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Takimaru.
Topic Started: Dec 26 2008, 02:33 AM (231 Views)
DarkestKiller.
Newbie
[ * ]
+ Habbo Name: DarkestKiller.
+ Characters Name: Rikudou, Takimaru.
+ Characters Alias: "Red Tornado of Kirigakure."
+ Characters Age: 21.
+ Characters Height: 6'2.
+ Current Status: Married.

===

+ Country // Village: Kirigakure no Sato.
+ Characters Rank: A-S ranked.
+ Characters Profession: Mizukage.
+ Squad // Division // Organization:
- Kirigakure OnT.

===

+ Family Name: Rikudou
+ Kekkei Genkai: Rinnegan - Samsara Eye.
+ Family Members:
- All Active Rikudou.

===

+ Character Description:
Posted Image
+ Personality Description:
- Nice.
- Cocky.
- Funny.
- Exciting.
+ Nindo, way of the Ninja: "Kill one, save one million."

===

+ Inventory:
- Senbon, kunai, shuriken.
- Mizukage Robing.
- Mizukage Armour -- Under Robes.
- Under Armour.
- Fannel Pants.
- Nodachi.

===

+ Primary Element: Suiton, Fuuton, Katon, Doton.

===

+ Technique List:
Suiton - Mastered.
Fuuton - Stage 6.
Katon - Stage 4.
Doton - Stage 5.
Kuchiyose; Bodies - 5/6 Realms.

===

+ Characters Background // History:
-- Born into Kirigakure.
-- Became Shinobi age 11.
-- Became chuunin age 13.
-- Trained to Jounin age 16.
-- Became Jounin of Kirigakure age 19.
-- Became Mizukage age 21.
+ Additional Information:
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+ Theo
Newbie
[ * ]
Take off one element having 5 elemts is to much power
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DarkestKiller.
Newbie
[ * ]
Fine Fine.
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- Records
Member
[ *  * ]
Where You Accepted into the SSM?
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- Records
Member
[ *  * ]
Remove That And Approved
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+ Herb//Kyle
Newbie
[ * ]
Ben, You have to Wait for approval Of Grant For Him to be Rikudou. Otherwise, Approved.
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Zatensu // Brandon
Member Avatar
Newbie
[ * ]
So your character knows all of these jutsu:
[spoil]
Hidden Mist Ninjutsu List


Stage 1: Academy List

Name: Mizu no Waruasobi (Trick of Water)
Description: A very simple technique which involves a simple flick of one's hands and a muster of sweat in the fingers. A precise flick comes from of the hands or even a shake can be made as if trying to get something off one's hands. The water streaks from the hand of the user and towards the enemy's eye. This unexpected irritation can blur their vision for one post.

Name: Mizu Kagami no Jutsu (Water Mirror Technique)
Description: A simple jutsu that allows the user to turn a quantity of water as small as a drop and as large as a small puddle into a mirrored surface. This can allow the user to see behind himself, and around corners with careful application of the technique.

Name: Uo Tsuba (Fish Spit)
Description: A simple jet of water shot from the mouth. It can hit with enough force to stun you if it hits properly. To give an example of its power, Mist academy students usually use this technique to play a game much like tag.

Name: Mizu Bunshin no Jutsu (Water Clone Technique)
Description: Creates one or multiple identical copies of the original out of water. More similar to Kage Bunshin then a regular Bunshin, water clones are capable of attacking, except each clone is roughly 1/10 the power of the original. This means that each clone has Physical and Chakra stats equal to 1/10th (rounded up, a minimum of 1 in each stat) the user's own stats. Taijutsu stats are 1/10th the original including taijutsu bonuses. The water clone can perform one jutsu that the user also knows once a thread. It must have the required stats to use the jutsu, and the jutsu must be a water elemental jutsu. One solid hit will destroy the clone.

Name: Mizu Soujuu (Water Manipulation)
Description: Any Mist Shinobi that uses ninjutsu should likely have this technique. This involves learning basic manipulation of the properties of water. Boiling, freezing, and pressurization of water are included in these studies. Freezing is mostly limited to small amounts of water, and boiling includes the creation of steam by further putting chakra into the water. The user cannot perform these tasks on larger bodies of water with this basic study alone.
Furthermore, by learning to draw water from the moisture in the air, the shinobi can use water techniques from Stage 1 without requiring a source of water nearby. This can also be done by creating a large amount of water within the body of the shinobi and then regurgitating for use in the appropriate jutsu.

Stage 2: Basic Genin Jutsus

Name: Mizu Peretto (Water Pellet)
Description: An enhanced Uo Tsuba, instead of a stream, it is a bullet that impacts the enemy at high speed (though with blunt force,) and it is roughly about the size of a fist.
Stage Three: The force of the shot is now comparible to a thrown kunai. It's still blunt damage, though. Three bullets can be shot now.
Stage Four: The force of the shot is now comparible to an arrow shot from a bow. It now counts as cutting damage as well. Six bullets can be shot now.
Stage Five: The force of the shot is now comparable to a bullet from a gun. It is explosive as well, about the strength of a pouch. Nine bullets can be shot now.

Name: Mizutamari no Jutsu (Water Puddle Technique)
Description: By altering personal body shape, the user can melt into a puddle of water on the ground, and remain in that form for a number of posts. This allows the user to hide and set up an ambush, or lose inexperienced trackers.

Name: Suiton: Mizu Shuriken no Jutsu (Water Element: Water Shuriken Technique)
Description: Through the use of water manipulation, the user can create multiple small shuriken comprised of water and launch them towards the target. After hitting and/or cutting a solid surface, they revert to water. The user creates one shuriken.

Name: Isonagi no Jutsu (Beach Crab)
Description: A jutsu that can only be used on water or atop loose soil (sand, non-rocky aerated dirt, etc,) this technique causes a pair of pincers to rise out of the ground/water and grasp the target by the ankles before pulling him underground/water. An important difference between this technique and Doton: Shinjuu Zanshu is that in this technique the target is fully enveloped in the earth or water. In the case of earth, though, the jutsu loosens the soil enough that the target is only restrained for 1 post if his Strength stat his higher than the user's Control stat, and 2 posts otherwise. Water is less efficient because of its fluidity, and the target is only held under for one post. There is something to be said, though, for the change in momentum that can occur when you force an opponent to abandon all thoughts save survival.

Name: Mizu Tate no Jutsu (Water Shield Technique)
Description: A shield of water is formed around the user as a cylindrical barrier that reaches just above the user's head. After the initial creation that user can manipulate the water, allowing for water spikes, tentacles, hands and the like, though these appendages are not dexterous enough to handle a weapon. The shield is also particularly effective against fire jutsu, blocking the same stage Katon that the user is at for this particular jutsu (so if the user is maxed at Stage 5 for Mizu Tate, Stage 5 is the max Katon that can be blocked)

Stage 3: Advanced Genin

Name: Mizu no Yaiba (Water Sword)
Description: Creates a sharp sword made of solid water in the user’s hand. As the user's control improves, he can manipulate the shape and size he/she wants the sword to have, from a tiny dagger to a massive decapitator sword. At the minimum requirements, the sword has minimal offensive power, able to make slight cuts and tears in the flesh of an opponent, and susceptible to high pressure (an opponent breaking the blade with a weapon of his own) and fire attacks.

Name: Mizutamari Yusuo no Jutsu (Water Puddle Transportation)
Description: The normal Mizutamari Technique must be learned before you can use this technique, since it requires Mizutamari to be used in conjunction with it. If a user uses the Mizutamari while standing on top of a lake or river or any other water source, he/she can materialize himself/herself back anywhere he/she wants within the area of the water source (maximum range, 100 feet) That way the user can surprise the enemy from behind. This may be used twice per thread.

Name: Mizukaisou Bunshin no Jutsu (Water Reflection Clone Technique)
Description: A jutsu that makes the user's reflection in water step out of the reflection and attack as a physical body. This type of water clone is an improvement over the Mizu Bunshin, possessing Chakra, Mental, and Physical stats equivalent to 1/3 the user's stats (rounded up and including taijutsu bonuses). The Water Reflection Clones can perform one water elemental jutsu that the user knows once a thread. It must have the required stats for the jutsu.
Base Effect: 1 clones
Stage Four: 2 clones
Stage Five: 3 clones

Name: Mizu no Yoroi (Water Armor)
Description: A thin layer of water covers the user’s whole body. At the basic requirements, it gives protection against fire techniques by dampening the effects, as well as nullifying some Taijutsu attacks. While the armor is on, it constantly draws out small amounts of both the user’s chakra and stamina, and thus can only be kept up for a certain amount of time.
Regular Effect: The armor dissipates up to stage 3 fire techniques, and physical attacks from characters with a base strength of 10 or lower. The jutsu lasts for 3 posts.

Name: Suiton: Fuuma Mizu Shuriken (Water Element: Evil Windmill Water Shuriken)
Description: Instead of creating multiple smaller shurikens made of water, the user creates one or more large Fuuma Shurikens made of water and launches it towards the enemy. The shuriken causes massive damage when hitting an enemy. It is also much more solid than the normal water shurikens and can easily parry other kunais and shurikens that come in its path. This technique can be performed in one of two ways: the first is to create a single shuriken that the user may throw (this requires no body of water to draw from,) the second requires a large body of water, but allows the Mist shinobi to create multiple shuriken that he can launch directly from the water sources towards the enemy. This can be especially deadly if the fight itself is taking place atop said body of water, since the shurikens are hidden until they actually emerge from the water.

Name: Roukai Tsurishi (Crafty Angler)
Description: A kawarimi type jutsu, this replaces the user with a pillow-sized glob of mud. When it touches a surface, whether that surface is the ground or a person, the mud quickly hardens into a shell that prevents movement of whatever limb or other body part it landed on (cannot be the head). The mud shell requires Strength 15 or Stage Three offensive ninjutsu to break, or crumbles after one post. It is more of a nasty surprise than a true binding technique. Like other kawarimi jutsu, this technique is subject to the 'two kawarimi per thread' rule.

Stage 4: Basic Chuunin

Name: Deido Tama (Mud Ball)
Description: A very useful technique used to slow down their opponents, the user spits out a large ball of mud. The mud is kept together with chakra and, when it stikes a hard surface, it hardens-- slowing down movement of the person hit or weighing down an item. Once it has turned solid, only a person with a strength statistic higher than the user's Power+Control can break it, though a water technique of stage 4 or higher can liquify the mud once more. After 3 posts, the hardened mud shatters, and the victim is no longer inconvenienced by it.

Name: Kirigakure Shunshin no Jutsu (Hidden Mist Instantaneous Body Skill)
Description: An ability which allows the user to transport from one area to another in a spray of fine mist. The user has to have been to the area before and the distance is limited to about one mile. This jutsu can only be used to escape combat, and may not be used in the same post if the shinobi has attacked or defended.

Name: Suikusari no Jutsu (Water Chains Technique)
Description: Creates chains made of water and binds the enemy's ankles and wrists to make them more vulnerable and less mobile. The enemy can still perform normally if he is strong enough to move (Strength must be greater than Power to break the chains.)

Name: Suimenka no Kisoku ( Breathing underwater Technique)
Description: The art of breathing underwater using chakra to remove oxygen from water has been a long handed down secret of the Mist. This technique typically activates whenever the shinobi breathes in water and requires no handseals.

Name: Kirigakure no Jutsu (Hidden Mist Technique)
Description: A highly effective cover technique which blankets an area in a thick mist, confusing the senses of the enemy. Unless the user is trained to fight without the use of his vision, or has learned the technique to see through the mist, this doesn't not provide a significant combat advantage. The mist swirls about, confusing vision and distorting sound. Visibility is cut down to three feet. It is important to note that this mist is non-natural, and obstructs the view of even those using low level techniques (stage 3 or lower) to attempt to see through it.

Name: Suiton: Mizuame Nabara (Water Element: Syrup Capture Field)
Description: In a manner similar to a katon jutsu, the user can form a single, one-handed tiger seal close to their mouth. Again, alike a katon, the user will inhale, and then spit out their attack. Unlike a katon, however, the user will not spit out fire, and will instead spew out a rather large field of extremely sticky syrup, that will harden over the course of one post, trapping anyone inside it. There is a rather simple, if not well-known way, of escaping this jutsu's binding effects, and that is using the Water Walking jutsu to walk on top of the field. Anyone wishing to escape this way, though, must do so before the syrup hardens. A Strength rating higher than the user’s Power is needed to break free.

Stage 5: Advanced Chuunin

Name: Suiton: Suihou no Jutsu (Water Element: Water Cannon Technique)
Description: A move that lets the user spit a powerful beam of boiling water, strong enough to cut through wood and hot enough to scald flesh. Eventually, it becomes powerful enough to carve through stone.

Name: Kiri Shikaku no Jutsu (Mist Vision Technique)
Description: A technique usually used with Kirigakure no Jutsu, the Mist Vision technique allows the user to see through heavy mist, steam, or any other condition caused by water in the air. This does not give the ability to see through smoke. The technique is passive and activates when the user's vision would otherwise be obstructed by mist.

Name: Doiru Suiyari no Jutsu (Drilling Water Spears)
Description: Used when the enemy is standing on top of water to surprise attack them (though a Mist Shinobi with Mizu Soujuu and enough power and control can use this technique without the water.) Large sharp drill shaped spears made of water comes forth out from the water around the enemy and attacks. Alternatively, this can be used as a powerful defense, causing the water drills to intercept attacks and either nullify them. These drills can target separate opponents, but it takes no less than 3 drills to mount each defense.

Name: Suiton: Suise no Jutsu (Water Element: Water Torrent Technique)
Description: This technique is somewhat comparable to the Doton Doryuu Taiga, in that the user creates a small torrent of water that moves along the ground at a high speed and can carry opponents away with it. If there is a sizable body of water nearby, or the user's Mizu Soujuu is up to the task, the size of the torrent can be quite large. Otherwise, the torrent is smaller and more specific, able to target one opponent or straight line of opponents. The torrent lasts for 4 posts, though it can be ended prematurely by the user.

Name: Mizuhada Bunshin No Jutsu (Water Body Clone Technique)
Description: A powerful enhancement of the Water Reflection clone, this technique creates a number of full-powered water clones and does not require a body of water. These clones have the full Chakra and Mental stats of the user, as well as full base Physical stats plus 1/3 of any taijutsu bonuses. It can use one water elemental jutsu that the user knows once a thread.

Name: Seinaru Funsen no Megumi (Blessing of the Sacred Fountain)
Description: This jutsu, developed by Mist’s medical division, staves off the effects of all poisons for a number of posts. It allows the shinobi to continually cleanse his biological systems and purify any foreign agents that might harm his body. The jutsu must be performed before being poisoned to be effective and may only be performed once per battle.
Base Effect: Lasts for 3 posts

Stage 6: Basic Jounin

Name: Suirou no Jutsu (Water Prison Technique)
Description: A move used to trap the victim inside a prison of water; it is very difficult to escape. The only downside to this technique is that the user must keep one hand against the prison at all times in order for the victim to remain imprisoned. This is considered one of the strongest water trapping jutsus, simply because it has no inherent duration; the technique can be held indefinitely as long as the user keeps a hand in place, and the prison cannot be escaped or broken from the inside.

Name: Suiton: Suikoudan no Jutsu (Water Element: Water Shark Blast Technique)
Description: A powerful attack that requires its target to be on or near the water, this technique creates a large shark comprised of water that can be used to attack in one of two ways. Primarily, the shark is sent towards the opponent at a charge, attempting to strike the opponent with extreme bashing force as well as trying to rend him with its teeth. The second, more devious use involves the shark attempting to swallow the opponent. In this case, the shark is hidden under the water until it attacks. If it manages to swallow an opponent, he is trapped within a sphere of water as the shark itself dissolves.

Name: Gekiryuu Chikara (Raging River Force)
Description: This technique is similar to the Water Torrent technique, save for a few key differences. Firstly, the power of this technique is enough to tear down most stone walls and defenses, not to mention defenses made of weaker materials. Secondly, this technique produces enough water to flood a small area for several posts.

Name: Suiton: Suijinheki (Water Element: Water Barrier)
Description: An ultimate defense of the Mist Shinobi, Suiton Suijinheki requires a great deal of water to work, or mastery of the appropriate level of Mizu Soujuu. Upon completing the technique, a large, swirling barrier of water surrounds the user and any nearby allies. This protects against any fire technique, as well as any ninjutsu that are projectiles by nature. Attempting to breach the barrier with taijutsu is self-defeating, the opponent who attempts to do so will find himself being whirled around the barrier and slammed into the ground several times throughout the duration of the technique as he is caught in its strong current. The technique lasts for two posts and can be used only twice per thread. This jutsu cannot block Stage 7 and 8 jutsu.

Name: Suiton Kuukijuu (Water Element Air Rifle)
Description: The user positions his index and middle finger together, forming a spiked two-inch cap of water over his fingertips. This water can be released simply by pointing and aiming and is launched at a speed incredible enough to carry the water bullet for up to a mile. While in flight, the bullet is spinning to maintain accuracy and also to cause greater damage to the target. Due to the concentration needed to perform this jutsu, it cannot be done in combat unless there is at least 100 feet of space between the user and the target.

Stage 7: Advanced Jounin

Name: Suiton: Daibakufu no Jutsu (Water Element: Great Waterfall Technique)
Description: A Jutsu which creates a huge cyclone turned on its side, which is sent toward the opponent or group of opponents. This Jutsu can only be done when in or near a large body of water (or with the mastery of Mizu Soujuu,) and is devastatingly powerful, both in the force with which it strikes and with it's tendency to catch people and objects and slam them into other object. It can easily rip large trees and masses of rock from the Earth. It lasts for 4 posts, though the user can cancel it before it runs its full duration.

Name: Suiton: Suishouha (Water Element: Rising Blast)
Description: Using large amounts of chakra, the user creates water from thin air and forms so much that it creates a mini-tidal wave. The water then does not dissipate for the duration of the battle, thus creating an arena where the user has a large advantage has a large advantage. If the climate is exceptionally arid, such as a desert, the water only lasts for 10 posts before draining into the sand. The depth of the water once the wave has settled is anywhere between 8 to 10 feet.

Name: Suiton: Suiryuudan no Jutsu (Water Element: Water Dragon Blast Technique)
Description: A powerful attack that creates a huge current of water in the shape of a dragon, which is then sent towards the opponent. The dragon is large enough that it could wreak havoc to mountain ranges and whole valleys. Essentially a devastating single target attack, few are the shinobi who can suffer a hit from this technique and continue to fight. The user can control the dragon's movements until it hits something with an attack.

Name: Tsunami no Jutsu (Tsunami Technique)
Description: An even better and more devastating water technique than the Suishouha Technique, this Technique can drown a large village but requires enormous amounts of chakra and stamina. Usually an 'all or nothing' technique, as it is not used under normal circumstances due to the widespread and indiscriminant destruction that it wreaks.

Name: Kisokuen’en (At One’s Last Gasp)
Description: The shinobi forms a small orb of water in his palm and launches it at the target. If the hit connects, regardless of which part of the target’s body it hit, the water will splash and scatter, then swiftly climb onto the victim’s head and reform as a layer of water that is incredibly difficult to remove. It prevents him from breathing unless he wants to drown, and can be broken by base Strength 36 or a Stage Seven offensive ninjutsu. If the water is not removed, the victim drowns within four posts. If the victim has an underwater breathing jutsu/item, he is safe from this jutsu, but in the case of an item, if the item is not already on his face when he is caught, then it's too late to put it on. Opponent permission required.

Name: Kyouatsu Sourou (Pressure Chamber Prison)
Description: Similar to Suirou (Water Prison), the user traps a target inside a spherical prison of water. The jutsu can be maintained as long as the user keeps one hand inside the prison, and the victim is unable to escape once inside. At the same time, however, the user cannot use any other jutsu with his single free hand. This advanced version of Suirou acts as if the person inside was being sent deep underwater: the amount of force pressing against his body increases the longer the jutsu is held. Eventually, his bones will begin to break, one by one, not to mention the immense discomfort… It is a favorite for extracting information from an unwilling target because this technique cannot kill; the effects always stop at the point just before it would cause death. However, if the user decides that the target must be killed, the victim is killed at the cost of the user not being able to use the jutsu again for the rest of the thread.




--------------------



Stage 1

Name: Jouki Soujuu (Steam Creation)
Description: In actuality, to call this jutsu Steam Creation is a misnomer, as what it actually creates is hot water. For this, the user draws on the water in the ground and atmosphere, as in Mizu Soujuu, however, depending on the user’s stats, the temperature of the water is much greater than normal. Ordinarily, water is about 18 degrees Celsius (65 Fahrenheit), but with the training of this, the basis for many, many ninjutsu, the user can create water that is hot, and masters of the jutsu are said to be able to heat water past its boiling point without it evaporating. Below shows the temperature of jutsu in each of the stages, unless the jutsu in question says otherwise. Jouki Soujuu also protects the user from his own jutsu, allowing him to not be harmed by the hot water. The user can, of course, for training purposes and a couple of jutsu, have the water be cooler than their maximum if they so desire, but they cannot go below 27 degrees Celsius (80.6 degrees Fahrenheit).
Note: This jutsu is required in order to take any other jutsu of this list. Furthermore, unless the jutsu specifies otherwise, once a Jouki Mizu jutsu is complete, the chakra will leave the water used, cooling down any residual water very rapidly.
Stage 1: 45 degrees C, 113 F
Stage 2: 55 C, 131 F
Stage 3: 65 C, 149 F
Stage 4: 75 C, 167 F
Stage 5: 85 C, 185 F
Stage 6: 95 C, 203 F
Stage 7: 115 C, 239 F

Name: Suijouki Fukurami no Jutsu (Steam Puff Technique)
Description: A basic jutsu involving creating a small ball of hot water the size of a baseball, and launching it at the opponent. The intention is that, as soon as this hits, stored chakra in it instantly heats it to boiling point and evaporates it instantaneously. Someone hit by this will feel a very fast tinge of pain, and no lasting burn of any degree will be caused.

Name: Mizu Kakusei no Jutsu (Water Purification Technique)
Description: This jutsu is useful for the shinobi who finds himself in need of clean water, and without the ability to start a fire. The user is able to heat an amount of water, enough to fill a one-person pot, to near-boiling point in order to clean it of any bacteria. However, this has no combat applications, as it takes 2 posts for the water to reach the boiling point, and in that time, the water must be in a metal container of some kind.

Name: Kiri Moufu no Jutsu (Mist Blanket Technique)
Description: Another survival tactic, this jutsu creates a tangibly thick layer of mist that, thanks to the users chakra flow, is maintained at approximately 30 degrees C (86 F), in order to keep the user warm through a cold night in the field. Because of the very low chakra consumption required to maintain the user, the chakra drawn when it is initially used will fuel it for a full night. Note that this jutsu cannot be used defensively against any kind of attack, including snow and ice ninjutsu, and requires a full post to mold enough chakra to store in the mist. This jutsu cannot be used for any other purpose aside from keeping you warm through a cold night.

Name: Jouki Mizu Bunshin no Jutsu (Steam Water Clone Technique)
Description: Creates clones made of warm water. These clones have 1/10 the user’s stats, including taijutsu bonuses. It may use one hot water jutsu that the user knows once a thread, and must meet the stat requirements for performing it. One more clone can be created for every 5 Reserves. When destroyed, the clone disperses in a cloud of steam that can serve as a handy little distraction, though it isn’t nearly hot enough to hurt anyone.


Stage 2

Name: Nenshou Joukei no Jutsu (Burning Sight Technique)
Description: For this technique, the user molds chakra into his hand, creating a ball (about the size of a ping pong ball) of hot water there. The user’s hand is shielded by a layer of protective chakra, to prevent being harmed by his own water. The user must be close to the target for this jutsu to work properly, as the user seems to try and deliver a hook to the target’s face, but in reality, ensures that the punch is short, and instead releases the ball into the target’s face, specifically the eyes. The target will be temporarily blinded, but he can recover full vision in the same post, however the area hit by the ball will suffer first-degree burns.

Name: Deguchi no Jutsu (Vent Technique)
Description: A variation of Kawarimi no Jutsu, this replaces the user with a roughly body-sized puddle of water. The first solid object the water touches, whether it is a person or the ground, will cause the water to heat up and evaporate very quickly, leaving first burn degrees on the areas of contact.

Name: Umihebi no Ibuki (Serpent’s Breath)
Description: After forming hand seals, the user puckers his lips and spits a funnel-shaped spray of hot water from his mouth. The jutsu’s range is only about ten feet, but Chuunin can maintain it for one more post after it is activated, and Jounin for two more posts after it is activated.

Name: Kagoryou no Jutsu (Lobster Pot Technique)
Description: This technique takes water from the air, earth, or other water source and collects them into puddles on the ground. The water in these puddles only start heating when the user decides, which does not have to be the same post they were created. If the user heats the water in a post after the puddles were formed, heating the water counts as his offensive move. Puddles can cover an area equal to 1 square meter for every point in Power. The technique ends four posts after the water has been heated.


Stage 3

Name: Eda Soubaku no Jutsu (Limb Confinement Technique)
Description: This jutsu causes four spouts of hot water to emerge from the ground and wrap around the user’s wrists and ankles. The water simultaneously burns the target as well as restricting the user’s movement. The jutsu lasts for one post, and can be broken if the target’s base strength exceeds the user’s power. Also, for every 6 Reserves that the user has above the requirement, the jutsu will last an additional post.

Name: Jouki no Yaiba (Steam Blade)
Description: Similar to Mizu no Yaiba, this jutsu was actually derived from it, with a few variations provided by the addition of hot water to the mix. For this, the user forms a blade covering his wrist and hand, and extended about a foot and a half from the end of the user’s fist (looking as if the user has replaced his hand with a blade). Each time that the user slices something, a bit of the hot water from the blade sticks to whatever was cut. As such, each blade can only make 10 slices before the jutsu will have too little water to retain its form, and will collapse. The user is shielded from the hot water by a thin layer of chakra, and the blade may be used defensively to block Katon jutsu through stage 2. It can also blocka stage 3, but then the blades will be instantly destroyed, and against any Katon jutsu from a stage higher than 3, the blades will be destroyed, and also the Katon will affect the user as if it had been unhindered.

Name: Wakasu no Yoroi (Boil Armor)
Description: A thin layer of water covers the user’s entirety, providing him with minor defense against katon and weaker taijutsu. When physically struck, the attacked area instantly heats up, releasing steam and burning the opponent. Chakra and stamina are required to maintain the armor as well as protect himself from the quick temperature increases, and he can only wear the armor for a number of posts equal to his ability to concentrate. Taijutsu Specialists cannot handle this Jutsu for too long..

Name: Kasui no Akki (River Devils)
Descriptions: Essentially, river devils are fish-shaped hot water “missiles” that can be created within a body of water and travel through it without losing any of their heat thanks to a shell of chakra. These fish missiles can travel in bodies of water the size of a stream or bigger and burst from the water’s surface to assault their targets. One fish can be created for every 3 Reserves, and they must be used by the post following their creation, or else they fall apart.

Stage 4

Name: Jouki no Buki Soujuu (Steam Weapon Creation)
Description: A fairly simple jutsu, this creates one universal weapon (no defensive items allowed) of the user’s choosing out of hot water, of a temperature appropriate to the user’s stats. Any weapon created has no special properties beyond its shape and the heat of the water used to make it. Weapons created by this jutsu can be used in conjunction with an appropriate taijutsu, however a ninjutsu of stage 3 or below, or a taijutsu attack of base strength 10 or below will destroy the weapon. When the user has a Control of 18, he or she can make two weapons at once.

Name: Jouki no Tate (Steam Shield)
Description: A simply straightforward defensive tactic, this jutsu causes a circular shield of hot water to form in front of the user, blocking any attacks for one post. This technique can defend against any normal (read: simply thrown, no jutsu used) projectiles, ninjutsu stage 3 and below, and will also block taijutsu attacks of base strength 15 and below.

Name: Namakura Sogekihei no Jutsu (Blunt Sniper Technique)
Description: A jutsu that is quite simple in concept, but can be put to great use. The user forms handseals and fires a volleyball-sized ball of hot water at a target, from a distance of up to 100 meters. On impact, this water has enough force to knock someone down and douse him in hot water, which can inflict second-degree burns unless the target can find something to cool him down, fast. If the opponent manages to cool himself, there will be only first-degree burns. Also, if this jutsu hits anywhere in the chest area, it can easily knock the wind out of someone, causing them to stagger for one post if the target is of a lower shinobi rank, or for only a little bit (can recover in the same post) if the target is of equal rank. An opponent of greater rank will not falter any more from a chest impact than from anywhere else.

Name: Assaku Hosu no Jutsu (Pressure Hose Technique)
Description: A fairly simple jutsu, the user forms handseals and then holds one hand in front of himself, firing a blast of hot water, about one foot in diameter, with a range of about 30 meters. The pressure of the water within the first 15 meters is a pounding 60 psi, but after that, it decreases, losing momentum to about 30 psi. In either case, the target is doused in boiling hot water, potentially inflicting mild second-degree burns.

Name: Zettai Kirigakure no Jutsu (Absolute Hidden Mist Technique)
Description: A technique created to cover a weakness in the original Kirigakure no Jutsu, this jutsu does the same thing, creating a fog in the area that drops visibility to 3 feet (about 1 meter) and distorts sounds so that someone cannot tell where someone is, or where an attack is coming from, by listening. However, the fog in this technique is warmed. It isn’t hot, but it is warm enough to mimic the thermal pattern of a person, thereby rendering all attempts to locate the user by thermal imaging useless. An additional side effect is that the area also becomes very uncomfortably humid. However, this additional power makes it more difficult to sustain for as long as its predecessor. This jutsu lasts for 2 posts, plus an additional post for every 5 reserves above the requirement.


Stage 5

Name: Koushou Jouki Bunshin no Jutsu (Advanced Steam Clone Technique)
Description: This fairly basic technique copies the user’s appearance perfectly, along with all equipment, although weapons with special abilities will lack them in their cloned forms. These clones have the same base stats as the user, but with only 1/3 of his or her taijutsu bonuses, and one clone may be made for every 12 Reserves. A clone can be destroyed with a solid hit, but when it is destroyed, the clone will explode in a puff of hot steam that will give anyone near it mild first-degree burns. This clone can use any jutsu the user knows from the hot water list of stage 3 or below.

Name: Jouki Senbon no Hisame (Steam Senbon Hail)
Description: This jutsu starts with a series of handseals, causing a hundred senbon made of hot water to form around the user, which are immediately hurled into the air. They remain in the air for one post as go up and then come back down, and they rain down on an area of a radius of about 10 meters from the user’s original position. The user can protect himself with a shield of water that is activated when the senbon are about to hit, however this shield cannot protect any allies, or defend the user against any other attacks, and in order to sustain the shield, the user cannot move for its duration. When the senbon hit, because of their heat combined with their momentum, they will sink much deeper into a target before dissipating into plain hot water a moment after impact.

Name: Zettai Kiri Shikaku no Jutsu (Absolute Mist Vision Technique)
Description: A technique usually used with Kirigakure no Jutsu or its steamy counterpart, Zettai Kirigakure no Jutsu. The Absolute Mist Vision Technique allows the user to see through heavy mist, steam, or any other condition caused by water in the air. This does not give the ability to see through smoke. The technique is passive and activates when the user's vision would otherwise be obstructed by mist.

Name: Nenshou Kirigakure no Jutsu (Burning Mist Technique)
Description: This jutsu was derived from Kirigakure no Jutsu, but shares little similarity. When this jutsu is performed, a mist will cover the entire area, however the water of this mist is at the highest temperature that the user has access to through Jouki Soujuu. Unlike Kirigakure no Jutsu, this mist does not hinder one’s eyesight or hearing. Instead, as anyone other than the user moves about inside of the mist, any mist that comes into contact with a person will stick to him or her, and retain its temperature. Obviously, when this mist is first created, some water will make contact, and stick, causing great pain. Any further movement will cause more mist to stick, burning targets in the area. The jutsu lasts for 3 posts, plus an additional post for every 10 Power.

Name: Jouki Isoname no Jutsu (Steam Surf Technique )
Description: This jutsu creates a very large amount of water in front of the user, which rushes out towards the target, arcing itself into the air, simulating an ocean wave about to break. The wave formed is easily 5 meters high, and, from end to end, 25 meters long. It rushes towards the target at a high speed, and then comes crashing down, breaking on top of the opponent, impacting him or her with great force as well as causing painful burns from the water’s temperature.

Name: Kanketsusen no Jutsu (Geyser Technique)
Description: A technique that mimics one of the most beautiful natural occurrences known to man, this jutsu has the user perform a series of handseals, then slam their hands into the ground. What begins to happen is that the user’s chakra gathers water underground and heats it, and then forces it up and out of the ground at any point that the user wishes within a 25 meter radius of himself, the eruption occurring only two seconds after the user’s hands hit the ground. This gush of water will cause any opponent caught by it to suffer second-degree burns, and be thrown about 30 feet into the air, unless it was just a limb that was hit by the geyser, in which case the opponent will simply be knocked down.


Stage 6

Name: Kukan Soubaku no Jutsu (Body Confinement Technique)
Description: This jutsu was developed for both restraining and torture purposes. The user forms handseals, and then a burst of water is shot from his hands, although fairly slowly (at about a speed of 35), and if any part of the water hits an opponent, it will stick, and the rest of the water will wrap around him, until the entire body is immersed in water, aside from a set of holes made for the nostrils and mouth, since this jutsu is not meant to be lethal. However, a shinobi caught in this will experience immensely pain as the water makes second-degree burns across the entire body. Someone with a base Strength equal to at least half the user’s Power can still move under this technique, but their speed is, at most, half their normal rate, but will be unable to move their arms with enough dexterity to form handseals. Someone with a base Strength plus Willpower that is equal to, or greater than, the user’s Power plus Control will be able to escape from the water before it can fully envelope him, or even after, if, for some reason, the opponent was unable to do so when he was first hit. At the initial impact, it will take one post for the target to be completely enveloped, during which time the target may move freely, unless their legs were the first things hit. After that, the jutsu will last for an additional post.

Name: Nenshou Kimo no Jutsu (Burning Organs Technique)
Description: Another jutsu that was developed to have uses both in combat and for torturing prisoners, this technique has a few very important requirements for use. First, the target must have an open wound on his or her chest, a wound that has to be more than just a small cut and it must be visible, or known to the opponent, and second, the user must make physical contact with the target, using his or her hand. Before contact is made, a set of handseals must be performed, causing a baseball-sized ball of water to form in the user’s hand. Once the user makes contact, the ball of water travels across the target’s body, making a beeline for the wound, and entering it. The water will disperse inside of the target’s body, causing internal burning to anything in the vicinity of the wound. The water cools down after one post, and can be very debilitating to a combatant.

Name: Mizubashira no Jutsu (Waterspout Technique)
Description: The user forms a series of handseals, then, on the last one, a swirl of water appears, ringing the target’s feet, and then spiraling upward, creating a twister around the target, approximately 3 meters in radius. This twister will pick up anything in its radius when the twister forms, which is a few seconds after the ring appears, lifting it off the ground, burning the target with the hot water that makes up the tornado. It stays stationary, at about 50 feet tall, and the target spinning around in it cannot be seen until it reaches the top, a post after the twister lifts him or her off the ground. After that post, the target reaches the top and is thrown out, towards the ground at great force.

Name: Bakuhatsu Jouki Bunshin no Jutsu (Exploding Steam Clone Technique)
Description: This jutsu causes the formation of a number of clones, one for every 7 Reserves of the user, out of hot water. These are very unique clones, as they are unable to perform any jutsu. However, their physical stats are that their Speed is equal to the user’s base Speed plus base Strength, their Stamina is equal to the user’s base Stamina, and their strength is simply 1. At the will of the user, the clones can be individually detonated, and when they explode, each one sends out a great amount of hot water, inflicting second-degree burns on anything caught within a 5 meter radius of the clone. The user can pick and choose when to detonate the clones that he wants.

Stage 7

Name: Ikari no Unabara (Wrath of the Sea)
Description: This jutsu forms the torso of a giant, watery being from the ground, around the user. From the ground to the creature’s “head” is about 40 meters, and its each of its massive arms are 50 meters long and 3 meters in diameter at the fist. Now, whenever the user moves, the giant will mimic his movement, but at half his or her speed (including taijutsu bonuses), but with tremendous strength. Whenever its fists impact the ground, it cracks beneath the force, and a great amount of boiling hot water is spilled out, burning anyone that perhaps narrowly avoided one of the punches (a 5 meter radius around the fist’s impact will be affected). The user is also somewhat guarded by the water surrounding him or her, and it takes a ninjutsu of stage 5 or above to penetrate it and possibly damage the user (although dodging is still an option as there is room to move inside of the dome that houses the user). Also, someone can penetrate through the dome with a taijutsu attack of base strength 25 or more. This jutsu lasts for 2 posts, and on the third post, the giant will leap off of the ground at any target that the user chooses, causing severe burns and blunt trauma to anything in the area of its impact. During these 3 posts, the user may not perform any other jutsu.

Name: Kanpeki Kyoshu (Perfect Defense)
Description: This jutsu forms a small, rapidly rotating sphere around the user (about 1.5 meters in radius) that shields the user from any ninjutsu stage 6 and below, as well as any taijutsu attacks under a base strength of 30. In addition, any person who attacks the user with a taijutsu attack below strength 30 will be swept into the current, burned by the extremely hot waters, and then thrown off at high speeds next post. This jutsu can be sustained for 3 posts, and no other jutsu may be used while this technique is active, and the user cannot move while it is active.

Name: Seiketsu Funkei (Clean Decapitation)
Description: Although the name says otherwise, this jutsu is actually quite messy, and its user should expect to get a lot of blood and brain bits on him or her. This jutsu requires an open wound to be on the target's head somewhere, and it must have cracked or penetrated the skull in some way. The user also must grab onto the target’s head with his or her dominant hand, after performing some handseals. Once this is done, a great amount of hot water is formed in the hand, and forces its way into the skull, until the skull cannot handle the strain from the increased pressure anymore, and explodes.

Name: Zenmetsu Nami (Annihilation Wave)
Description: This, easily one of the most destructive and feared jutsu in Mist’s arsenal, has the user form a series of handseals, gathering a massive amount of chakra around him, and then creates an immense amount of scalding-hot water, then blasts it out in all directions, covering an entire hemisphere (that is, the water goes in every direction except down). When performed, it looks as if, from a distance, the user created a giant, expanding bubble. This water is under extreme pressure, and retains a pressure of about 2000 psi until it hits its range of 100 meters in any direction from the user, and from there it starts losing momentum rapidly until it simply falls to the ground, flooding an area within a 150 meter radius of the user with boiling hot water, to a depth of about 2 feet. This water will remain in place for the rest of the thread, and can be used as a water source for both jutsu from this list or the Hidden Mist Ninjutsu list. The water will also remain heated for two posts after Zenmetsu Nami is complete, but for the first post, the user cannot perform any offensive jutsu, due to the fact that he just burned an immense amount of chakra, and must recuperate.


--------------------



STAGE: ONE. ] - [ RANK OF ACADEMY STUDENT. ]

- Doton: Doroku Gaeshi no Jutsu; Earth Element: Rock Shield Technique.
- Description:
-- In the jutsu, the user lifts up a giant piece of earth and uses it as a shield.


- Doton: Ishi Yoroi no Ude; Earth Element: Stone Bracers Technique.
- Description:
-- By taking dirt and rubbing it on his/her arms or legs, after performing the necessary hand seals, the shinobi is able to create very durable defensive bracers that add extra protection when using the arms to block. The chakra that is infused in them help to soften the blows of any physical attacks. These are very useful for taijutsu users or to defend against an onslaught of upper body blows.


- Doton: Gou no Doro; Earth Element: Mud Moat Technique.
- Description:
-- This jutsu converts the area immediately surrounding the performer of it into a a deep murky moat full of mud. The moat is at least 6 ft deep and four feet in radius (6 feet radius for genin, 8 feet for chuunin, 10 feet for Jounin, 15 feet for Sennin). Due to the nature of the moat, water walking can not be performed on it. Only an area of 1½ feet in diameter remains of solid, dry land for the user to stand on.


- Tsuchi Tou Tou; Swift Earth Technique.
- Description:
-- When performing this jutsu the shinobi places his/her hands on the ground and causes it to move rapidly away as if it were a conveyor belt. As the shinobi increases in skill and rank the size, speed, and range of this jutsu all increase.





[ STAGE: TWO. ] - [ RANK OF GENIN. ]

- Ohitsuji Kashira no Jutsu; Ram Head Technique.
- Description:
-- A basic earth protection jutsu where a small, curved wall about the size of the creator is created. It can deflect shuriken and fire jutsu but is weakened by water jutsu. This jutsu blocks physical attacks when the attacker's strength and speed are less than or equal to the control and power of the Stone-nin.


- Doton: Tsuka no Tsuchi Souzou; Earth Element: Earth Mound Creation Technique.
- Description:
-- The earth is caused to rise up at least 10 feet and a steep sloped mound is made with the shinobi performing this jutsu at its peak. The mound soaks up water like a sponge making this an effective jutsu to perform when fighting any water using shinobi.


- Geigeki no Doro; Mud Inteceptor Technique.
- Description:
-- The performer of this jutsu causes small mud balls to shoot out of the ground, deflecting and countering any projectiles. This has no effect on a person other than soiling their clothes. Though it has been used by many a boy who wished to get into a mud fight.


- Doton: Sekkai Koutetsuban; Earth Element: Stone Breast Plate Technique.
- Description:
-- By taking earth and rubbing it on his/her chest and stomach, the earth is hardened into a stone breast plate that adds extra protection to the user. The breastplate is held intact through the chakra molded into it.


- Kajuu no Doro; Mud Weights Technique.
- Description:
-- Mud shoots at a target’s limbs and then gets stuck, through chakra the mud is made to weigh a quarter ton (1/2 ton if chuunin and 1 ton if a Jounin). This helps to slow down opponents a great deal.





[ STAGE: THREE. ] - [ RANK OF GENIN, CHUUNIN. ]

- Iwa no Yoroi; Shield of Stone Technique.
- Description:
-- A thin layer of protective mixture of stone and clay that covers a user's body. Since it makes the user cover him with hard stone and clay, this jutsu causes the user's body to weigh more and stamina usage is increased. Very similar to the armor of sand (Suna no Yoroi).


- Doton: Doryu Heki; Earth Element: Mud Slide Barrier Technique.
- Description:
-- A defensive jutsu in which the user creates a thick wall of mud and earth to defend against an attack.

- Iwane Banpu no Jutsu; Rock Bump Technique.
- Description:
-- A simple yet effective technique. The user performs a set variety of handseals, then takes a rock in his hands. He then throws the rock in the position he needs it to be, and the spot where the rock lands and puts an imprint into the dirt, a rectangular-prism shape, about a foot long, rises up out of the ground. Depending on how much chakra is put into the rock hecreated, the size of the earth rising can be from the length of an ankle up to a knee. Used for tripping the enemy.


- Sekkai Senbon Hada; Stone Needle Skin Technique.
- Description:
-- The Stone-nin’s body becomes entirely covered by earthen armor that has very sharp and durable needles. The armor itself isn’t very thick, but it still is highly discouraging to any taijutsu user to hit someone using this technique. While using this jutsu, the mobility of the performer is highly limited.


- Doton: Bakuyaku Iwa Kawarimi; Earth Element: Explosive Stone Body Replacement Technique.
- Description:
-- This jutsu replaces the body with a large stone or even a boulder, using Kawarimi no Jutsu. There is a rather dangerous difference though, the boulder that replaces the stone-nin’s body is explosive and if struck explodes with the force of an explosive note.





[ STAGE: FOUR. ] - [ RANK OF CHUUNIN. ]

- Doton: Wareme Souzou; Earth Element: Chasm Creation Technique.
- Description:
-- When this jutsu is performed the stone-nin places his/her hands on the ground and focuses chakra into the earth. From the power of the chakra flowing into it, the earth splits apart and a chasm is created. The longer that the shinobi focuses chakra into the earth, the wider and deeper the chasm becomes. This is very useful when creating a protective barrier for someone else.


- Sekkai Saka no Jutsu; Rock Hill Creation Technique.
- Description:
-- A large hill made of rock is created. The slope is very steep and made of slippery shale rock. It is useful as a defensible platform to perform other techniques from.


- Doton: Iwane Wooru no Jutsu; Earth Element: Rock Wall Technique.
- Description:
-- Starts out exactly like Iwane Banpu, by performing the same hand seals, and grabbing a rock, but it is a much bigger rock. Much more chakra is added to this rock, and whenever it hits, a large, rectangular prism-shaped object rises up out of the ground. This time, it is concentrated as a height, and is approximately three feet in width and six feet in height, stopping the enemy completely. Very useful in bad situations where a good defense is needed. A very sturdy wall that cannot be removed from the ground, almost like a wall of a building, made of stone.


- Doton: Iwa no Doomu; Earth Element: Earth Dome Technique.
- Description:
-- An elaboration of Doton Doryu Heki (Earth Element Mud Slide Barrier), this jutsu retains its predecessor's characteristics and more. Instead of forming a single, straight wall which can protect the user from only one angle, this jutsu enables the user to create a wall not just all around him, but from above him as well. If the technique is successful, the user should be inside a thick dome of stone which is quite difficult to destroy. The disadvantages are obvious- one cannot see outside the dome, and an opponent would have time to prepare an attack the user won't be aware of. Furthermore, holding the dome together requires a great deal of chakra, and the jutsu can only be active for a few minutes, and after that it will simply crash.





[ STAGE: FIVE. ] - [ RANK OF CHUUNIN, JOUNIN, SPECIAL JOUNIN. ]

- Yougan Eisha no Jutsu; Lava Swimmer Technique.
- Description:
-- The Shinobi is able to swim through lava unharmed, though they can not do so for extended periods of time.


- Sekkai Keibou no Jutsu; Stone Guard Creation Technique.
- Description:
-- This technique creates a phalanx of semi animate stone figures with large shields, tiger heads, and giant pikes. The phalanx of monsters are as fast as a genin, but may only fight as a single unit. They can not stray more than 3 feet from one another. The performer of this technique must remain at the center of this phalanx or the phalanx will become immobile.


- Bouseki Take no Jutsu; Spinning Peak Technique.
- Description:
-- After either the Earth Mound Creation or Rock Hill Creation are used, the shinobi may perform this technique. This causes the mound of earth to spins rapidly making standing on it nigh unto impossible. Only the very peak, where the stone-nin is standing, remains immobile.


- Doton: Kukan no Sekkai Senshi; Earth Element: Body of the Stone Warrior Technique.
- Description:
-- The shinobi immerses themself within the earth and then rises out of it again covered in earth. The earth form a giant body of stone made to be formidable and defensible. It is almost as if the Stone-nin has gained another body. The body is usually at least 10 feet tall and comes complete with a large shield in one hand and a sword, spear, or pike in the other. Only the face of the Stone-nin can be seen. Other stone jutsus can be used after the performance of this jutsu from the stone of the warrior itself. As it stands on the ground it automatically replenishes its supply of stone. The shinobi cannot move, however, and the stone body can be destroyed by continuous attacks.


- Yougan Numa no Jutsu; Lave Pool Technique.
- Description:
-- The user of this technique summons lava from the depths of the earth and creates a large pool of it.This is most often used to place in a charging shinobi’s path as a means of greatly discouraging any frontal assault.





[ STAGE: SIX. ] - [ RANK OF JOUNIN, SPECIAL JOUNIN. ]

- Yougan Gou no Jutsu; Lava Moat Technique.
- Description:
-- Similar to the Mud Moat, this jutsu converts the area immediately surrounding the performer of it into a shallow moat full of lava. Due to the nature of the moat, water walking can not be performed on it. Only an area of 1½ feet in diameter remains of solid, dry land for the user to stand on.


- Yougan no Tate; Lava Shield Technique.
- Description:
-- The user of this jutsu summons lava from the center of the earth and creates a shield from it, surrounding him in a diameter of up to 2 meters. This jutsu defends against most fire, water and grass based attacks, though it consumes a great deal of chakra.


- Sekkai Zanchuu no Jutsu; Stone Pillar Technique.
- Description:
-- A stone pillar lifts the shinobi high in the air away from combat. The pillar comes equipped with small stone needles that shoot when touched. The creator of the stone pillar has a limited control over it that allows it to move very slowly. This is a great way to increase the distance between the defender and an attacker. The pillar rises up 30 feet into the air.


- Doton: Iwa Guntai Tate; Earth Element: Rock Army Shield Technique.
- Description:
-- A flat defensive slab of earth shoots out of the ground and forms walls that guards each member of your team. The maximum number of people that can be protected are four.



[spoil]

And these are only half, over sixty techniques right here. Over a hundred with the others.
I don't think so.
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