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:

The Honorable Kyokuju Itsuki

Morishige

Faithful Ninja
Donator
Joined
Oct 22, 2012
Messages
3,486
Yen
65,780
ASP
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oie_2241054sLJqe13F_zps26b99707.gif


~Kyokuju Itsuki~

History
Our story begins years before Itsuki was born, in a time nearly forgotten by the youth of today. Her great-grandfather was a great man, and grand master Jyuuken Stance. It was a time of prosperity for the Kyokuju, at least that's what they would want you to believe. To avoid shaming, the clan hid it's true history, and conjured up lies to hide reality from the rival clans surrounding it. Consequently, the stories of in-fighting and betrayal never reached the public. Instead a compromise was reached, and it was Itsuki's family who ended up taking the fall per say. A deadly fight between the two major families within the clan avoided, in exchange for the exile of the Kyokuju and to never return to their birthplace. It was a first for the clan, and a first for the dominant family for generations. But with pride, Itsuki's great grandfather lead their family on an exodus to find a new place to call home. But their own flesh and blood left behind spread ill rumors of the family, and no city, town, or village wished to accept them. All but Kumogakure, the Hidden Village in the north. They accepted the Kyokuju with open arms, eager for a new clan to join their midst. It took time, but the clan slowly took root and gained acceptance within the village, and began to prosper once more. It was because of this, that a deep seeded loyalty to Kumogakure was planted. Every child is told of their true history and what they owed to the Hidden Cloud.

Return to the near present... Itsuki is eleven years old, and her brother is fifteen. Unlike most of the children within the Kyokuju, his response to the story of his origins took on a different meaning in his life. He felt that his family was a disgrace, and that it was all a lie to cover up their dishonor in some way. So, he left village in search of his homeland, despite the warnings of the elders and his own grandfather. But young men are stubborn and quick to ignore sound advice and fair caution. Even after learning he would be giving up his birth right should he leave, Bunko still rebelled. Weeks went by, and Itsuki often stood on the steps of their home hoping he would return one day. But instead, a package came for them by mail, a damp parcel with no return address. When her father opened it, Ituski's mother wailed and fell to the floor. But her father, instead of showing emotion, reached down to pick Itsuki up and showed her what was inside of the box. It was her brothers severed head, recently cut. Itsuki just starred at it, the tears running down her face. And the only words she remembered from that day were spoken by her father. "Your brother dishonored the family and paid the price. It's your duty now, Itsuki, to do honor to the Kyokuju and carry on our legacy."

Seeing their own brother in a box might do some pretty nasty things to someone, but Itsuki used it as motivation for her decisions in life near after. Such as the decision to join the Shinobi academy. Being the second born, she was not given the training that her brother had been given, so she struggled at first. But between the memories of him smiling, and the nightmares of his dead expression, Itsuki found a way to persevere through the many hardships of the academy; let alone the grueling training of her father who appeared at most times, to be heartless and distant. But there were times when Itsuki could see a smile: when she performed a technique correctly for the first time, or came to greet him at the door. But when the time for graduation came, so did the time where Itsuki was presented with the horrors of shinobi life. Death. She may have seen death before, but nothing prepares someone to take a life. During the exam, the students of her class were pitted against each other for much longer than she anticipated. It was a complex exam, that was equal parts survival and scavenger hunt. But like many exams and tests, only a limited number of students could pass. It was due to this very rule that changed Itsuki from a soldier to a shinobi.

The students needed to survive for two weeks before the instructors even planted the tags around the forest that would grant the student a pass. The more sadistic and reckless of the pupils set out to thin the herd thanks to some suggestions of the instructor, and thankfully with her Byakugan, Itsuki was able to avoid them for the most part. But after two weeks, and the blaring horn that vibrated through the trees, she knew avoiding them was going to be impossible. It was when she approached one of the few tags in the massive training that they ganged up upon her. She had thought they would leave her alone, after seeing they had tags of their own on their body. But these students had gotten a taste of killing, and found it pleasurable. But as stated, they were reckless, and her calm. They came at her from three different sides to which she retreated against a tree to limit her openings. Their ninjutsu was easy to detect and dodge, and their taijutsu was at a snail's pace compared to her trained Jyuuken stance. The first two were easy to dispatch with a few well place palms and fingers, but the leader was who was left and he was a good tier above the other two. Their fight lasted hours, both exhausted and too focused to even attempt to call a truce. It was a fight to the death. This time, it was Itsuki who went on the offensive and put all of her might and speed into a final technique to finish it. Blow after blow, she circled around him, impaling pressure points and tenketsu until he stood frozen before her. She looked long and hard into his eyes, the veins around her eyes receded as she took out a kunai. Her thoughts went back to one of her classes, with a rather pessimistic teacher. "Shinobi don't show mercy."

Stepping out of the training ground, she gave the tag to her Sensei and received her headband. She was covered in dried blood and felt horrible, but when she saw her father standing with a smile on his face, she knew she had made the right choice. The next day, word of her performance within the exam made it to the ears of the ANBU recruiters and she soon was swept up within their ranks. She has been a trainee for a little over a year.

Personality Traits
Extroverted: Most people find it hard to understand, but in the years of the academy and her childhood, Itsuki usually trained by herself. Thus when she grew tired or bored, she immersed herself in people to rejuvenate her spirit. This still carries on today. While she primarily keeps to herself, she loves to be around others; it invigorates hers.

Forgiving: While her father was strict about her upbringing, Itsuki's mother was always kind and compassionate. No matter what Itsuki did wrong, or what mistakes she may have made, her mother was quick to discipline but never hold it against her. That same forgiving nature was instilled in Itsuki. If she is wrong, she is quick to move past transgressions.

Honor Bound: A deep sense of personal and family honor has been instilled in Itsuki from the moment she could understand spoken word. It's probably the most influential aspect of her personality that drives the decisions that she makes.

Innovative: It was Itsuki who had perfected the Kyokuju Healing Palm Technique in her early years as a trainee. Her mind thinks in ways that are unconventional or different. However this has both served to harm and help her in life. Sometimes the ideas are brilliant and other times they are costly, especially in the life of a kunoichi.

Merciless: Her time in the academy of Kumogakure was spent under several sensei, but one of which was a taijutsu teacher who was quite cruel and pessimistic. His training came to fruition during her graduation exam and thus her brutal nature flourished. However, this is mainly displayed during missions, and isn't her regular nature.

Prude: Due to the amount of pressure put upon her from her family, and herself, Itsuki has slowly become more and more prudish over the years. It's not that she is against that kind of interaction, but she belives it would be a detriment to her career, and through that, a dishonor to her family.

Career
Starting Position: ANBU in Training
Current Position: AiT
Points towards promotion: 4 pt

Missions Completed
Running Interference Rank B Self-Mod
The Mist Rank B Self-Mod
The Desolation of Egg Nog Rank B Self-Mod
Eliminating Competition Rank B Self-Mod
Safety First Rank B ANBU Group

Vitals

age: 15
height: 5'7"
weight: 134 lbs.
features: To be determined.
habits: To be determined.
total yen: 205,400.00


Stats
stamina: 600
chakra control: 600
agility: 600
taijutsu: 600
ninjutsu: 600
genjutsu: 600

character level: 15
ooc rank: S
ASP: 1667


Custom Class
Rising Sun [Vet]
HP: (57+lvl) x stamina
CP: (38+lvl) x chakra control
Class Bonus: +5% Auto Dodge and Hit / +1 Critical; Does not apply to caps.
High: Melee Accuracy
Average: Ninjutsu Accuracy, Evasion, Gen DC, Gen Save
Low: Ranged Accuracy


Hyuuga
[fontsize="12"]The Hyuuga are an ancient clan from the fire country dating back to even before the time of Konohagakure. A clan of fierce Taijutsu practitioners known far and wide for their unique style of fighting, the Gentle Fist. The clan's Taijutsu prowess is acknowledged throughout the ninja world, and the Hyuuga are acknowledged as Geniuses in the Ninja arts. However, more popular than their Taijutsu skills are their most unique and noticeable trait; the Byakugan, commonly referred to as "The All-seeing Eye". With their Byakugan and Jyuuken techniques, few clans possess the physical grace of the Hyuuga.

014% Control - Byakugan Rank 1, Gentle Fist Rank 1
028% Control - 360 Degree Vision Rank 1
042% Control - Jyuuken Stance Rank 1
056% Control - Gentle Step Twin Lion Fist Rank 1
070% Control - Byakugan Rank 2
084% Control - Jyuuken Stance Rank 2
098% Control - Eight Trigrams Tenketsu Strikes Rank 1, Gentle Fist Rank 2
112% Control - 360 Degree Vision Rank 2, Kaiten Rank 1
126% Control - Byakugan Rank 3, Gentle Step Twin Lion Fist Rank 2
140% Control - Jyuuken Stance Rank 3, Kaiten Rank 2
154% Control - Eight Trigrams Tenketsu Strikes Rank 2
168% Control - 360 Degree Vision Rank 3, Kaiten Rank 3
182% Control - Gentle Fist Rank 3, Eight Trigrams Tenketsu Strikes Rank 3
196% Control - Gentle Step Twin Lion Fist Rank 3
210% Control - Air Palm Rank 1
224% Control - Jyuuketsu Combo Rank 1
238% Control - Air Palm Rank 2
252% Control - Eight Gates Assault Rank 1
266% Control - Air Palm Rank 3, Jyuuketsu Combo Rank 2
280% Control - Jyuuketsu Combo Rank 3, Eight Gates Assault Rank 2
294% Control - Eight Gates Assault Rank 3

--

Byakugan - Activated Passive<i></i>
The most basic, yet also the key to the rest of the bloodline, the Byakugan is the famous Doujutsu of the Hyuuga clan. This ability is only able to be used by the Hyuuga due to the number of chakra lines in their eyes region. Â Pouring chakra into these chakra lines enhances their visions, allowing them to see for hundreds, sometimes thousands of meters around, and grants them the ability to see all forms of chakra, and the chakra system of those around them.

Rank 1: +1 Accuracy/Dodge, 500 meter visual range.
Rank 2: +2 Accuracy/Dodge, 1000 meter visual range.
Rank 3: +3 Accuracy/Dodge, 2000 meter visual range.

Costs:
Rank 1: 1AP; 300 chakra to initiate, 140/round to maintain
Rank 2: 1AP; 600 chakra to initiate, 290/round to maintain
Rank 3: 1AP; 900 chakra to initiate, 430/round to maintain

--

Gentle Fist - Passive<i></i>
The taijutsu style used by the Hyuuga is an odd one, and through their training they have incorporated their skill into all sorts of Taijutsu, the Hyuuga learning to not so much use brute strength, but instead rely on the softest touch, accuracy over power. Though one should be wary, the strength of their attacks does not come from their pokes and jabs, but the strength comes in the form of chakra blasts. Â Due to this the Hyuuga minimize the expenditure on any and all taijutsu, both physical and chakra based.

Rank 1: -5% Chakra cost on Unarmed Taijutsu
Rank 2: -10% Chakra cost on Unarmed Taijutsu
Rank 3: -15% Chakra cost on Unarmed Taijutsu

--

360 Degree Vision - Passive<i></i>
The Byakugan grants the user vision to such a large area and grants them clarity those outside of the clan can hardly imagine. Because of their Extraordinary Eye's, they are constantly watching all around them, and capable of seeing anything coming from literally a mile away. Because of this, the Hyuuga are able to avoid attacks far more efficiently than others, and have been said to be untouchable in melee combat, the true geniuses of Taijutsu.

Rank 1: 6% Auto dodge to all attacks.
Rank 2: 8% Auto dodge to all attacks.
Rank 3: 10% Auto dodge to all attacks.

--

Jyuuken Stance - Hyuuga Special Style<i></i>
The centerpiece of the Hyuuga fighting style. The Jyuuken stance opens the chakra points, allowing the Hyuuga to funnel their chakra infused taps through their hands and feet, creating the power that their style physically lacks. It is this lethal combination formed by their speed and accuracy that makes the Hyuuga the feared and renowned bloodline that it is, living up to the legend of them defeating the most skilled opponents with the slightest of touches.

Rank 1: The user's unarmed attacks only deal 80% Damage, but they gain +1 Accuracy and +1 Critical, and have a 40% chance to cause internal bleeding. Unarmed Called Shots gain a +4% Chance of success.
Rank 2: The user's unarmed attacks only deal 85% Damage, but they gain +1.5 Accuracy and +1 Critical, and have a 55% chance to cause internal bleeding. Unarmed Called Shots gain a +6% Chance of success.
Rank 3: The user's unarmed attacks only deal 90% Damage, but they gain +2 Accuracy and +1 Critical, and have a 70% chance to cause internal bleeding. Unarmed Called Shots gain a +8% Chance of success.

Notes:
- This style can only be used while unarmed.
- All CP costs are increased by 10% while active
- The initial chance to cause Internal Bleeding is only to see if the attack has the chance to cause bleeding. The normal Bleeding chance must still be successful to cause bleeding.
- Internal Bleeding has the same effects as normal Bleeding, though take's twice as long to heal. (ie: The user must heal each rank twice before reducing their Bleed Level)

--

Gentle Step Twin Lion Fist - Secret Clan Taijutsu<i></i>
A Technique able to be performed only by the Hyuuga, the Hyuuga performs this technique by gathering chakra into their fists. The Hyuuga then gracefully spins towards their target to strike them in their chest, sending a burst of chakra into them in the shape of Spectral lion heads around their fists. The sudden jolt of chakra impacting upon the Target's center line is often enough to stun their reflexes and cause most opponents to flinch.

Rank 1: The Hyuuga spins, striking their opponent and dealing 620 Damage at +2 Accuracy. This has a 40% chance to cause -1 Accuracy/Dodge.
Rank 2: The Hyuuga spins, striking their opponent and dealing 910 Damage at +2 Accuracy. This has a 55% chance to cause -1 Accuracy/Dodge.
Rank 3: The Hyuuga spins, striking their opponent and dealing 1,110 Damage at +3 Accuracy. This has a 70% chance to cause -1 Accuracy/Dodge.

Costs:
Rank 1: 210 Cp, 1.25 Ap
Rank 2: 300 Cp, 1.75 Ap
Rank 3: 385 Cp, 1.75 Ap

Notes:
- Secondary debuff's last two rounds, and stack up to -2 Accuracy and Dodge.

--

Eight Trigrams Tenketsu Strikes - Chakra Circulatory Assault<i></i>
The most famous technique of the Hyuuga and their signature skill, these strikes are Somewhat of an offensive/defensive move that sends an electromagnetic blast of chakra outwards to damage and push back enemies. With each strike, the Hyuuga targets tiny chakra points in the target's body, and with each precise strike seals more and more of the victim's chakra. The Hyuuga are able to tap these tiny targets with such precision that the target may not even now what hit them should they not be on the top of their game, and end up with their chakra sealed.


Rank 1: The user Strikes four times, starting with 30 Physical Damage, 0.25% Chakra Damage, this amount is doubled for each successful attack.
Rank 2: The user Strikes six times, starting with 30 Physical Damage, 0.25% Chakra Damage, this amount is doubled for each successful attack.
Rank 3: The user Strikes eight times, starting with 30 Physical Damage, 0.25% Chakra Damage, this amount is doubled for each successful attack.

Cost: 1.5 AP, 80 Chakra * number of attack per attack (so 160 for the second strike 240 for the third so on and so on)

Notes:
- Partial hits are treated as full hits.
- The user cannot attack points which have already been sealed.
- Chakra damage reduces the victim's Max Cp for the remainder of the battle.
- If the attack misses, that level of the attack must be performed again to move on to the next. The user starts from the point where they missed previously.
- Each attack represents the tenketsu palm strikes, the first being 2, then 4, 8, 16, 32, 64, 128, 256. 8 attacks, each doubling the previous ones damages.

--

Kaiten - Eight Trigrams Palm Rotation<i></i>
The ultimate defense of the Hyuuga clan, the Kaiten is a technique in which the Hyuuga spins around at high speed denying any opponent to trace the blind spot in their defence. This technique shows the true control the Hyuuga have over their chakra, and with each rotation, the Hyuuga releases chakra from all points in their body, creating a repulsive barrier. This jutsu takes a high toll on the user however and though it's highly regarded for its defensive abilities the Hyuuga hold back on its use.

Rank 1: User autoblocks 40% of incoming physical damage, while attacking up to two targets with two Basic Strikes at +1 Accuracy. The user receives a -3 dodge debuff for a full round after use.
Rank 2: User autoblocks 55% of incoming physical damage, while attacking up to two targets with two Basic Strikes at +1.5 Accuracy. The user receives a -2 dodge debuff for a full round after use.
Rank 3: User autoblocks 65% of incoming physical damage, while attacking up to two targets with two Basic Strikes at +2 Accuracy. The user receives a -1 dodge debuff for a full round after use.

Costs:
Rank 1: 750Cp, 325Cp/rnd
Rank 2: 750Cp, 325Cp/rnd
Rank 3: 750Cp, 325Cp/rnd

Notes:
- Autoblocked attacks do hot receive a chance to strike the user with any secondary effects.
- This technique may be used reflexively.
- This technique may be maintained. While this technique is maintained the user cannot move or attack.
- Each round maintained the user may attempt to strike up to 2 targets with Basic Strikes.

--

Air Palm - Eight Trigrams Ranged Taijutsu<i></i>
Another technique showing the Hyuuga's adept chakra control, this technique is used by the advanced Hyuuga, Taking their control of chakra to the next level. Using their hand speed and control of their chakra pores, The Hyuuga are able to release a large quantity of chakra quickly from the pores in their hands and then in a movement just as graceful as their Jyuuken stances, shoot it towards their opponent.

Rank 1: Releases a burst of chakra that deals 1,350 Damage at +2 Accuracy that pushes the target 14 feet away.
Rank 2: Releases a burst of chakra that deals 1,650 Damage at +3 Accuracy that pushes the target 17 feet away.
Rank 3: Releases a burst of chakra that deals 1,950 Damage at +4 Accuracy that pushes the target 20 feet away.

Costs:
Rank 1: 490 Cp; 2.25 Ap
Rank 2: 600 Cp; 2.25 Ap
Rank 3: 710 Cp; 2.25 Ap

--

Jyuuketsu Combo - Hyuuga Unarmed Combo<i></i>
One of the most skilled techniques in the Hyuuga's arsenal, this is a fluid combination technique that enables the Hyuuga to strike using the speed of the Tenketsu strikes, and combining it with the attacking power of the Jyuuken. The outcome is lethal, and if it does not bring the opponent down normally, it surely will leave them in aches and pains...and without energy.

Rank 1: The Hyuuga Assaults a target with a barrage of Jyuuken strikes, attacking them 5 times each dealing 330 Damage at -2 Accuracy.
Rank 2: The Hyuuga Assaults a target with a barrage of Jyuuken strikes, attacking them 5 times each dealing 390 Damage at -1 Accuracy.
Rank 3: The Hyuuga Assaults a target with a barrage of Jyuuken strikes, attacking them 5 times each dealing 450 Damage.

Costs:
Rank 1: 600 Cp; 2.25 Ap
Rank 2: 710 Cp; 2.25 Ap
Rank 3: 820 Cp; 2.25 Ap

Notes:
- Target takes Cp Damage equal to Half the damage done by this technique. This Cp reduces the max Cp of the victim and cannot be recovered.
--

Eight Gates Assault - Chakra Circulatory Shock Technique<i></i>
Perhaps one of the deadliest techniques available to the Hyuuga, this technique fully utilizes their knowledge of the chakra system to utterly destroy the target from the inside out. Through skilled Jyuuken use, the Hyuuga are able to manipulate and strike the many tenketsu within the body. This skill involves the Hyuuga directly striking large bundles of tenketsu valves which regulate the flow of chakra; The Eight Gates. Striking these valves with their Jyuuken, the Hyuuga releases a burst of chakra which forcibly shocks the victim's Chakra system into releasing their flow of chakra within their body. Normally this would not do much more harm than an average tenketsu strike...But when used on a target that has had their Tenketsu Sealed, this sudden flow of chakra creates a dangerous backfire that harms the user from the inside.

Rank 1: The user palm strikes the chakra system of the target, sending a burst of chakra that shocks the system and deals 2,475 Damage to the target at -3 Accuracy. The victim takes Cp damage equal to 15% of the total damage dealt.
Rank 2: The user palm strikes the chakra system of the target, sending a burst of chakra that shocks the system and deals 3,795 Damage to the target at -3 Accuracy. The victim takes Cp damage equal to 20% of the total damage dealt.
Rank 3: The user palm strikes the chakra system of the target, sending a burst of chakra that shocks the system and deals 4,620 Damage to the target at -3 Accuracy. The victim takes Cp damage equal to 25% of the total damage dealt.

Costs:
Rank 1: 900 Cp; 2.25 Ap
Rank 2: 1,900 Cp; 2.75 Ap
Rank 3: 2,310 Cp; 2.75 Ap

Notes:
- This can only be performed on a target that has been successfully struck by all 8 Tenketsu Strikes.
- Can only be used once per opponent Successfully.
- Damage from this technique cannot be Reduced.
- A Partial Hit is treated as a Full Hit.[/fontsize]

Abilities
zero: Sentinel
one: Human Anatomy
two: Bloody Mess
three: Bull's Strength
four: Concentrated Focus
five: Release Restraint
six: Sixth Sense
seven: Insight
eight: Willpower
nine: Quick Reactoin
ten: Jutsu Creator
eleven: Combat Instinct
twelve: Poison Resistance


Jutsu
Mastered

Unarmed
The One-Two
Low Sweep
Janken
Uncalled-for-shot
4-Hit Combo
Spinning Wind
Dynamic Entry
Dynamic Finish
Nut Buster
Dragon Assault
Tiger Hook
Step-in Flash
Shoryuken
Tatsumaki Senpuu Kyaku
Roaring Combination
Grapple
Suplex
Primary Lotus
Shadow Step Strike
Seismic Toss
Submission
Spear Hand
16-Hit Combo
Falcon Punch
Eagle Drop
Dance of the Waning Moon
Fist of Virtue
Fist of Sin

Buffing Tai
Eagle Vision
Muscle Control
Basic Safeguard
Chakra Extension
Shadow Dance
Gather
Expel
Feint .
Chakra Absorption
Unbound
Anabolic Frenzy
Insatiable Hunger
Awakening
Unleash
Limit Break

ANBU
Mask Summon
Critical Exposure
Snap Shot
Chakra Sense
Active Came
Mental Infiltration
Destroy Presence
Intangible Passage
Searchlight NOT OWNED
Shadow Servant NOT OWNED

Non-Elemental
Transformation
Body Switch
Basic Summoning
Cance
Stunt Double
Leech Seal

Advanced Elements
minor: None
major: None
ae: None


Cursed Seals
one: None

Weapons and Puppets
Unarmed Weapon: Chiyute
augment: Recovery
augment: Primal
augment: Overpowering
special: -2 / +10% and can use hand seals while wielding.

Unarmed Weapon: Hori Kuzushi
augment: Rough Divide
augment: Presure
augment: Lucky Strike
special: -1 / +5% with a chance of Suppression.


Equipment
one: None
two: None
three: None
four: None
five: None

holster:
holster:


Contracts
contract one: None
contract two: None


CRPJ
one: None


NPC Web

Inuzuka Gekido: iNPC
#47 Hex: iNPC
Oshiro Kagura: iNPC
Ishikawa Zaku: iNPC

Squad Eleven: dNPC to Ishikawa Kioku
Tachibana Shirou: dNPC to Mori Hana
Fuyuri Katsu: dNPC to Dragon Tooth Pass
Ishikawa Kioku: dNPC to Gekido
Mori Hana: dNPC to Gekido
Kato Haruka: dNPC to Gekido
Tori: dNPC to Gekido
Hato: dNPC to Gekido
Maeda Noboru: dNPC to Gekido
Judo: Messenger NPC
Etsuko Hitomi: dNPC to Gekido
Captain Yuna: dNPC to Port Cirrus
Yoichi Kitami: dNPC to Gekido
Tomikan Taro: dNPC to Gekido​
 
~Beraaji Zakku~

History
It was about nine in the evening, and I had made life easy on my mother. Popped out in less than two hours, crying my big bald head off. I was born unto the Beraaji family under the name Zakku. My parents didn’t have a name picked out for me, so they looked into the back of a baby name book and decided on it.

Both my parents were around when I was born, and they still are to this day. My father, Bera, is a high ranking jounin at the Dragon Tooth Pass, and manages several different squads that work there. He’s a rather large and imposing man standing at six foot, two inches with a full head of hair and well developed beard; both of which are jet black in color. You can imagine that just from his size that intimidation is a common response to the sight of him.

My mother, Kinbarii, is a member of the ANBU. Specifically, she’s in the Raikage guard, and while not imposing as my father, she’s on the taller side for a woman. She’s very much good at her job and often surpasses expectations, but it comes at a cost. Stress has unfortunately made her an insomniac, though she has learned to cope with it.

Four years older than me is my sister Misheru. When I was first brought home, she was excited. But because I was the baby, I got more attention than her and she didn’t like that at all. We still tease her about it to this day, how she once asked my parents to leave me in the forest on my very first camping trip as a baby.

I was put in preschool as soon as possible so my parent’s could return to working full schedules, but not without my very best friends I’ve been paired with since birth: Baddo. We were pretty much the bosses of the playground. Telling the other kids what to do, getting everyone into trouble. There was once a time where I myself lead a group of the toddlers up the monkey bars and climbed up onto the roof. I’m still surprised that I wasn’t kicked out of that place. Unfortunately, if we fast forward some years, Baddo and I drifted apart because he moved away. We still talk from time to time when our families go on vacation together, and we’ve discovered our love for music is quite similar so it’s fun to listen to good bands together. Our favorite is band is this new age group called Itsokate.

Back to my childhood, I was put into primary school later than most due to my unique birthday late in the year, so most students were older than I was. It was during this early point in my life that my anger issues began to flare up, and I started threatening to kill myself repeatedly. In hindsight, it was all just an attempt for attention. I didn’t know how to express my anger in words and it made my parents worried. I was taken to a child psychiatrist where their help was greatly influential on my life. I was able to learn to manage my anger, and my parents learned the true meaning behind my false threats of suicide.

Still I was highly energetic and ended up a pretty big daredevil in my first few years of school. Where most boys avoided girls, I was running around trying to give them kisses. I was even put on harassment probation because of something along those lines. But like my anger, I was able to learn self control, and made some really close friends.

From an early age, my father has made it his mission to teach me skills that I would be able to use later in my life. Anything from plumbing, to carpentry, to cooking, and even hunting. The latter of those skills listed turned into my shinobi expertise. I was taken hunting at a very early age and taught to respect nature and what it provides for us. To only kill what you need to survive, and only during certain times of the year to make sure the ecosystem wasn’t harmed. Some of those, particularly the skillful killing of wild game was transcribed into the skills I focused on in the academy.

Being from a primarily shinobi family, I was already slated for transfer into the academy. However my parents wanted to postpone it, but I begged them not to. I wanted to be just like my big sister who was already in the academy. They eventually agreed without a fuss and I was soon walking to the academy with a bright smile on my face.

Some of my friends from primary school were also there, but none of my best friends transferred with me. Naturally, I was a bit sad, but I was ready to make new friends! Busy finding my place in the academy, my naivety threw me into the unwanted portion of the class. There were the favorites, the skilled, the popular, that of which I was none of. I was average at best, still in my awkward ugly phase and unsure of why I would even want to participate if I was already destined to be at bottom of the pyramid. I often went to hang out with my sister and her comrades, where I soon turned into everyone’s little brother. I slowly began to enjoy hanging out with those who were more mature and less judgemental towards me; they began to rub off on me.

Even so, my issues expressing my emotions returned, this time not with anger. I was bullied near constantly for past mistakes and my inability to defend myself. It was thanks to one of the sensei, namely Nara Kotaza, that got the bullying to stop. Though I still had some sessions with a psychiatrists, though they weren’t as helpful as before. Probably because I was very against it at the time, I hardly gave the guy anything to work with.

Due to this, I formed an iron clad shell to keep anyone and everyone out of my life. I was the only one who mattered now; everyone else was out to tear me down and destroy me. Consequently, I fell into the lustful shadows of a world I never knew existed. Let’s just say that I fell quite hard in fact. I was surrounded quickly by the darkness of the underworld, finding myself in situations where I was the face amongst a crowd watching unspeakable things occur. Soon I stopped being a bystander and took my place in the acts of sexual deviance and self-hate. My hate for every human being on earth became solidified and I was soon pulled beneath the water by the hands of sin…

Eventually I found my niche before graduating, hanging out with the genjutsu kids. While I took to the mind games fairly well, I never made it my goal to become an expert at the stuff. I would leave that to them, besides we weren’t really friends. They just tolerated me.

Graduation was a close one. My marks weren’t high, in fact, they were dangerously low. One could say I barely made it in the graduating class that I did. Not by incompetence, but because of laziness. In fact, Kotaza once tested me against the other students and I scored well above the others in my class, amongst some of the highest in fact. I just lacked motivation. But in the end, all that matters is I graduated to the rank of genin.

The first two years as a genin was myself just going through the motions. I did what I had to do to get by, and made no attempts to have friends. I spread rumors amongst the genin ranks so that people wouldn’t want to work with me. But there was one of the sensei who never seemed to leave me alone. He always tried to ‘care’ for me despite all my attempts to make him give up. Eventually get got through to me and started helping me change my life around for the better. I started caring for myself again, and my outlook on life changed. I realized that being happy had nothing to do with what others thought of me, but of my own definition of happiness. I stopped hating everyone when I realized that they were all just trying to find their own happiness in whatever way they could.

Life moved on, I consistently did better and better with my missions and positioned myself in the ranks so it would be easier to be promoted to the best of my abilities. I made plenty of connections with people I worked with over the years, even made a couple friends; people I could actually trust. One such friend was Uittoni. Her and I paired up for a while and we did exceedingly well, but a new girlfriend of mine was jealous and stopped that in a heartbeat. Such a troublesome one she was. She taught me a lot in the form of what I wanted and didn’t want when it came to relationships. Thankfully it ended and I went one to have a wonderful stint in the single life.

Even while my career was flourishing and I was happy, I found it harder to make true friends. I still didn’t trust anyone for the most part and was too embarrassed of my hobbies and pastimes to really talk to people. While I didn't need their approval to be happy, I still felt as though they would be bored if they got to know me. However, there was one of my friends from when I was a genin that I could always count on, Arekkusu. We were paired up permanently for a while (after I turned my life around) and we became fast friends. If there was one thing that brought us together, it was our loyalty and the work we put into or friendship. While everyone around us was unreliable, we were always there for each other, and that’s what formed our bond. Now he’s a chunnin himself, has a wonderful girlfriend who loves him, and his future is bright. I’m proud to say that I am his friend.

However, as we grow nearer to present day, and the pressure to finally choose what branch I would transfer into became more and more present, stress began to take its toll. To cope, I would go and distract myself in whatever way I could. Primarily with a new emerging technology called video games. They were pretty simple, but entertaining enough so that I could forget about the responsibilty of life. Music helps too, but nothing is quite as comforting as another human being. One in whose hands you can put your own life and they will treat it as their own. For me, I finally found someone with whom I could do that with, and she had been there to whole time too. We had resumed our friendship after the whole incident, and I can say I’ve never been closer to a person. Uittoni was a friend who I could tell anything and not be judged. A better friend and partner, I could never ask for.

Present day…

I would boast that Uittoni and myself are the most cohesive pair of shinobi in the corp. However, individually, I am well known for having the best pair of eyes in the main branch. Despite not knowing where I’ll end up in life, I know I am on the right track for a good future.

Personality Traits
Having the benefit of being raised by parents who spanked him, Zakku isn't a disrespectful little shit. He knows who feeds him, and doesn't bite the hand...too much. He's known for his sarcasm and incredible ability to charm superiors into letting things slide. When he actually cares for something, he pursues it passionately and with fervor. Outside of that, he generally likes to procrastinate. He performs extremely well under pressure and it never really get's to him. Might as well add that he loves anything competitive as it makes him strive for greater goals and fulfills his lust for winning. If anyone pushes him past his anger point, which I might add is nearly impossible, they might as well lay on the ground and play dead; Zakku has a bit of a pyromaniac inside of him and isn't afraid to channel that fire. Behind closed doors, he's a big sucker for cuddling and intimacy and loves his family with all his heart. He's also quite a child at heart, doing a bunch of silly things. He loves children and won't hesitate to play with them. He fights to protect those he loves and the safe and peaceful home he was raised in.

Appearance:
Much like his father, he is imposing in height built with wide shoulders and a strong build. He has a striking jawline, that squares off his otherwise rounded face. His nose makes his face definable, rather wide set squarely between his rounded dark eyes. His ears are noticeably pronounced but not necessarily large. And, let's not forget that his rump would make any woman jealous. He likes to keep his dirty blonde hair at a short length since it's easy to maintain, and Zakku often sports a beard because he is too lazy to shave.

Career
Starting Position: ANBU in Training
Current Position: AiT
Points towards promotion: 4 pt

Missions Completed
Running Interference Rank B Self-Mod
The Mist Rank B Self-Mod
The Desolation of Egg Nog Rank B Self-Mod
Eliminating Competition Rank B Self-Mod
Safety First Rank B ANBU Group

Vitals
age: 21
height: 6'0"
weight: 180 lbs.


Stats
stamina: 600
chakra control: 600
agility: 600
taijutsu: 600
ninjutsu: 600
genjutsu: 600

character level: 15
ASP Points: 1317
ooc rank: S
total yen: N/a


Custom Class
Simo Hayha [Vet]
HP: (62+lvl) x stamina
CP: (38+lvl) x chakra control
Class Bonus: +2 Crit; Does not apply to caps.
High: Ranged Accuracy
Average: Ninjutsu Accuracy, Evasion, Gen DC, Gen Save
Low: Melee Accuracy, Puppet Accuracy


Hawkeye
A Hawkeye is said to have the gaze of a raptor, able to see farther and with greater detail than any normal person. With uncanny aim and precision, Hawkeyes are able to riddle an enemy with arrows, kunai, and other thrown weapons.

20 Points Total
20 Points Used

Vital Strike - 3
Shot on the Run - 3
Sniper - 2
Sure shot - 2
Keen Sight - x3
Composite - x3
Precise Strike - 2
See the Wind - x2

--

Composite </U><i></i> - Boost (1 point)
Restriction - may only be purchased a maximum of three times
The Hawkeye’s bows are tensed and well - balanced, and their kunai and shuriken have been sharpened for hours on end. Ranged weapons used by the Hawkeye are simply better and more effective.
Effect: +5% damage with ranged/projectile weapons.

Keen Sight <i></i> - Boost (1 point)
Restriction - May only be purchased up to three times.
With their sharp senses, a Hawkeye's shots tend to be far more accurate than the average bowman's. They are said to be dead shots, able to knock a fly off a target without brushing the target.
Effect: +1 accuracy with ranged/projectile weapons.

Precise Strike <i></i> - Dependent Special Move (2 points)
By taking their time to aim and waiting for environmental factors or an enemy opening, the Hawkeye is able to set up a shot far more accurate and deadly than normal. Through patience and discipline, they can deal a ferocious hit.
Effect: For every .5 AP they spend aiming (to a maximum of 1.5 AP), the Hawkeye can add +1 Accuracy and +10% damage to a shot or throw. The attack can be combined with ranged jutsu and must be made that round to take effect.

See The Wind <i></i> - Jutsu (1 point, 1 point to rank up)
Restriction- A-Rank and up
This jutsu is the pinnacle of Hawkeye secret techniques, allowing the user for a brief moment to see the exact trajectory, pull, and timing required to make the perfect shot. When used, the entire world seems to slow down as they aim and fire, allowing them to determine exactly what to do. Once fired, the projectile speeds through the air and becomes nigh unstoppable, as anything that the opponent might try to do was probably already factored in.
Rank 1: A single strike dealing 2,970 Damage at +2 Accuracy. Cannot be stopped by Wind Jutsu, Shielding Jutsu, the Deflection ability, or instant block effects.
Rank 2: A single strike dealing 3,795 Damage at +2 Accuracy. Cannot be stopped by Wind Jutsu, Shielding Jutsu, the Deflection ability, or instant block effects. This attack pierces through all damage reduction.

Shot on the Run<i></i> - Style (3 points)
Restriction - C Rank and up
Often quick movement is a Hawkeye's only defense while holding onto a bow. This tends to hinder their accuracy as they move in evasive patterns at greater speeds.
Effect: The user gains a +3 dodge bonus and gain +15% Ranged/Projectile damage. Non-Ranged/Projectile are used at -10% damage and -2 accuracy.

Sniper <i></i> - Passive (2 Points)
By their innate knowledge of how the human body moves and where to aim, a Hawkeye is able to make their critical hits that much more devastating.
Effect: Critical hits done by the user do 3x damage instead of 2x with projectile/ranged weapons.

Sureshot<i></i> - Passive (2 points)
The focus of a Hawkeye is intense. When they're on their game, the world narrows down to a single target and they are able to land a hit, no matter how many factors go against them.
Effect: All ranged attacks have a 10% chance to auto-hit the intended target. Attacks that auto-hit override any type of auto-dodge or auto-miss effect and land a 100% hit, regardless of whether or not the attack would have hit otherwise. Does not override auto-fail or stun effects.

Vital Strike <i></i> - Passive (3 points)
Restrictions - C Rank and up
Taking their training to the next level, the Hawkeye masters to art of attacking enemy weak points, hitting them at an alarming rate.
Effect: +2 chance to score a critical hit with ranged/projectile weapons.

Abilities
zero: Journeyman
one: Human Anatomy
two: Bloody Mess
three: Strategist
four: Strong Arm
five: Release Restraint
six: Sixth Sense
seven: Duelist
eight: Clarity
nine: Quick Reaction
ten: Jutsu Creator
eleven: Weapon Mastery
twelve: Projectile Aim

--

<U>Bloody Mess Information
Prerequisites: D-Rank

Effect:
- The user's Critical hits will always increase bleeding rank, even if the attack does not normally inflict bleeding. This does not apply to non-offensive techniques aimed at allies that can crit.
- When attacking a target at their maxed Bleeding Rank, the user has a base chance of 10% to deal 1.5% Max Hp damage immediately. This chance may be increased with the user's Bleed bonuses up to a 20% chance, but may only effect a target up to three times per round.
- When either of the above effects trigger, the target will take an additional +.5% Max Hp damage per round from bleeding on top of their current Bleeding damage. This does not stack.

Concentrated Focus Information
Prerequisites: C-Rank, 2 Bind Jutsu Mastered

Effect: The user's binds have a -5% chance of being escaped from and binds which break upon the user losing a portion of their Max HP or CP are now increased to 20% Max HP/CP.

Special Action - Tighter: Once per round, the user may attack the target of their own bind, allowing them to Auto-Hit with B-Rank and lower jutsu. The bind will still break once damage is dealt. This may only be done twice per battle.

Duelist Information
Prerequisites: C Rank

Effect:
- +2 Accuracy/DC and +10% damage towards a single target. User must choose target at beginning of battle. Should the target be KO, or no longer in the battle, the user may choose another target. Targeting any other opponent (excluding clones) from the initial target will nullify this ability for the remainder of the battle.
- +10% chance to auto-dodge the targets attacks
- -2 Dodge/Save to any other opponents targeting the user

Notes:
- When choosing a target, the user must declare what type of Accuracy or DC buff they wish to receive. Either Melee, Ranged, Ninjutsu, Genjutsu, or Puppet. The type of buff remains constant as long as this ability is active.
- Clones are considered an extension of their owner and all above effects will still apply.

Human Anatomy Information
Prerequisites: C Rank

Effect:
- The user gains +1 Critical Range to all attacks.
- All critical hits deal 2.25x Damage. Additional Critical Damage does not stack with any other Critical attack damage buffs (Opportunist, Hawkeye, etc.).

Journeyman Information
Prerequisites: C-Rank

Effect:
- Jutsu cost -5% Chakra.
- Being in a [Mission] does not take up an Rp slot. The user is still limited to normal Mission rules.

Jutsu Creator Information
Prerequisites: B Rank

Effect: Allows the user to combine two jutsu into 1 jutsu.

Cost: AP of higher AP jutsu * 1.5 (Round to nearest hundredth), Combined total CP + 20%

Notes:
- This may only be done once per round.
- Damage is, 90% (First jutsu) + 60% (Second jutsu). The two jutsu count as one jutsu, not two separately.
- Accuracy/DC of the technique is averaged together between the two jutsu.
- Any % Chance Based Secondary effects that either jutsu have are averaged together. The user may choose to instead remove the % chance from one jutsu and add it to the other.
- All other effects not included in the above are retained as normal for both jutsu.
- This may only be used with Jutsu.
- Only jutsu of the same type may be combined. (Ninjutsu/Ninjutsu, Melee Taijutsu/Melee Taijtusu, Genjutsu/Genjutsu, Puppet Jutsu/Puppet Jutsu)
- Jutsu combined must be based on the same accuracy type. (Ex: Water Nin with Nin acc + Fire Nin with Nin acc is ok. Ranged Acc Tai + Melee Acc Tai is not ok, Kinetic Gen + Visual Gen is ok.)
- This may not be used with Barriers, Binds, Creation or Clone jutsu.
- When using this ability, the user must specify which jutsu goes first.
- Resulting jutsu receives buffs from both elements if the elements differ. However, this does not surpass the usual Buff Limit.

Poison Resistance Information
Prerequisites: D Rank

Effect:
- Poisons attempting to harm the user are treated as 1 rank lower. Poisons that are initially Weak strength last one round shorter.
- The user retains a poison check per round to nullify a poison.

Quick Reaction Information
Prerequisites: D-Rank

Effect: If the user dodges an attack, the user may declare a jutsu to be used as a counterattack against the attacker at +1 Accuracy/DC. The user pays all costs normally.

Notes:
- This includes Basic Strikes / Called Shots (They are a part of Taijutsu).
- This action is modded immediately after the attack they dodged, can only target the attacker, and cannot be a bind.
- This can only occur twice per round and may not be used in conjunction with the Teamwork ability.
- An Ally can not set off the effects of quick reaction.
- The user can not quick react and target multiple people, but may still use an AoE technique on a single target.

Release Restraint Information
Prerequisites: C-Rank, 2 Bind Jutsu Mastered

Effect: All Bind-escape chances are increased by +5%. Additionally, escape attempts cost -0.5 AP than usual. Once per round, the user's first escape attempt costs no AP.

Sixth Sense Information
Prerequisites: 40 Stat Average

Effect:
- When making an awareness check, the user has a 25% chance to auto-detect the target. This applies to targets in Stealth, hidden by clones, and under transformations.
- Sneak Attacks to the user have a 25% chance of being detected and losing their Sneak bonus.

Strategist Information
Prerequisites: E Rank

Effect: Required for certain jutsu/item effects. Also allows the following:

- Grants the user 5 Prep slots. Prep slots are not extra inventory slots, but allow for up to 5 special effects.
- May prep a weapon to have 1 free basic strike that is counted as a Sneak Attack. If used while in stealth the user has a 25% chance to remain in Stealth. May be used multiple times on a single weapon costing a Prep slot each time.
- May prep a weapon to be poisoned by an injury type Poison.
- May attach items to other items (see the items themselves for details) for 0 AP and can be prepared prior to battle.

Notes:
- Any item that has a special effect requiring Strategist takes up a Prep slot.
- Any jutsu that requires Strategist to do something before battle requires a Prep slot.

Weapon Mastery Information - Ranged
Prerequisites: C-Rank, 5 Mastered Taijutsu of the chosen Weapon type

Effect:
- Upon learning this ability, the user chooses one weapon type to master. Each Weapon Mastery requires it's own ability slot.

Ranged:
Ranged weapons may only equip 2 augments. The user may create up to 3 "ammunition types" that may be freely added with this ranged weapon.
Augment 1+2 are applied to the "weapon" - they work as normal, can't be swapped.
Augments 3, 4 and 5 are "Ammunition" - Each ranged attack can utilize a single ammunition (Augment 3 or 4 or 5) to add onto the weapon attack; this must be specified upon each attack or the user uses the previous listed.

Willpower Information
Prerequisites: Cancel Jutsu Mastered

Effect: The Cancel Jutsu may now apply to Genjutsu of any level as long as the user is aware of it effecting them. If a user affected by a Genjutsu but unaware of it, and casts Cancel, Cancel now has a 30% chance of taking effect anyway.

Notes:
- Cancel may automatically dispel Genjutsu up to level 5, and no longer has a penalty against higher level Genjutsu.
- Cancel no longer requires handseals, and may be used as a free action once per round.


Jutsu
Mastered

Ranged


Buffing Tai
Eagle Vision
Muscle Control
Basic Safeguard
Chakra Extension
Shadow Dance
Gather
Expel
Feint .
Chakra Absorption
Unbound
Anabolic Frenzy
Insatiable Hunger
Awakening
Unleash
Limit Break


Projectile


Non-Elemental
Transformation
Body Switch
Cancel
Stunt Double
Leech Seal

Advanced Elements
minor: None
major: None
ae: None


Cursed Seals
one: None

Weapons and Puppets
Ranged Weapon: Aya Armaments Gas Propelled Rotary Crossbow

Special: Suppression at +0 accuracy

Augment: Chain Link
Augment: Toxify
Ammunition 1: Vampiric
Ammunition 2: Siege
Ammunition 3: Binding

Equipment
one: None
two: None
three: None
four: None
five: None

holster:
holster:


Contracts
contract one: None
contract two: None


CRPJ
one: None

[spoilername="Purchase history"]Augments
Toxify
Chain Link
Binding
Vampiric
Siege

Genjutsu
Ocular Railgun
Crossed Focus
Steadfast Focus
Illusion Fortitude
Whispering Wind
Anthem of the Ears

Ranged
Critical Shot
Snipe
Tracking Beacon
Flurry Shot
Blunt Shot
Grapple Shot
Homing Shot
Destruction Power Shot
Glacial Shot
Voltaic Shot

Projectile
Full Impact
Body Flicker Shuriken
Earthly Impalement
Meteor Breaker[/spoilername]</SIZE>


<SIZE size="200">Passive Buffs
<i>
</i>
[col][legend="[b][size=5]Damage[/size][/b]"]
  • +5% Ranged Taijutsu Attack Damage [Strong Arm]
  • +5% Weapon Modifier Damage [Projectile Aim]
  • +10% Damage towards Specified Target [Duelist]
  • +15% Ranged/Projectile Damage [Hawkeye: Composite]
[/legend]|[legend="[b][size=5]Stat Buffs[/size][/b]"]
  • +2 Accuracy/Gen DC towards Specified Target [Duelist]
  • +1 Critical Chance [Human Anatomy]
  • +2 Critical Chance with ranged/projectile weapons [Hawkeye: Vital Strike]
  • +3 accuracy with ranged/projectile weapons [Hawkeye: Keen Sight]
  • +2 Critical Chance; doesn't apply to caps [Custom Class]
[/legend][/col]
[col][legend="[b][size=5]Battle Buffs[/size][/b]"]
  • Ranged Attacks have 10% Auto-Hit chance that override Auto-dodge or Auto-miss effects [Hawkeye: Sureshot]
  • -5% chakra costs [Journeyman]
  • +5% chance to escape binds [Release Restraint]
  • +3% Suppression/Bleeding depending on weapon effect [Projectile Aim]
  • +10% Auto-dodge pre-selected target's attacks [Duelist]
  • Critical Damage increased to x3 with ranged/projectile weapons [Hawkeye: Sniper]
  • 25% Auto-Detect Chance [Sixth Sense]
[/legend]|[legend="[b][size=5]Battle Effects[/size][/b]"]
  • Sneak Attacks to the user have a 25% chance of being detected and losing their Sneak bonus. [Sixth Sense]
  • Resistance check every round against Genjutsu. The user is is always aware that they are in a Genjutsu unless the Genjutsu was treated as a Sneak Attack. [Clarity]
  • Reduces all Natural Negative Accuracy Modifiers from Custom Weapons by -1 to a minimum of 0. [Projectile Aim]
  • Escape attempts cost -0.5 AP. First attempt a round is free. [Release Restraint]
  • Critical Hits always increase bleeding. [Bloody Mess]
  • When attacking a target at max Bleeding Rank, the user has a chance of 10% to deal 1.5% Max Hp damage immediately. Chance may be increased with the user's Bleed bonuses up to a 20%; may only effect a target up to three times a round. [Bloody Mess]
  • When either of the above effects trigger, the target will take an additional +.5% Max Hp damage per round from bleeding on top of their current Bleeding damage. This does not stack. [Bloody Mess[
  • Ranged Taijutsu attacks which cause suppression have a chance of inflicting a random called shot debuff on the target. The battle mod must randomize, the base % chance to increase the called shot is half that of a normal called shot to the random limb; to cause a break requires the Called Shot Ability. [Strong Arm]
[/legend][/col][col][legend="[b][size=5]Debuffs[/size][/b]"]
  • -1 Accuracy towards Ranged Taijutsu [Strong Arm]
  • -2 Dodge/Save against Non-Targeted Opponents [Duelist]
[/legend]|[legend="[b][size=5]Other Buffs[/size][/b]"][/legend][/col]
 

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