses chakra threads (ninjutsu) to control puppets from a distance - these chakra threads can be used to move the puppets as well as activate traps or hidden weapons on the puppets. The number of threads (and thus, the number of puppets a user can control) increases with skill. In addition, the higher the skill of the user, the less strings needed to control a puppet. Some highly skilled users are capable of controlling an entire puppet using a single chakra thread.

So rather than discuss techniques, this guide will discuss the puppets themselves.

Puppet Basics


All standard puppets are constructed with a wooden base, and require the constant use of chakra strings to use. They are considered long-ranged weapons, but have a very flexible range of movement within which to operate.

While puppets are most commonly given humanoid forms, this is purely up to the puppet’s creator and it’s not strange to see animal or monster-shaped puppets. And while they are all made with a wooden base, sturdier puppets can be created with the addition of metal plating in certain parts.

A standard puppet’s weak point is its joints, as these are the most fragile part of a puppet and destroying them will make the puppet much harder to operate, or may completely disable it if enough joints are destroyed.

Though their base wooden, puppets can be created with room inside and can be wrapped to allow for surprise tactics. Most puppets can contain room to trap a human being inside, or if bigger, including the space needed for ammunitions.

For all intents and purposes, puppets DO have lag, but it is not noticeable unless the enemy combatant is creating a situation to expose and exploit the lag. IE, a taijutsu fighter will always be attempting to flank and get in close range of a puppet user - this does not always mean he is specifically exploiting the lag that a puppet has, rather it will be extremely difficult for a puppet user to deal with said attacks depending on the situation at hand.

Remember, there are no absolute rules when it comes to lag in the puppetry system, because it is a very subjective thing to balance. Common sense tells us that puppetry users are aware of their own weakness and will take steps to cover it (see Sasori’s shell puppet). This does not mean they are infallible and will always react. If you are a puppet user and you are flanked well enough, you will be hit. Puppets do not move “as fast as” someone with X Rank in speed, but rather their control will be dependent on the amount of strings. Do not assume that you can move your puppet from a range of 20+ meters to close range to avoid an attack because you are A Rank. However, if you have 1 puppet and dedicate all strings to moving 1 puppet and you are within a reasonable range, it is possible that you may defend against some attacks. That said, the higher your dexterity, the more deftly you're able to control your puppets, making it easier for you to react to things. If you maintain a high dexterity and high agility, you'll be much safer than if you focus exclusively on your puppets.

Puppet Difficulty


In lieu of policing puppet ranks and power by sizes, on Six Paths your puppets are given a "difficulty" rating that is dependent on their function and the amount of weapon slots that they require. This means that the more complex your puppet is, the more difficult it will be to control it - meaning that if you have a low puppetry tier, you will have a hard time effectively using a high difficulty puppet, and will likely not be able to move well while using it. On the flip size, if you're using a low difficulty puppet and you're a master puppeteer, you'll have little problems reading and moving away from your opponent's attacks (this all depends on your attributes, of course). The difficulty scale for puppets is as follows:

Basic: These puppets usually only have one designated function, and one or two equipment items that help them perform this function.

Apprentice : Although they're not overly difficult to use, they're a little bit more complex than the previous difficulty level. They have a bit more function and thus require more detailed controls. An example of a simple puppet would be a puppet that has blades in its arms and a barrel stomach, like Kuroari (but none of the other abilities listed for this puppet).

Adept: These are the most common puppets for established ninja. They're the bread and butter of any puppeteer's arsenal, because they aren't overly difficult to control, but can be used in a variety of situations compared to minimal or simple puppets that typically only have one designated function. An example of an average puppet would be Sanshōuo: it has high defensive power, but that's the only function it serves and it has a clear weakness in the joints.

Expert: These puppets are either bulked up beyond the average for a single function, or are extremely varied, thus making them a little bit more difficult to control effectively. These puppets are usually fitted with a variety of relatively effective weaponry that present a decent enough threat to even an experienced shinobi.

Master: Only able to be used to their full potential by the most practiced puppeteers, these puppets are usually enough on their own, and a puppeteer doesn't need to use more than one at a time. That being said, an inexperienced puppeteer often can barely move the puppet and use one or two of its functions without trouble. An example of an extensive puppet would  be Hiruko.

Since the difficulty rating of a puppet is determined by a combination of their function, materials, and weapons, there is no set-in-stone scale for each criteria. As a basis of comparison, we've linked some canon puppets that fit the difficulty rating. For the rest, you could imagine things that fit between the examples. The more functions or weapons a puppet is fitted with, the more difficult it becomes to control it. If it performs one function extremely well, it's more likely to be given a lower difficulty. If you're unsure, feel free to ask an admin or systems staff member.

Puppet Creation


When you're ready to create your puppet(s), please use the following template:

Name: Name of your puppet.
Size: Size of your puppet. This is purely for referencing the puppet's size compared to player characters and doesn't necessarily affect its difficulty.
Difficulty: The puppet's difficulty rating.
Description: Describe your puppet. What does it look like? How does it move? What features does it have?
Arsenal: List the items, weapons, and other equipment your puppet is fitted with. Make sure to list each item/ability in its full template, and keep your slot amount in mind.

CODE:
Code:

[b]Name:[/b] Name of your puppet.
[b]Size:[/b] Size of your puppet. This is purely for referencing the puppet's size compared to player characters and doesn't necessarily affect its difficulty.
[b]Difficulty:[/b] The puppet's difficulty rating.
[b]Description:[/b] Describe your puppet. What does it look like? How does it move? What features does it have?
[spoiler=Arsenal:List the items, weapons, and other equipment your puppet is fitted with. Make sure to list each item/ability in its full template, and keep your slot amount in mind.[/spoiler]
[spoiler=Jutsu:][code]
[b]Name:[/b]
[b]Rank:[/b]
[b]Type:[/b] Ninjutsu
[b]Element:[/b]
[b]Range:[/b]
[b]Description:[/b]
[b]Restrictions:[/b]
[b]Power:[/b]
[b]Chakra Cost:[/b][/code][/spoiler]


Human Puppets are fitted with the ability to use the deceased ninja's signature techniques. Human puppets are always considered to be of Extensive difficulty. When creating a human puppet, you can select one signature technique from the deceased character's arsenal that the puppet can perform. It must be a technique that can reasonably be executed by a puppet (i.e. iron sand being stored in a puppet, or a puppet being able to spew lava). Defensive techniques are fine. However, human puppets cannot use genjutsu or Iryō ninjutsu, nor can you access the deceased's summoning contract. A human puppet can only use its signature technique 3 times before it must recharge (it recharges between threads).

Mastery & Upgrade System

In order to keep your arsenals fresh, we've implemented a system that allows you to tweak things that you already have in your arsenal once you've used them enough to avoid forcing you to phase them out of your combat strategy simply because you've gotten physically stronger or more skilled. Similarly, if you are primarily a summons user, your summons would become less capable of fighting alongside you against your peers and enemies as your opponents improve, but your summons don't To combat this, we have a system for Technique Mastery, Equipment Upgrades, and Summon Upgrades.

Technique Mastery

Many times, a ninja will become known for a particular technique, and it almost becomes something like a signature move. Of course, some of these are techniques that could ordinarily be learned by just about anyone with the right prerequisites, but they become unique in the way that the ninja makes them their own. One example from canon is the way Sasuke was able to create variants of the Chidori by applying differently-natured chakra other than the original lightning. He mastered the shape transformation of the technique and applied different nature transformations to get varied results.

On Modern Age Paths, we've implemented a system that we like to call "Technique Mastery" - that is, your character has become so adept at particular techniques that they put their own spin on them, making them (somewhat) their own. In utilizing this system, you can:


Make slight alterations to the appearance of a technique (such as creating blue fire);
Increase the size and power of a technique (such as Fireball vs. Great Fireball); and
Create variants of a technique that cater toward your character's strengths (e.g. faster execution but weaker in power, expanding upon or adding a nature transformation, etc.)
Reduce the Hand Seal amount needed to perform the technique
Increase or decrease the Chakra Cost of the technique, depending on how it's being altered

When you want to increase your mastery of a technique, simply apply for the updated version as you would any other custom technique. Just make sure to specify that you're applying for mastery, and include both the original and the updated versions.  Make sure to update the name of the new version to differentiate it from the original (how exactly you decide to do that is up to you).

Note that the original will not be replaced and you'll still be able to use it. Since it's not an entirely new technique, the updated version will cost a certain amount of Jutsu points. Jutsu points can be earned and gained in Various of ways. Keep in mind that your new technique can't be too different from the original - it should be fairly clear that it's an improved or altered version of the original technique.

Jutsu Point Cost:
Size:1 Jp per meter
Range:1 Jp per 2 meter
Speed:1 Jp per 2 m/s
Power/Realism:1 Jp per point
Properties:2 Jp per Property enhanced

Summon Upgrades

Because summons are a bit different from techniques and equipment, upgrading them is different as well. After all, summons don't laze around just because you aren't fighting alongside them - they can train and grow just like their human counterparts. To reflect this, you can upgrade your summons using Development Points just as you would your normal character. However, to keep this process from becoming unfairly expensive, every 10 points you spend grants 5 points allotment for your summon upgrade. You can only spend multiples of points for your summon upgrade, so plan accordingly. Once the total allotment (including the amount used at initial creation of the summon) passes the creation threshold, the summon's letter rank will also increase. This means that you can't upgrade your summons indefinitely without also upgrading your character.


Bukijutsu
Bukijutsu refers to techniques that require the use of weaponry (which naturally includes kenjutsu, but bukijutsu is an umbrella term for all weaponry). While most ninja have a basic grasp of the most common ninja weapons and tools, such as kunai and shuriken, this is an skill that is very flexible - bukijutsu can be used in combination with other skills in order to achieve more powerful, devastating effects.

In addition to referring to the techniques themselves, those who invest in the bukijutsu tier are also assumed to be more skilled in the use of various weapons. Special techniques/chakra applications can only be used by those with the appropriate Bukijutsu tier. The only exceptions to this are legendary weapons, which are special weapons earned through special “event” objectives, and have abilities that can be used by any who manage to get their hands on them.

Bukijutsu Techniques do not always require chakra and as such are separated into three further categories:
1a. Passive Bukijutsu: Refer to base and simple attacks such as punches or kicks. Passive Bukijutsu is always dictated by an accompanying Bukijutsu style that is used to dictate how your character fights. This is the sole category of Bukijutsu that by default uses no chakra. This type of Bukijutsu is free with investment into the Bukijutsu Skill.
1b. Active Bukijutsu: Refers to more complex but still 'basic' attacks. Active Bukijutsu are always dictated by the usage of an Active Bukijutsu Style. . The cost of using or buying an Active Bukijutsuu style varies depending upon its rank. Any amplification of strikes or moves that require chakra to execute will have an appropriate cost dependent on the technique's rank.
1c. Bukijutsu Techniques: Here on Modern, any technique related to Bukijutsu that does not fall under the above two categories is referred to as simply a Bukijutsu Technique. This refers to any related Jutsu in which chakra is used in an ambiguous fashion to amplify an attack. These may include elemental based attacks, such as earthen fists, flaming fist or simply a technique which utilizes chakra to strengthen the effect of your technique.

An Important note on styles: Passive Bukijutsu don't have an associated chakra cost instead it is stamina, and as long as a passive style is being used, no specific "techniques" are required. For Active Bukijutsu, while in many cases specific techniques may not be needed, for anything outside of basic strikes (within the style), and anything that increases chakra output, a listed technique is required.

Style Creation

When creating a style, use the following template:

Name: What is the style called?
Style Type: Passive or Active?
Focus: Power, speed, maneuverability, etc. | Punches, kicks, grappling, etc. (example: Speed | Mixed)
Requirements: Does the style have any requirements (such as requiring a Dōjutsu to be active, etc.)?
Description: Describe your style. This doesn’t need to be long - just enough to explain the point of the style. Include the posture associated with this style.
Techniques: List the techniques that are part of the style. When applying, only list techniques that you have sufficient proficiency to use. You are allowed to add to this later to account for aptitude investments.

CODE:
Code:

[b]Name:[/b]
[b]Style Type:[/b]
[b]Focus:[/b]
[b]Requirements:[/b]
[b]Description:[/b]
[b]Techniques:[/b]

List techniques here

Custom Bukijutsu Creation

When creating custom Bukijutsu, use the following template:

Name: What is the jutsu called? You aren’t required to use a japanese name, but if you do, please include an english variant as well.
Rank: Self-explanatory - please see the Jutsu Guide for details.
Type: Bukijutsu
Style: Is this technique part of a style? If not, list as N/A.
Element: List the element, or N/A if there is none.
Range: See the Jutsu Guide for details. Unless augmented with chakra, taijutsu should really only be Melee range.
Description: Describe the jutsu as thoroughly as necessary.
Restrictions: Are there any restrictions for this jutsu’s use?
Power: How much is the offensive or defensive capabilites
Chakra Cost: See the Jutsu Guide for details. If the technique is part of a style, feel free to list the final cost after the reduction.

CODE:
Code:

[b]Name:[/b]
[b]Rank:[/b]
[b]Type:[/b] Bukijutsu
[b]Stance:[/b]
[b]Element:[/b]
[b]Range:[/b]
[b]Description:[/b]
[b]Restrictions:[/b]
[b]Power:[/b]
[b]Chakra Cost:[/b]

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