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| Satsuki's Techniques | |
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Satsuki
Posts : 397 Join date : 2015-04-19 Age : 26
| Subject: Satsuki's Techniques 11th December 2015, 6:53 pm | |
| - C Ranks:
Name: Lightning Release: Lightning Clone Classification: Ninjutsu Rank: C Class: Supplementary Range: Short (Explosion)
Description: Lightning Clones are the creation of utilizing the Clone jutsu with Lightning Release to give the normally intangible clones substance. Clones produced this way spark to life in the form of a miniature thunderbolt hitting the ground. One tale of the clones is if you focus on their eyes they will occasionally see the flash of electricity. Lightning Clones share the tiers of the user and can move through metal and liquid based objects at +1 speeds. However, they cannot perform the users techniques, relying solely on the users tiers. Despite this, Lightning Clones are deadly in their own way as when destroyed they emit a Short Range explosion over a ten foot radius at Bullet Release speeds. Those caught within this detonation become paralyzed. The amount of time spent Paralyzed is determined by the rank of the user, as they stronger they become the more potent they are at perfecting the Lightning Release balance within the clones. Possession of C rank or higher Endurance tiers can negate the paralysis effect. Rank of User - Paralysis (Posts Total) D - 1 C - 2 B - 3 A - 4 S - 5
Name: Scorch Release: Scorch Clone Classification: Ninjutsu Rank: C Class: Supplementary Range: Contact (Fatigue Drain)
Description: Scorch Clones are the creation of combining Scorch Release with the basic Clone Jutsu to give the clones substance. Scorch Clones form first as a heat shimmer coming from the user's body before taking form. Clones made up of Scorch release give off a wave of intense heat making close range combat with them exhausting, while contact with them even more so. However, Scorch Clones cannot use techniques, instead having to rely solely on tiers which are equivalent to the user's. The clones constantly drain fatigue within 2 feet of them (contact) and through pure contact via physical touch they drain double the fatigue. Possession of C rank or higher Endurance tiers can negate the proximity dehydration effect while reducing the contact dehydration effect to normal levels. As the user gets stronger the clones can drain more and more fatigue from the user becoming better at mixing and purifying the Scorch Release nature into the clone. Rank of User - Contact Fatigue Drain - Touch Fatigue Drain D - 1 - 2 C - 2 - 3 B - 3 - 4 A - 4 - 5 S - 5 - 6
Name: Footwork Expertise (Signature) Classification: Fighting Style Rank: C Class: Supplementary/Offensive Range: Self
Description: Bishamon have always been good with their legs, rivaling even the Kukinorite in this regard. As such to further refine their style and to offset their weaker upper body with Shurikenjutsu, they have created a unique fighting style that utilizes projectiles both physical and even nonphysical. However, this comes with larger specification than just any projectile. Footwork Expertise gives the Bishamon perfect motion with spherical based objects and techniques, allowing them to utilize their legs to kick and perform tricks with them. Due to their expertise with their legs and utilizing it only on spherical things, they have developed a perfection that allows them to kick them with full power without setting off techniques or breaking objects, allowing them full use without worry of the object. In addition depending on the Bishamon's dedication to strengthening their legs the max size of the objects that they can use this fighting style with varies with the Bishamon eventually become more proficient at not detonating things they impact. Note even with this fighting style, if using it on techniques which are not based from the user's chakra without proper protection they will still sustain damage regardless of if the impact detonates/triggers said technique or not. Strengthening Exercise - Size of Spherical Object D - Humanoid & Below C - Medium (S) B - Medium (M) A - Medium (L) S - Medium (XL)
Name: Footwork Expertise: Rebound Classification: Shurikenjutsu Rank: C Class: Supplementary Range: Self
Description: A technique brought upon by the experimentation and perfection of Footwork Expertise. Once learned the Bishamon are capable of perfecting the kicks by producing a spin on the object and hitting just the right angle every time to cause the object to rebound off any physical surface to return to them at the same speed and power that it was sent. This may seem deadly in return, but thanks to their Footwork Expertise they can angle the ball in just the most perfect shot for it to return to their feet without any risk to the Bishamon. The physical objects will always return unless destroyed or caught. Nonphysical attacks or attacks meant to explode, stick, etc won't return depending on their makeup. For example, a ball made of wind release that acts as a concussive blast won't return but a ball made of life release or paper release will. In addition depending on the size of the object some will be able to return to the user more effectively than others. Size of Object - Returning Distance Humanoid & Below - Equal to Distance Kicked out Medium (S) - 3/4th Distance Kicked out Medium (M) - Half Distance kicked out Medium (L) - 1/4th Distance Kicked out Medium (XL) - Does not Return
Name: Footwork Expertise: Pass Classification: Shurikenjutsu/Taijutsu Rank: C Class: Supplementary/Passive Range: Mid-Long
Description: Footwork Expertise: Pass is another technique created for strategical purposes. Once learned the user is able of sending the sphere to clones or others who possess the Footwork Expertise passive without risk to them. This will allow them to pass along solid spheres without harming the other's legs and non-solid spheres without setting them off. Size of Object - Max Passing Distance (Strengthening Exercise to Pass over Normal Distance Small - Normal (N/A) Humanoid - 3/4th of Normal Distance (D) Medium (S) - 2/3rd of Normal Distance (C) Medium (M) - Half of Normal Distance (B) Medium (L) - 1/3rd of Normal Distance (A) Medium (XL) - Quarter of Normal Distance (S)
Name: Scorching Leg: Haze Shot Classification: Shurikenjutsu/NinTaijutsu Rank: C (C Chakra + Variable Fatigue Price) Class: Supplementary/Offense Range: Self (Projectile) Contact (Distortion)
Description: By utilizing Scorching Leg: Haze Distortion the Bishamon transfers the distortion from their legs to a projectile object with their feet. When utilized the projectile takes on this distortion and when thrown/kicked it distorts for a moderate time while airborne, momentarily disappearing from sight due to the intense distortion. Just like with Scorching Leg: Haze Distortion, the amount of fatigue used to create the distortion effect can determine the power of the distortion. Said Projectile can distort at anytime during it's travel distance as long as the Fatigue is paid up to the max amount of distance associated with said price (I.e The Ball travels 20ft in total and the fatigue paid was 5. This means said ball can distort up to 5ft within that 20ft of travel distance either in one go or broken into segments). To see through the distortion effect one requires C rank Reaction+Defense tier chain.
- B Rank:
Name: Scorching Leg: Shadow Haze Shot Classification NinTaijutsu/Shurikenjutsu Rank: B (B Chakra and Variable Fatigue Price) Class: Offensive/Supplementary Range: Self (Projectile) Contact (Distortion) Short (Mirage)
Description: Through the combination of Scorching Leg: Haze Distortion and the Clone Jutsu the user crafts an advanced form of Scorching Leg: Haze Shot. This technique begins the same as Scorching Leg: Haze Distortion and Scorching Leg: Haze Shot. The Bishamon transfers the distortion of Haze Distortion into the projectile granting it a distortion effect. When kicked/thrown the projectile will blink out of view thanks to the haze distortion, creationg a haze mirage in its place. The mirage travels in a straight line used to lure the opponent away and into the perfect shot. Said Projectile can distort at anytime during it's travel distance as long as the Fatigue is paid up to the max amount of distance associated with said price (I.e The Ball travels 20ft in total and the fatigue paid was 5. This means said ball can distort up to 5ft within that 20ft of travel distance either in one go or broken into segments). However, this is applied after the mirage ends. The mirage will travel up to fifteen feet before fading out, the actual projectile remaining hidden from view while the mirage exists. The projectile will usually be sent to rebound off another surface to come at the target from another angle. Solid projectiles get one bounce while others do not. This can be used to attack a secondary objective while tricking its real purpose. If Footwork Expertise: Rebound is known then spherical objects that are solid can bounce twice, while those that are not solid are able to trick bounce one time before they kick in allowing for more strategical maneuvering. Those with B rank reaction tiers can see through the mirage, however, will not be able to see through the distortion. To see through the distortion requires a B rank reaction+defense tier chain.
Name: Scorch Release: Impact Shot Classification: Ninjutsu/Shurikenjutsu Rank: B Class: Offensive Range: Contact (Ball Size) Mid (expansion)
Description: After producing the necessary hand seals the user forms a pressurized sphere of scorch release, becoming a mix of yellow and orange in a swirling mixture of coloration giving off a dim glow with a 3 foot diameter. Once formed the user then kicks it or throws it. When this technique impacts it expands at crashing ground speeds to the size of a 30 foot diameter sphere. It instantly vaporizes B rank and below liquids, with liquids weak to Scorch being vaporized if A rank or below. Those caught within the expansion take B Rank chakra based damage and suffer -3 Fatigue Loss. However, having Endurance Tiers can mitigate the loss. Endurance Tier - Fatigue Loss None - 3 D - 3 C - 2 B - 1 A - Immune to Fatigue Loss
Name: Bishamon Style - Life Release: Bone Cannon Classification: Ninjutsu/Shurikenjutsu Rank: B Class: Offensive Range: Short (Size) Mid (Travel Distance if Fired)
Description: This technique is the Bishamon spin off of the original Dakar Life Release: Bone Cannon. When utilized a 3ft diameter sphere of bone pops from their kneecap. The bone sphere can be fired off at Crashing Ground speeds, however, the Bishamon can opt not to fire it and instead utilize it through kicks with Footwork Expertise. This Bone sphere has tiny spiked edges that when flying through the air from being kicked or thrown gives it a unique spin, granting it Defense Piercing based on the speed it is traveling. If fired from the Kneecap the bone impacts with B rank damaging force but does not gain defense piercing. However, if kicked with Strength it will deal damage at the speed/force it was traveling. Will Shatter unless one has Footwork Expertise or the impacted target results in the spheres destruction/has defenses geared at blocking defense piercing.
Name: Bishamon Style: Silent Killing Classification: NinTaijutsu Rank: B (B Chakra + Variable Fatigue) Class: Supplementary Range: Self
Description: As the name suggests, this technique is simply a very quiet method of killing an opponent, usually from behind with a blade. Additionally, because the user moves silently, the attack cannot be anticipated and defended against. The user will often slit their opponent's throat, preventing any cry that might give them away. The Bishamon have taken this and adjusted it to fit them. Utilizing the distortion effect by releasing heat from their body using Scorch Release haze effect at the cost of fatigue they surround themselves in a shimmer effect, disappearing from view requiring a B rank Reaction+Defense tier chain to witness them within this effect. The haze leaves a mirage of the user behind in their place while the real one goes to assassinate the target or flee. The mirage can be seen through with B rank reaction. The mirage can be maintained for a predetermined time depending on the user's Barrier tiers to maintain the chakra together while draining their fatigue to maintain the distortion. To maintain the distortion effect over their body the user will drain 3 Fatigue per post it is maintained. Barrier Tier - Time Mirage is Maintain (P.T.) D - 1 C - 2 B - 3 A - 4 S - 5
- A Rank:
Name: Shuriken Shadow Clone Technique Classification: Shurikenjutsu/Ninjutsu Rank: A-rank (Chakra Price Varies) Class: Offensive/Supplementary Range: Self
Description: The user creates numerous shadow clones from one shuriken, striking down the enemy. This is a technique that combines ninja tools or techniques with ninjutsu. Compared to normal shadow clones, clones of material objects are said to be on a far higher level. There is no need for preparations beforehand, like stocking up on shuriken, yet since the shadow clones are real and not illusions, all the shadow shuriken that fly around are equally lethal. Similarily copies can be made from copies as long as the user has enough chakra to fuel the technique. Copies do not have the same durability as the original and will dispell after one hit however they can damage, just as easily as the original and so long as they are not hit they are quite a threat. Because the clones form in just an instant, completely evading them is next to impossible unless an opponent has a Time-Slowing Dojutsu + Reaction Tiers equal to the speed they are moving or possesses Muscle Tension + Samurai Level Speed equal to the speed the projectiles are moving. Chakra Price - Number of Shuriken Produced D - 1 C - 5 B - 10 A - 20 S - 40
- S Rank:
Name: Thunder Sanctuary Classification: Barrier Ninjutsu Rank: S (S Chakra per Pillar) Class: Defensive Range: Varies
Description: By utilizing a combination of Life Release as the Barrier edges and then infusing it with Lightning Release the user creates and electrical fence barrier. This begins by the user first designating an area within 200ft radius by erecting 4 pillars of bone at blinding light speed, each spread out by 50 feet apart with each pillar being 25 ft tall. Or they can be created 25 feet apart with each pillar being 50 feet tall. Once fully formed, the pillars spark to life with Lightning releasing, hopping from one to another and forming an electrical live wire defense. This creates a defensive barrier that blocks S rank and below attacks as well as nullifying defense piercing due to Lightning Release's piercing properties canceling out most piercing effects unless it is strong against Lightning release. Physical contact with the barrier causes S rank chakra damage. Though the Lightning Fence may be piercing proof, the pillars are not making them a vital weak spot. However, destroying one pillar will just turn the rectangle into a triangle, requiring two pillars to be destroyed to succeed. The pillars protect from all sides, including the top and 5 feet underground. This technique was invented to not only defend against strong attacks but to also protect multiple people or even buildings from destruction. This technique has the option of be prepared over time instead of the instant effect and when this is done it can be kept out of spoiler tags until triggered unless the opponent has S-rank Chakra, Vibration or Electrolocation Sensory, while being prepared the user must tap the locations they want to sprout the pillars from either with their hands or feet and pay the chakra price then.
Name: Scorch Release: Extremely Steaming Murder Classification: Ninjutsu Rank: S (Chakra Price Varies) Class: Offensive Range: Varies
Description: The user creates several flaming orbs that resemble small suns. These orbs rotate around the user and can be freely controlled to attack enemies. When an orb touches an opponent, it apparently evaporates all the water inside their body, leaving them in a mummified state. When this happens, steam can be seen emitting from the opponent's body. The orbs move at the wielders command at Blinding Light speeds in Short Range, 25 Ft Radius. If moved out to Mid Range, 50 ft radius, the orbs lose some control and as a result the speed is reduced to Vacuum Release. They can be moved out to a max of 100 ft, Long Range, however even more control is lost making their speed drop to Crashing Ground. If one possesses S Rank Endurance then they do not become mummified, but instead take S rank Scorch Release Damage. The user can only create 1 orb at a time, costing S rank per orb and can be maintained for only a limited amount of time. The amount that can be maintained depends on the rank of the user. User's Rank - Total Amount of Orbs that can be Maintained - P.T Till Fading D - 1 - 2 C - 2 - 4 B - 3 - 6 A - 4 - 8 S - 5 -10
Last edited by Satsuki on 14th December 2015, 11:39 pm; edited 2 times in total | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 33 Location : Lost in time...I guess?
| Subject: Re: Satsuki's Techniques 14th December 2015, 5:38 pm | |
| - C-rank:
Lightning Clone - C-rank Endurance Tiers to Negate Paralysis Effect. Everything else is fine. Scorch Clone - Same as Before except Dehydration Effect.
Footwork Expertise - Supplementary/Offensive, In addition depending on the Bishamon's dedication to strengthening their legs the max size of the objects that they can use this fighting style with varies with the Bishamon eventually become more proficient at not detonating things they impact. Note even with this fighting style, if using it on techniques which are not based from the user's chakra without proper protection they will still sustain damage regardless of if the impact detonates/triggers said technique or not. add this chart. Strengthening Exercise - Size of Spherical Object D - Humanoid & Below C - Medium (S) B - Medium (M) A - Medium (L) S - Medium (XL)
Rebound, Supplementary. In addition depending on the size of the object some will be able to return to the user more effectively than others. Also Add this Chart Size of Object - Returning Distance Humanoid & Below - Equal to Distance Kicked out Medium (S) - 3/4th Distance Kicked out Medium (M) - Half Distance kicked out Medium (L) - 1/4th Distance Kicked out Medium (XL) - Does not Return
Pass, Distance - Mid-Long, Add a Chart Again Size of Object - Max Passing Distance (Strengthening Exercise to Pass over Normal Distance Small - Normal (N/A) Humanoid - 3/4th of Normal Distance (D) Medium (S) - 2/3rd of Normal Distance (C) Medium (M) - Half of Normal Distance (B) Medium (L) - 1/3rd of Normal Distance (A) Medium (XL) - Quarter of Normal Distance (S)
Haze Shot - Shurikenjutsu/Nintaijutsu, C-rank Chakra Price & Variable Fatigue Price, Range = Self (Projectile), Contact (Distortion) this is because your transferring the distortion effect to an object which doesn't have Hotblood via contact so it won't be as effective as say the Bishamon in retaining said distortion effect. Said Projectile can distort at anytime during it's travel distance as long as the Fatigue is paid up to the max amount of distance associated with said price (I.e The Ball travels 20ft in total and the fatigue paid was 5. This means said ball can distort up to 5ft within that 20ft of travel distance either in one go or broken into segments), Finally those with a C-rank Reaction+Defense Tier can see through the distortion effect (C-rank price to transfer the distortion to the projectile thus, C-rank tier chain to negate the status).
- B-rank:
Shadow Haze Shot - Shurikenjutsu/Nintaijutsu, B-rank Chakra Price & Variable Fatigue Price, Range = Self (Projectile), Contact (Distortion), Short (Mirage). Same as above, the real projectile is travelling a mid distance, the distortion effect is on the projectile in question while the mirage will travel in a straight line up to a short distance. Also add in those with B-rank Reaction Tiers can see through the mirage to prematurely end the mirage projectiles path however will still require B-rank Reaction+Defense Tiers to pinpoint the location of the actual projectile (Same reason as in Haze Shot). While the mirage is still active the actual projectile is hidden from view, however when the mirage is seen through it follows the same effect as Haze Shot depending on the fatigue price. Impact Shot = Approved Bone Cannon = If Fired with the Kneecap it does not possess the defense piercing effect. Will Shatter unless one has Footwork Expertise or the impacted target results in the spheres destruction/has defenses geared at blocking defense piercing. Dance of the Weed Name it Dance of the Fern, remove the transportation effect. If your making a Precursor too it then you can have this technique be geared towards Bone Materia Production sure. But no transportation much less one which is better than the original technique. Keep that for an advanced version of the Seedling Fern (Dance of the Sapling Fern) - An Example of the Seedling Fern:
Name: Dance of the Seedling Fern Classification: Ninjutsu Rank: A-rank (Variable Fatigue Price per jump) Class: Supplementary/Offensive Range: AOE
Description: Countless bones rise from underground moving at vacuum release speeds, which can be as many as thousands, up to the tens of thousands covering a vast distance with a 160ft radius around the user of this technique while reaching up to 100ft into the air. The blades of bone indiscriminately slaughter whoever stands on the ground's surface as are sharp enough to pierce through up to A-rank defenses. Furthermore, if this fails to bring down his foe, the can become one with the bones, which in turn can allow him to attack an enemy unnoticed unless they possess A-rank vibration sensory to detect the subtle shaking a bone makes prior to the user emerging from it. This technique changes the terrain and is the only one of the five initial dances which is a ninjutsu rather than a Nintaijutsu. Depending on the user's skill level and endurance tiers the distance between each bone spillars the user can jump to and the fatigue price per jump varies. This allows the user to move from bone to bone at increased distances albeit fatiguing the user quickly if they do so recklessly. While moving through bones it uses the user's speed tiers as it's basis. Rank of User - Max Distance Covered with 1 Jump - Stamina Price Per Jump (Endurance Tier Modifier) D - 5ft - 10 (D = 5 Stamina Price Per Jump) C - 10ft - 8 (C = 4) B - 20ft - 6 (B = 3) A - 40ft - 4 (A = 2) S - 80ft - 2 (S = 1)
Bishamon Style: Silent Killing hm Nintaijutsu, to produce a mirage will be a B-rank Chakra Price they last a set amount of time depending on the users Endurance Tiers (Caps at 5 P.T at S-rank Endurance), to maintain the distortion effect is a constant drain of fatigue each P.T, B-rank Reaction+Defense to locate the user.
- A-rank:
Shuriken Shadow Clone technique is specific, it would be Shuriken not projectile. One has to make a variant for each projectile one wants to clone it's not a general type of thing.
- S-rank:
Barrier: Thunder Sanctuary - S-rank Chakra Price per Pillar, You put life release speed lol, I'm guessing you were going for S-rank Speed right? Nullifying piercing from elements not strong against Lightning Release. Also add in, this technique has the option of be prepared over time instead of the instant effect and when this is done it can be kept out of spoiler tags until triggered unless the opponent has S-rank Chakra, Vibration or Electrolocation Sensory, while being prepared the user must tap the locations they want to sprout the pillars from either with their hands or feet and pay the chakra price then.
Extremely Steaming Murder - (Variable Chakra Price), Hmm S-rank Endurance to sustain S-rank Scorch Release Dmg, remove the Fatigue loss the mummification status effect covers it, also reduce the time limit to cap at 10 P.T, though if you want both the damage and the fatigue loss then reduce the time-limit to cap at 5 P.T
*********************** - Past is Past:
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| | | Satsuki
Posts : 397 Join date : 2015-04-19 Age : 26
| Subject: Re: Satsuki's Techniques 14th December 2015, 11:42 pm | |
| Edited all.
Bishamon Style: Silent Killing umm... Bishamon don't get Endurance tiers so it'd be redundant. So I replaced Endurance with barrier.
Also deleted Dance of the Weed. Wasn't entirely sure what to do with it. I'll just learn something else at some point. | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 33 Location : Lost in time...I guess?
| Subject: Re: Satsuki's Techniques 15th December 2015, 5:26 am | |
| Okay saw you missed some but I fixed them, and with that everything is approved yeah. *********************** - Past is Past:
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| | | Satsuki
Posts : 397 Join date : 2015-04-19 Age : 26
| Subject: Re: Satsuki's Techniques 15th July 2016, 3:27 pm | |
| Name: Bishamon Style - Scorch Release: Counter Guard Classification: Ninjutsu Rank: S Class: Defensive Range: Medium (Size) Long (Reflection Range)
Description: True Guard is a strong Defensive technique developed by the Bishamon clan that utilizes Scorch Release chakra to create a massive shield in the shape of a Gryphon's head that is the size of a Large S Creature at Blinding Light speeds. The Shield is 25 feet wide and 25 feet tall, with some variations at the corners as it forms more of a circular figure in its shape. This technique is capable of mummifying whatever touches it on contact, evaporating things of all water within their body. However, its true purpose comes when defending against other techniques. If it successfully defends against a technique that is weak against Scorch Release, instead of dispersing the technique it seems to absorb it. The user can then channel in chakra equivalent to the technique that was 'absorbed' and then reflect it back out at double the power, mixing in their own chakra along with the attacks power to amplify its speed and damage by 1 rank. Because of this, the techniques that get shot back usually become hybridized if the reflected attack is anything except chakra and takes on the Scorch Release properties as the Shield basically absorbed the impact and sends out the same attack in Scorch Release form. The Shield is temporary however, lasting only 5 posts per rank of the user and is stationary, meaning it stays in place until destroyed or the chakra maintaining it is released. When dealing with Projectiles this technique can reflect up to a certain amount at once depending on the user's rank, while the rest merely get blocked. Rank - Duration/Max Projectiles Reflected D - 5 C - 10 B - 15 A - 20 S - 25 Z - 30 X - 35 | |
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| Subject: Re: Satsuki's Techniques 16th July 2016, 5:13 pm | |
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| | | Elias
Posts : 1483 Join date : 2015-12-05
| Subject: Re: Satsuki's Techniques 16th July 2016, 6:00 pm | |
| https://narutobeginnings.forumotion.com/t7159-armenezra-doublestackums#54562Fuinjutsu- B rank - Full Counter: technique used on satsuki vs Armen ooc fight. Counter guard : imitates the concept of taking an attack and reflecting it at higher speeds and higher power just like full counter but requires less preparation and allows the user to add an additional scortch property to it. Full counter is signatures and has been for a while. | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 33 Location : Lost in time...I guess?
| Subject: Re: Satsuki's Techniques 16th July 2016, 6:40 pm | |
| Hm, very well Approval Revoked, whether this will be temporarily or permanently depends on what my fellow mods and I will decide upon having a discussion about the similarities between the two techniques. *********************** - Past is Past:
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| | | Satsuki
Posts : 397 Join date : 2015-04-19 Age : 26
| Subject: Re: Satsuki's Techniques 16th July 2016, 11:32 pm | |
| Tbh i dont even remember our fight back then, but if thats so then ok. I just got the idea from watching fairy tail when the hunter brothers or whatever from lucy and natsu's mission in the mansion. They had taken Natsu's fire attack and doubled it back against him which he then ate. Thought it'd make a good technique. | |
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