Ninpocho Chronicles

Ninpocho Chronicles is a fantasy-ish setting storyline, set in an alternate universe World of Ninjas, where the Naruto and Boruto series take place. This means that none of the canon characters exists, or existed here.

Each ninja starts from the bottom and start their training as an Academy Student. From there they develop abilities akin to that of demigods as they grow in age and experience.

Along the way they gain new friends (or enemies), take on jobs and complete contracts and missions for their respective villages where their training and skill will be tested to their limits.

The sky is the limit as the blank page you see before you can be filled with countless of adventures with your character in the game.

This is Ninpocho Chronicles.

Current Ninpocho Time:

Out of Time - Motsuki Haruhi [Chuunin]

Joined
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Messages
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Yen
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</COLOR></FONTFACE>[fontsize=15]Information[/fontsize]<i></i>​
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Name: Motsuki Haruhi​
Age: 21 [Technically 75]​
Birthday: 05/06​
Height 5'7"​
Weight 113 lbs​
Blood Type: O-​
Occupation: Chuunin​
Alignment: Chaotic Good​
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[fontsize=20]Personality[/fontsize]<i></i>​
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Haruhi is an extremely stubborn and rebellious person who always wants to prove herself. Due to being told what to do or what her limits are her entire life, she has a tendency to act recklessly when attempting to do something, which often results in causing accidents because she tried too hard. Having been repeatedly underestimated her entire life due to being a woman, she never backs down from a challenge. She notably possesses a sassy and dry wit. Haruhi is ultimately a very determined person, as though she often gets frustrated whenever she fails to do something, she always stands up again and never gives up.[lb2]

After finding herself displaced through time she has calmed down significantly because she does not understand how everything works in this new world. She has become inquisitive, but is too stubborn to ask questions, opting to figure things out herself through research and observation. Many see her as old fashioned, rebelling against gender norms that don't quite exist any longer, at least within the village. Haruhi is often in awe of the woman in high positions in the village, feeling as though that was impossible through what whe was told by her father. She aspires to be like them and rise to the top of the foodchain.​
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[fontsize=20]<FONTFACE fontface="Monotype Corsiva"><COLOR color="#FF8080">History[/fontsize]<i></i>​
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Haruhi was born the second child to her mother and father. Growing up, she took part in numerous sports and activities, including baseball and go-cart racing, which her father deemed were no place for her based on gender. These experiences resulted in her becoming someone who did not like authority or being told what her limits were. Due to her father’s sexism, she ended up becoming disconnected from her family. She would take lessons in the academy in secret, without actually being enrolled. Sometimes she would be caught, but she had learned enough to begin her future as a shinobi. Once she obtained enough skill she took the genin exam, and though she wasn't enrolled she was able to pass and remove herself from her father's oppressive nature.[lb2]

Haruhi later joined the ANBU where she met and became best friends with another operative, codenamed White Moon. She endured various trials during her training but exhibited hard work and dedication to conquer them all. Later, Haruhi met a doctor from the medical branch named Han Sohee and her cat Goose. She helped Sohee with her work on making a medicine for an those that had little chakra control to gain some, increasing the ranks of the shinobi in Kumogakure.[lb2]

It got out that Sohee was attempting to make this drug and there were those within the village that wanted to take the research for themselves, sure they could make a hefty profit from it. They hired mercenary shinobi to steal the sample they were able to make, and outnumbered Haruhi was unable to protect it. Though also a shinobi, Sohee was not the combat focused and was fatally injured. In a last ditch effort to keep it out of the wrong hands she attempted to destroy the vial with a jutsu at a distance, however the serum being introduced to outside chakra had a volitile reaction. The explosion that followed released enough chakra to severely injure everyone in the room. The explosion had a different, yet extended affect on her.[lb2]

Her body was put in a strange temporal coma. She did not age, need any sustenance to keep her body going, didn't breath, but wasn't dead. It was like her cells refused to move for many years. 54 years to be exact. Three years into this coma her family decided to bury her, they had no idea what was happening to her body, for all intents and purposes she was dead. In reality, the vast amount of chakra from the serum needed time to sync with the body it was inhabiting. A lot of time unfortunately. An entire lifetime had passed.[lb2]

When she awoke underneath dirt in a moldy, broken-down coffin she was able excavate out of the situation pretty easily, destroying a bit of land in the process. Her clothing disgusting and falling apart, but there was nothing she could do about that. She took to the streets, realizing that kumogakure looked a lot different that what she remembered. Attempting to navigate the streets was difficult, but she vaguely remembered her way home, though she had to change some routes as streets had been remade, new buildings had formed, and old homes were removed. Except her home. Though it was clearly well taken care of, and some renovations had been made, she knew what her old home looked like.[lb2]

When she knocked on the door and an older lady answered. She looked familiar, but she definitely wasn't Haruhi's mother. The woman, however, looked as if she had seen a ghost. With her apparent death her father, though holding sexist views, mourned greatly, and had drawn several paintings of her. The woman was Haruhi's older sister, and though her memory wasn't the best, the paintings allowed her to recognize the sister she lost early in her life, but the same age she had been before.[lb2]

Haruhi's sister, Kotsuko, allowed Haruhi back into the home, gave her better clothing that belonged to Kotsuko's now adult daughter, and filled her in on the past 54 years she had missed. Now Haruhi needed to find her place back in this strange land, she needed to create a new identity for herself, posing as Kotsuko's adoptive daughter sincee her original identity is dead. [lb2]

The only thing Haruhi really knew was combat, though she needed to start over again. She took exams and had a preliminary start as a chuunin, it was quite strange for someone to appear out of nowhere with such skill and knowledge of all things shinobi, but she couldn't obtain her previous position, so many things had changed. Now she must change to adjust to the future.

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STATS​
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CLASS​
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ABILITIES​
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[td=null,1]Stamina: 600/600[lb][/lb]
Agility: 600/600[lb][/lb]
Taijutsu: 600/600[lb][/lb]
Ninjutsu: 600/600[lb][/lb]
Genjutsu: 600/600[lb][/lb]
Chakra Control: 600/600[lb][/lb]
ASP: 239 [lb][/lb]
PL: 3600[/td]
[td=null,1]Guardian of the Galaxy[lb][/lb]
HP: (50+lvl) x stamina[lb]
CP: (50+lvl) x chakra control[lb]
Class Bonus: Kinjutsu (TS), +1 Dodge[lb]
High: Ninjutsu Acc [lb]
Average: Evasion, Genjutsu DC, Genjutsu Save[lb]
Low: Ranged Acc, Melee Acc[lb][/td]
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SEIKON & TEMPORAL STRIDER​
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EQUIPMENT​
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A unique clan that has the odd, yet powerful ability to control and bend reality to their liking. Members of the Seikon clan are deadly opponents that seem to have abilities that simply seem to surpass all natural limits, their inhuman techniques warping reality in such away at the most opportune times for themselves...or the most deadly for their enemies.[lb2]

Eternal Arms Mastery - Passive (3 points)[lb]
The mastership of the Battlesmith in the art of weapon combat is said to be unparalleled. Likewise, their mastery over the creation and use of the weapons themselves is such that they can coax far more out of them than anyone else.[lb2]

Effect: When creating a weapon, the user may choose two attributes of that weapon type instead of one.[lb2]

Note: Weapon attributes are the traits selected upon creation of a weapon as per the Weapon Creation Rules such as whether a weapon may inflict Bleeding or Suppression.[lb2]

Masterwork - Passive (1 point) x2[lb]
Restriction- May be purchased up to two times[lb]
When a mastersmith has forged the weapon you use, you can be assured of quality. When the one wielding the weapon is said mastersmith, that quality tends to carry over to the battlefield as well--along with an innate understanding of the weapons they spent their own time making.[lb2]

Effect: +1 accuracy with weapon attacks[lb2]

Warforged Style - Physical Style (3 points)[lb]
No one knows war like those who craft its weapons. A Battlesmith knows war inside and out, and is able to harness that fire that forges their weapons for it. During combat, this lets them rapidly shift and adapt to the situation, performing otherwise impossible and instant feats of crafting that gift their active weapon with unusual ability.[lb2]

Effect: While this style is active, the user may switch weapons for 0 AP without limit. The user's active weapon may take one attribute from the previously switched out weapon to replace one of their own. (This attribute must be one the previous weapon had just prior to being sheathed; this can be one that was previously swapped onto that weapon.) All weapons are reverted to their original attributes when sheathed or if this style is dropped. All CP costs are increased by 15% while this style is active.[lb2]

Notes: [lb]
- Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof.[lb]
- User must specify the attribute being added, and the attribute being replaced.[lb]
- Weapon attributes are the traits selected upon creation of a weapon as per the Weapon Creation Rules such as whether a weapon may inflict Bleeding or Suppression[lb2]

Resolve - Ability Modification (3 points)[lb]
Restriction- Requires Implacable[lb]
The will of a Battlesmith is made of the same steel that the tools they use are. Whenever their carefully-honed armor turns aside a blow that otherwise would be extremely dangerous, they use that will to strike back just as hard.[lb2]

Effect: Whenever Implacable triggers naturally to prevent an effect against the user, the user gains +2 accuracy, +2 Critical range, and +10% damage to their next attack.[lb2]

Armor Augmentation - Passive (2 points)[lb]
Normally, only weapons can be upgraded and augmented. Battlesmiths prefer to ignore that limit as arbitrary. Why shouldn't they also make their armor even more useful? Of course, armor isn't a weapon, so it can be somewhat limited, but it's still rather beneficial.[lb2]

Effect: The user may choose to equip either their Light Armor or Heavy Armor with any single Weapon Augment that does not require attacking to enact its effect. (Example: The Recovery augment.) The effects of the same augment do not stack if they are on both the user's armor and equipped weapon. This may only be done on one single Armor if the user possesses more than one, and must be done in the user's Dojo as normal for inventory.[lb2]

Weapon Finesse - Ability Modification (3 points)[lb]
Restriction- Requires Weapon Mastery[lb]
A true weapon master is not limited by the form of their weapon. A Battlesmith might insist, with the surety of one who can alter the properties of weapons as easily as any other ninja can shift their stance, that really any advanced skill can be applied to any weapon, if one is good enough at both.[lb2]

Effect: The Weapon Mastery skill the user chooses will apply to the user's active weapon, regardless of whether it is of the correct subtype.[lb2]

Battle Spirit - Independent Special Move (2 points)[lb]
The passion of the battle often envelops a Battlesmith, especially when they are deep into the fray. This does not, however, mean that they lose their heads. No, anyone who is accustomed to working in a high-pressure, dangerous environment such as a forge knows how to stop for a quick second and take stock of the situation so they can handle it a little more calmly.[lb2]

Effect: When the user is afflicted with an effect that prevents them from choosing targets, they may pay 1 AP and 800 CP to ignore all such effects for 10 seconds. This may be used reflexively but does not have to be. Requires 10 seconds of cooldown after completion. [lb]
Note: This only applies to effects on the user, not general battlefield effects such as clones or transformations.[lb2]

Trace Projection - Buffing Taijutsu (1 point, 1 to rank up)[lb]
Restriction- A-Rank and up[lb]
Normally to craft a weapon, a smith sketches out a blueprint with their preferred drawing implement before endeavouring to bring it to life through hard work and skill. A Battlesmith can temporarily ignore this limitation, creating the blueprint out of nothing and turning that into the weapon itself in an instant before striking. This has a cost, however--a weapon made this way is only good for a single attack. Of course, there's always more where that one came from.[lb2]

Rank 1: Once this is activated, the user is able to form a new weapon with each weapon attack they make. These weapons are created just as the user attacks with them (meaning as they attack, not when they begin preparing the attack), and break upon completion of the attack. These weapons use the normal Weapon Creation rules, and may also copy augments from any of the user's owned weapons. The user may also choose effects from the below effect list, at the cost of one augment slot each.[lb]
Rank 2: Once this is activated, the user is able to form a new weapon with each weapon attack they make. These weapons are created just as the user attacks with them (meaning as they attack, not when they begin preparing the attack), and break upon completion of the attack. These weapons use the normal Weapon Creation rules with the exception of gaining +5% damage or +1 accuracy over normal weapons, and may also copy augments from any of the user's owned weapons. The user may also choose effects from the below effect list, at the cost of one augment slot each, except for the first chosen which is free.[lb2]

Rank 1 Cost: 2.75 AP, 3% Max CP, 1% Max HP per weapon created[lb]
Rank 2 Cost: 2.75 AP, 5% Max CP, 1% Max HP per weapon created[lb2]

Notes: [lb]
- May be maintained for up to three rounds.[lb]
- This is a Weapon Creation jutsu.[lb]
- The user must specify the full weapon they are using with each weapon attack during this jutsu, or else anything unspecified will be assumed to be the same as the previous weapon. (Meaning weapon type, attributes, accuracy, damage, augments, and any applicable effects from the Effect List.)[lb]
- If the user has an equipped weapon, it is sheathed for 0 AP when this jutsu is activated. If the weapon is from another Weapon Creation jutsu, it is dispelled.[lb]
- The user may use and keep active weapon effects such as Chakra Extension and Elemental Channeling for as long as they choose while this is active with no disruption when the weapons dispel.[lb]
- If the user is in Warforged Style while this jutsu is active, its effect applies with newly created weapons the same as it would freshly drawn ones.
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Temporal Strider said:
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Temporal Strider[lb]
Temporal Striders are born seemingly apart from the world at large, some form of anomaly in the framework, unknown to ordinary existence. While they grow and age as human standards dictate, they are capable of seeing a tear in space and time and interact with those tears to distort and manipulate the flow of time to their whims. While they cannot play with time on a greater scale, mere seconds are all they need to gain an upper hand in combat and once they do learn to control their unique power, they can do more than just play with time.[lb2]

Kinjutsu Table[lb2]

Information
Prerequisites: Kinjutsu Application, B-Rank, 3 Ability Slots[lb2]

Effects:[lb]
- The user's Temporal Strider skills have priority over any other action occuring at that same time.[lb]
- The user may not lose more than 2 AP in a round due to the effects of others (e.g: Suppression and such)[lb]
- The user can carry over up to 2 AP that has not been used from the previous round. You cannot start a round with more than 12 AP and any excess AP are loss.[lb]
- At any point in a round, you can spend either 1 or 2 AP to trigger an Epoch. You can only choose one Epoch each round and whenever you activate one, you regain the spent AP for the following round as if it has not been used.[lb2]

Epochs - Mastery over time allows a Temporal Strider to utilize their given time to produce a wide variety of law-defying effects and brief, but momentous events.
  • Haste - Grants you or a target of your choice +3 Dodge/Save and 10% Auto-Dodge for 2 seconds for every 1 AP spent. (minimum of 2 seconds).
  • Slow - Grants you or a target of your choice -3 Dodge/Save for 2 seconds for every 1 AP spent. (minimum of 2 seconds).
  • Flow - For every 1 AP spent, you can reflexively force an action to be modded as normal timing.
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[fontsize="12"]World Standstill - Kinjutsu Ability[lb]
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Perhaps the most frightening ability of a Temporal Strider is their capability of halting time for very short periods. To the unknowing, it could even appear as if the Temporal Strider is conjuring attacks from from thin air, or warping from one space to another, unaware of them moving very regularly in a time seen only by themselves. Though exhausting to the user, even the briefest of extra moments can offer a momentous advantage during battle. [lb2]

Information[lb]
Prerequisites: Temporal Strider[lb2]

Effects: The user may stop time, which acts as a "round-within-a-round" occuring at that point. The duration of this sub-round may last 1, 2 or 3 seconds (user's choice). While time is stopped, only a Temporal Strider may perform actions, while all others are "paused" and immune to all actions which hit them in a sub-round (harmful and beneficial). Once this sub-round ends, the round continues from where it left off, uninterrupted. [lb2]

Cost: 1 AP, and 1.5% Max CP x seconds stopped[lb2]

Note:[lb]
- World Standstill may only be used once per round, regardless of how many Temporal Strider are present in battle. The user has a 15 second cooldown before they may reuse it again.[lb]
- Actions may begin inside the sub-round and carry over into the real round. Example; performing a 2.5 second action within a 1 second sub-round, will cause it to complete 1.5 seconds after the sub-round ends. [lb]
- The stopped time sub-round has no effect toward any duration/cooldowns.[lb]
- Paused targets are only immune within this sub-round of stopped time; if the user delays a jutsu to resolve after the sub-round ends, it may affect the target.[/fontsize]
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[fontsize="12"]Chronostasis - Kinjutsu Ability[lb]
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Time being like so much liquid to a Strider, then can easily throw their chakra forwards in it to form into its essence later--even controlling where and when it appears.[lb2]

Information[lb]
Prerequisites: Temporal Strider[lb2]

Effect: Once per round, the user may reflexive delay any attack for between 10 to 20 seconds, or until the user delays a different attack through Chronostasis.[lb2]

Notes:[lb]
- Can be used reflexively against a different target's attack, or be used directly to their own attack.[lb]
- Delaying a target's attack is automatic, even if an enemy.[lb]
- All costs are paid as normal at the time of casting. Any maintenance costs do not begin until after the jutsu occurs.[/fontsize]
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[fontsize="12"]Rewind - B-Rank Non-Elemental Ninjutsu[lb]
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One of the notable abilities of a Temporal Strider is to forcibly push back an object or a person to a certain point in the past, rendering it or them to their state as before. Normally seen as an ace for Temporal Striders when dire situations are presented to them, but often times can be used offensively by means of putting someone back in a dangerous situation where they may previously escaped or avoided.[lb2]

Information[lb]
Prerequisites: Temporal Strider, B-Rank[lb2]

Rank 1: Negates the effects of the last jutsu to hit the user. This treats the jutsu as if it had never affected the user (removes damage, effects, and etc).[lb]
Mastered: Can target others.[lb2]

Special Action: Rather than the usual effect, the user may choose to re-apply the last effect that had been affecting the target, but had been removed early. (Such as successfully resisting a Genjutsu, or a Poison, or escaping an Arena or Bind, etc).[lb2]

Cost: AP equal to the negated Jutsu (minimum of 1 AP). Re-applying an effect costs 1 AP.[lb2]

Notes:[lb]
- Each individual target (to include the user), has a 15 second cooldown before they may be reaffected by Rewind again.[lb]
- For the special action, choosing to re-apply an effect must be an effect that has affected them and they removed it. This does not include if the effect is a jutsu that is being maintained by another player and has been disrupted/dropped, causing the player to drop the jutsu affecting your target.[lb]
- Can be used on allies during World Standstill and still affect them. If used this way, causes the jutsu to be modded as if taking 1 AP time, but it costs 50% more CP.[/fontsize]
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[fontsize="12"]Fast Forward - B-Rank Non-Elemental Ninjutsu[lb]
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Many consider time as a mere concept, a made-up to keep track of things as the day progresses. For a Temporal Strider, time is something tangible and a force to reckon with and when things are set in motion, they can turn the flow of time against it, speeding up their destruction and quickly passing their time to which none may benefit it's presence in the present.[lb2]

Information[lb]
Prerequisites: Temporal Strider, B-Rank[lb2]

Rank 1: Strikes a target at +2 accuracy, dealing 1800 damage and inflicting Wither to a jutsu or effect of your choice afflicted to the target or being maintained by the target.[lb]
Mastered: Strikes a target at +3 accuracy, dealing 2250 damage and inflicting Wither to a jutsu or effect of your choice afflicted to the target or being maintained by the target.[lb2]

Rank 1 Cost: 730 CP[lb]
Mastered Cost: 910 CP[lb2]

Notes:[lb]
- A target may only be affected once per round.[lb]
- May use any Accuracy of your choice (e.g: Ranged, Gen. DC, Ninjutsu, etc).[lb]
- May not choose Bleeding as an option.[lb]
- Wither treats the selected Jutsu as if 10 seconds had passed, also triggering any associated effects which would have occurred during that time (for example, maintain costs, resistance checks, DoT, etc). All costs/damages are immediately paid.[lb]
- In addition to the above note, Wither affecting jutsus that has HP (Creations or Clones) is reduced by 20% and jutsus that restores HP over time only restores 60% of the usual amount.[/fontsize]
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[fontsize="12"]Favor of Time - A-Rank Non-Elemental Ninjutsu[lb]
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There are ways to cheat time. Temporal Striders are able to step into the currents of causality and hop "between" strands of probability... and drag their opponents along with them. This means that any time an opponent would choose to face a Temporal Strider with the proper mix of cunning and strength they do so with the forces of fate itself working against them.[lb2]

Information[lb]
Prerequisites: Temporal Strider, A-Rank[lb2]

Rank 1: For 15 seconds, the user may reflexively select any two actions which require a roll, granting the action either Advantage or Disadvantage of your choice.[lb]
Mastered: For 15 seconds, the user may reflexively select any four actions which require a roll, granting the action either Advantage or Disadvantage of your choice.[lb2]

Cost: 3 AP and 2000 CP[lb2]

Notes:[lb]
- Has a 10 second cooldown between uses.[lb]
- Selecting an action only needs to be declared and likewise is modded as instantaneous as a result. Casting Favor of Time still takes time as normal however. Can choose actions from other players.[lb]
- Advantage causes the action to roll twice, taking the result which favors the caster more and discarding the other.[lb]
- Disadvantage causes the action to roll twice, taking the result which disfavors the caster more and discarding the other.[lb]
- If the action has multiple rolls involved, you may specify which part(s) of the action you would like to impart this jutsu's effect on. Each roll you choose to apply this effect on a single action is considered as another action.[lb]
- If Favor of Time is used on an action, it removes any other effects that would allow the action to be re-rolled.[/fontsize]
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[fontsize="12"]Broken Timeline - S-Rank Non-Elemental Ninjutsu[lb]
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While time traveling is something that can be done with extreme precaution, a Temporal Strider will take that risk to do such thing. The ability to break the time itself, risking themselves as they call upon consumed time into the present, their own self that has yet to experience what is to come. These versions of yourself tend to appear distorted and gray, lack of colors as they are out of their own time and even so, they present danger to those around them and to the present self as the lack of communication prevents either past and present from exchanging information, although some find ways to order or prevent themselves from doing something in the past.[lb2]

Information[lb]
Prerequisites: Temporal Strider, S-Rank[lb2]

Effect: Summons a version of yourself, a Time Echo, from one of the last 3 rounds, (not counting the most recent round). Lasts 10 seconds.
  • Has secondaries equal to user's.[lb]
  • It will perform all actions and conditionals performed by the user during that round, choosing the same targets as before.[lb]
  • You can cancel or re-direct any actions your version would had performed during the round. You cannot order your version to perform new actions.
Cost: 4.5 AP and 4,620 CP.[lb2]

Note:[lb]
- Has a 20 second cooldown from the time the Time Echo disperses.[lb]
- Any HP/CP damage taken by the Time Echo would be dealt to you instead.[lb]
- The Time Echo does not have any AP; it will attempt to perform the same actions, with the same amount of time passing between them as they were originally used. It's actions may be spill over between rounds (example; it performing a 2-second action at 9 seconds into round 3, will cause the action to occur 1 second into round 4.)[lb]
- The Time Echo is not treated as a Clone or Creation. This does not allow you to bypass any limitations such as barriers, creations, clones, etc.[lb]
- Both "Once per round" actions and those having a cooldown, when performed by the Time Echo, do not count toward the user performing them in the current round. This only applies to these kinds of actions (not once per battle ones, or things target may only be affected by once per round).
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LIGHTNING
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FIRE
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NON-ELEMENTAL
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EARTH
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WIND
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WATER
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UNNARMED​
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SLASHING​
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BLUFFING​
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WILL​
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Current Ninpocho Time:

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