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The Horned Protectorate, Koudaikou Koudaikou is the lord of the Deer Clan, and his influence is matched only by the power he wields. A master of the Ninjutsu and Taijutsu that his clan is famous for, Koudaikou wields both powers in appropriate might. He is the most discerning of the Deer Summons, and almost never touches the mortal plane. It takes an extraordinary summoner or an extraordinary threat to pull him from his plane where he dwells. Koudaikou's fury is the fury of an ancient forest. It is not quick. It is not rushed. But it is merciless and inevitable. Few have ever seen the legendary deer in combat and survived to tell the tale. Stats [Health Power] 1200/1200 [Chakra] 800/800 [Stamina] 800/800 [Taijutsu] 1100 [Defense] 500 [960] [Ninjutsu] 1100 [Genjutsu] 0 [Concentration] 0 [Speed] 1900 [Accuracy] 1200 [Evasion] 1400 Skills Summon Family Element: Wood Effect: This Summon Family has an affinity for Wood Element Jutsu, and receives "Combinatorial Elements: Wood" for free. Once per turn, when a Wood Element technique is used the user gains a Wood Counter. When using a Wood Element technique, the user may spend four (4) Wood Counters to also change the current terrain to 'Dense Woodland'. In addition, the user may choose to apply the bonus from one of the Subtle Elements skills required to learn this element if they own it. Cost: 0 Outdoorsman: Forest Terrain Bonus Effect: Gives +10% speed in forests. A ninja with this skill doesn't suffer the accuracy penalty of Dense Woodland and Jungle terrain. Cost: -1 Subtle Elements; Water Effect: User can now use "water" techniques. All Water Techniques cost 10% less. Cost: -1 Deer Style Taijutsu Effect: "Deer Charges" are gained upon a successful hit with the Deer Style. The user may spend Deer Charges in the following way: .::. The user may spend any number of Deer Charges during the main phase as a free action to have any Deer Style Taijutsu or Basic Attacks used that turn gain 4x% of the attacks total damage as additional Bleed Damage. .::. The user may spend any number of Deer Charges during the main phase as a free action to have any Deer Style Taijutsu or Basic Attacks used that turn ignore 10x% of the target’s defense when calculating damage. .::. Deer Charges may also be used to pay for the costs of any Deer Style Taijutsu. Cost: -1 Martial Artist; Deer Style [Rank 5] Effect: Taijutsu of the Chosen Style do an additional 25 Damage per Ninja Rank of the Technique. Cost: -5 Ninjutsu Mastery; Wood [Rank 4] Effect: Ninjutsu of the Chosen Element do an additional 20 Damage per Ninja Rank of the Technique. Cost: -4 Strategist Effect: Once per Battle, the user may have an attack on a single target become a Critical for 1.5x it's Total Damage. Cost -3 Equipment Ancient Hide Placement: Chest Description: Koudaikou's hide is an ancient as the forest. It feels rough, like the very forest itself has trees woven into his hide. Whorls of light and color flare across his hide upon impact, small barriers built into his very essence. Koudaikou's hide is both a beautiful, glowing vision, and a defensive mechanism. Effect: +460 Defense
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The Kicking King, Kigen Kigen is the foremost warrior of the Deer Clan. He is feared for his intense, powerful kicking actions and his swift, decisive manner. Kigen is more like a cannonball, dangerous and best pointed at an enemy. He is eager to do battle, but is also exacting in his specifications for his summoner. If a summoner cannot best him in battle, Kigen is more likely to attack the ninja who disturbed him than to fight at their side. But should you gain his favor, or the admiration of Kenkei, his younger brother, Kigen will move heaven and earth to hunt down and destroy your enemies with a swiftness only Deer are known to have. Stats [Health Power] 1290/1290 [Chakra] 10/10 [Stamina] 900/900 [Taijutsu] 1400 [Defense] 700 [960] [Ninjutsu] 0 [Genjutsu] 0 [Concentration] 0 [Speed] 1500 [Accuracy] 1200 [Evasion] 1000 Skills Summon Family Element: Wood Effect: This Summon Family has an affinity for Wood Element Jutsu, and receives "Combinatorial Elements: Wood" for free. Once per turn, when a Wood Element technique is used the user gains a Wood Counter. When using a Wood Element technique, the user may spend four (4) Wood Counters to also change the current terrain to 'Dense Woodland'. In addition, the user may choose to apply the bonus from one of the Subtle Elements skills required to learn this element if they own it. Cost: 0 Outdoorsman: Forest Terrain Bonus Effect: Gives +10% speed in forests. A ninja with this skill doesn't suffer the accuracy penalty of Dense Woodland and Jungle terrain. Cost: -1 Deer Style Taijutsu Effect: "Deer Charges" are gained upon a successful hit with the Deer Style. The user may spend Deer Charges in the following way: .::. The user may spend any number of Deer Charges during the main phase as a free action to have any Deer Style Taijutsu or Basic Attacks used that turn gain 4x% of the attacks total damage as additional Bleed Damage. .::. The user may spend any number of Deer Charges during the main phase as a free action to have any Deer Style Taijutsu or Basic Attacks used that turn ignore 10x% of the target’s defense when calculating damage. .::. Deer Charges may also be used to pay for the costs of any Deer Style Taijutsu. Cost: -1 Vishu, The Protector Effect: Taijutsu from the user will deal an additional 30% base damage. This multiplier, in this case and this case only, allows you to break the base damage cap. The taker of this skill may not use Ninjutsu and may not have any skills that give negative effects towards Ninjutsu abilities. Cost: -3 Martial Artist; Deer Style [Rank 5] Effect: Taijutsu of the Deer Style do an additional 25 Damage per Ninja Rank of the Technique. Cost: -5 Equipment Thick Hide Placement: Chest Description: Kigen's hide is thick as nails, full of scar tissue from battles long ago fought and won. IT defends him as he dives head first into combat. Effect: +260 Defense
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The King's Mate, Koukuou Koukuou, commonly called by the nickname Kou, has risen quickly through the ranks. Her power has grown exponentially, and she’s gained quick favor from the king. Being of his own blood, she has been targeted, and thusly named, as his next possible mate. Her skills advance far beyond the realm of simple physical battle. Kou uses her feminine wiles along with her manipulation of nature in order to seduce and then destroy her enemies. Despite the fact that she is smaller than the normal summon of her caliber, being only twice the size of your average human, she is incredibly powerful. She stands out in a crowd too. Koukuou is of a sparkling, almost haunting white. When in battle, enemies have often claimed she was made of nothing but white smoke, as it seems to trail behind her when she attacks. Her less than solid appearance makes many question if Koukouiro ever truly crosses into the mortal plane. Stats [Health Power] 590/590[Chakra] 400/400[Stamina] 10/10[Taijutsu] 0[Defense] 0[Ninjutsu] 800[Genjutsu] 300[Concentration] 500[Speed] 1000[Accuracy] 1000[Evasion] 900 Skills Summon Family Element: Wood Effect: This Summon Family has an affinity for Wood Element Jutsu, and receives "Combinatorial Elements: Wood" for free. Once per turn, when a Wood Element technique is used the user gains a Wood Counter. When using a Wood Element technique, the user may spend four (4) Wood Counters to also change the current terrain to 'Dense Woodland'. In addition, the user may choose to apply the bonus from one of the Subtle Elements skills required to learn this element if they own it. Cost: 0 Outdoorsman: Forest Terrain Bonus Effect: Gives +10% speed in forests. A ninja with this skill doesn't suffer the accuracy penalty of Dense Woodland and Jungle terrain. Cost: -1 Subtle Elements; Water Effect: May use Water element techniques. All Water Techniques cost 10% less. Cost: -1 Ninjutsu Mastery; Wood [Rank 3] Effect: Wood Element Jutsu deal and addition 15 Damage per ninja Rank of the Technique. Cost: -3 Inner Calm [Rank 3] Effect: Chakra-Based Techniques cost 15 less Chakra per ninja rank of the technique. Minimum of 5 Chakra must always be paid. Cost: -3 Equipment Ghostly Shroud Type: Armor Placement: Chest Description: Draping around Koukuouiro's body is the glowing white shroud which give her the ghostly appearance. The shroud itself is a gift from Koudaikou, a sign that she is his mate and bears his protection. Much like the shroud Koudaikou casts on his summoner, his mere influence keeps her from harm. Effects: +160 Defense
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The Kicking Cousin, Kenkei Kenkei is a hothead. The second youngest of the deer clan, Kenkei is young buck whose power is beginning to grow. Many believe he will one day replace Koudaikou as the patriarch to the family, his prismatic horns and stony glare evidence to his birthright. Kenkei is fearless in battle (and thus a little reckless), and a little snide, jeering and taunting his enemies while he pounds them into position. Still, Kenkei isn't the best battle strategist, and tends to do what his summoner tells him, rarely taking the initiative. He's content to follow orders and learn until he one day can defeat his elder brother, Kigen. Stats [Health Power] 490/490 [Chakra] 10/10 [Stamina] 300/300 [Taijutsu] 700 [Defense] 0 [Ninjutsu] 0 [Genjutsu] 0 [Concentration] 200 [Speed] 600 [Accuracy] 600 [Evasion] 600 Skills Summon Family Element: Wood Effect: This Summon Family has an affinity for Wood Element Jutsu, and receives "Combinatorial Elements: Wood" for free. Once per turn, when a Wood Element technique is used the user gains a Wood Counter. When using a Wood Element technique, the user may spend four (4) Wood Counters to also change the current terrain to 'Dense Woodland'. In addition, the user may choose to apply the bonus from one of the Subtle Elements skills required to learn this element if they own it. Cost: 0 Outdoorsman: Forest Terrain Bonus Effect: Gives +10% speed in forests. A ninja with this skill doesn't suffer the accuracy penalty of Dense Woodland and Jungle terrain. Cost: -1 Deer Style Taijutsu Effect: "Deer Charges" are gained upon a successful hit with the Deer Style. The user may spend Deer Charges in the following way: .::. The user may spend any number of Deer Charges during the main phase as a free action to have any Deer Style Taijutsu or Basic Attacks used that turn gain 4x% of the attacks total damage as additional Bleed Damage. .::. The user may spend any number of Deer Charges during the main phase as a free action to have any Deer Style Taijutsu or Basic Attacks used that turn ignore 10x% of the target’s defense when calculating damage. .::. Deer Charges may also be used to pay for the costs of any Deer Style Taijutsu. Cost: -1 Vishu, The Protector Effect: Taijutsu from the user will deal an additional 30% base damage. This multiplier, in this case and this case only, allows you to break the base damage cap. The taker of this skill may not use Ninjutsu and may not have any skills that give negative effects towards Ninjutsu abilities. Cost: -3 Equipment Prismatic Horns Type: Horns Size: Medium Placement: Head Level: 10 Description: Kenkei's glimmering, shining horns glow with a variety of colors as the light hits them. Reinforced with this glimmering crystal, Kenkei can use them as weapons.
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Mokuton; Mori no Osan [ Wood Release; Birth of the Shrine Grove ] Type: Ninjutsu [ Wood ] Rank: Jounin Cost: 130 Chakra Effect: Used in the Set-up Phase. Changes the current Terrain to “Dense Woodland.” Description: ”For no place is home without the echoes of birds in the trees. No place is home without my forest.” – Konoha Poem The forest home of most Konoha Ninja is sacred. Thus, many of them have a strict advantage when fighting there. To that end, the Mori no Osan was created. Not just any forest, the Mori no Osan was created to replicate Konoha’s Shrine Grove, a sacred forest of contemplation and peace, usually tended to by the Nara Clan. The shrine’s mere presence in battle is said to enhance the power of the shinobi who fight within it, harkening back to the home they fight for while instilling the peace required to keep a calm head under battle. The forest appears to generate from nowhere at all, full trees rising from the ground all around both caster and opponent. Cost: 3 JP Sekai Henkajutsu; Tatakai Fumo | 世界の変化 ; 戦い不毛 | World Changing Technique; Battle Barrens Type: Ninjutsu [ Void ] Rank: Jounin Cost: 40 Chakra Effect: Used in the Set-Up Phase. Changes the current terrain to "Plains" Description: Often a ninja will find himself in a land unbefitting his skills. Often, entire armies need to have vast swaths of land cleared away to turn a geographical advantage into a disadvantage. When that is called for, a World Changer will appear, and with a single slap of his hand on the ground, the earth itself will buck and flatten, providing a wide road ready to be paved, or more often, to be fought upon. Cost: 1 JP Designer notes: I dunno where this guys approval went. It happened a long time ago and while the costing and updates never cause the jutsu to be invalid, one of the others in its topic probably caused it to get dragged to dead. So here it is again! Costs! Dense Woodland Terrain: 130 CP Total: 130 CP = 3 JP Plains Terrain: 40 CP Total: 40 CP = 1 JP
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• Mokuton: Tsuruhaji [Wood Release: Vine Grip] Type: Ninjutsu [Wood] Rank: Chunnin Cost: 75 Chakra Damage: 5 Damage Effect: Target is “Weakened” for 2 Turns. Description: The simplest of the shinobi’s traditional wood jutsu, the ninja will summon his chakra and manipulate the forest around him, causing thick, rope-like roots to burst from the ground and leap into the air, gripping an enemy and holding them still, a number of sharp thorns biting into their flesh. With the vines tugging at their arms and legs, forming crisp, clean handseals or throwing effective punches becomes much more difficult. Cost: 3 • Mokuton: Chuu Dangan [ Wood Release: Prism Shot ] Type: Ninjutsu [ Wood ] Rank: Chunnin Cost: 46 Chakra Damage: 15 Damage Per Strike Effect: Multi-Strike Jutsu. 3 Strikes. The first Strike of this jutsu will carry 1 turn of "Startled". Description: Adding a bit of flair to the Standard Arsenal is the simplest of Assault-type wood jutsu. A simple rectangular prism, made of wood, will shoot either from a nearby tree or from the ground, knocking into the enemy. Then, unexpectedly, a second prism will jut out, followed by a third. The timing of the jutsu is critical, as dodging each prism gives, by the jutsu’s design, less of a chance to avoid the next attack, essentially backing an enemy into a corner for a mighty strike. Cost: 2 • Mokuton: Kuroi no yo ni Kuroi [ Wood Release: Black as Black ] Type: Ninjutsu [ Wood ] Rank: Chunnin Cost: 75 Chakra Damage: 5 Damage Effect: Opponent is under the effect “Opening; Kagemane no Jutsu”. Description: A simple jutsu, but one rather stunning in design. Since the Deer Summon work with their Nara Masters, they have developed a way to aid them in their assaults. With simple nature manipulation, the deer will cause the fans of trees and the sizes of bushes to grow and reach out at the opponent like grasping fingers, causing whole canopies to stretch wider and cover more distance than ever before. The effect is immediate: as shadows suddenly grow to accommodate their new hosts, a surprise Kagemane can come from anywhere in the field. Cost: 3 !Costs! Vine Grip Weakened x2 = 70 CP 5 Damage = 5 CP Total = 80 CP = 3 JP Prism Shot 15 Damage Per Strike = 10 CP Per Strike Startled 1 Turn = 10 CP Max of 40 CP = 2 JP Black As Black Open = 20 + (10*JP Cost of Kagemane) = 20 + 50 = 70 CP 5 Damage = 5 CP Total = 75 CP = 3 JP
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• Mokuton; Seikai Boraku [ Wood Release; World Crash ] Type: Ninjutsu | Taijutsu [ Wood | Deer Style ] Rank: Jounin Cost: 130 Chakra + 130 Stamina Damage: 380 Damage Description: Rearing up on their hind legs, a deer will slam forward, their hooves striking the earth with immense force. Their stop will shatter the ground as the user’s chakra surges into it, causing two massive trees to emerge on either side of the enemy, slamming together like a closing gate and crushing the enemy between them, leaving only the newly birthed trees as a monument. Cost: 7 • Mokuton; Naeri Hori Kuzushi [Wood Release; Sapling Sapping ] Type: Ninjutsu | Taijutsu [ Wood | Deer Style ] Rank: Jounin Cost: 140 Chakra + 140 Stamina Damage: 240 Damage Effect: "Exhausted” for 3 Turns. Description: A deer will surge forward, body checking an enemy and sending them sprawling. Anywhere the deer made contact with the enemy, a small, leafy sapling will begin to grow, burrowing into muscles, tenketsu, blood vessels, or anything else that it can feast upon to grow. This dramatically pulls from an enemy’s own reserves of energy, leaving them tired. Cost: 8 • Mokuton: Moku Boheki II [ Wood Release: Wood Bulwark II ] Type: Ninjutsu | Taijutsu [ Wood | Barrier ] Rank: Jounin Cost: 125 Chakra + 125 Stamina Effect: Target the user or one ally in the current Battle. Erects a Barrier around target with 500 HP that lasts for 4 Turns. [ Wood ] Jutsu used while behind this barrier may choose to sacrifice the 50% mods they normally receive in order to heal this Barrier by the damage that jutsu would have gained. This jutsu may be used twice per battle. Description: With a mighty stomp on the ground, chakra will surge around the user or one of their allies. The ground will rip open as a tangling bramble of wood and thorns rises in a circle around their target, protecting them from harm. Cost: 7 !Costs! World Crash 380 Damage = 254 Cost = 250 Cost for cleanliness 250 CP = 6 JP + 1 Hybrid Sapling Sapping 240 Damage = 160 CP Exhausted x3 = 120 CP 280 CP = 7 JP + 1 Hybrid Wood Bulwark 2 500 HP = 250 CP 250 CP = 6 JP + 1 Hybrid
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• Kura Nashide [ Without a Saddle ] Type: Taijutsu [ Deer Style ] Rank: Chunnin Cost: 140 Stamina Damage: 50 Damage Effect: Grants an ally or the user “Haste” for 3 turns. Description: Usually used in combination with a partner, Kura Nashide refers to the act of riding bareback, since the partner will usually jump atop their deer’s back and ride it like a surfboard, using the agile creature’s speed as their own. When used alone, however, it refers to the unbroken colt, faster than the other horses by the nature of being untamed or “Without a saddle” and is used to psyche oneself up for a short moment of increased exertion. Cost: 5 • Kiretsu Boraku [ Fissure Crash ] Type: Taijutsu [ Deer Style ] Rank: Jounin Cost: 300 Stamina Damage: 100 Damage Effect: Inflicts 2 turns of Prone, Shackled [Paired Legs], Deafened, and Distracted. Description: Leaping into the air on strong legs, the deer will land with a deafening crash onto the ground, sending deep fissures at its opponent. After opening up beneath the enemy, the fissures will “swallow” the feet and ankles of the target, often leaving them unable to move from the spot. Cost: 7 • Meikai [ Clarion Call ] Type: Taijutsu [ Deer Style ] Rank: Jounin Cost: 270 Stamina Damage: 120 Damage Effect: Inflicts 2 Turns of Taunt, Afraid; 2, and Weakened. Description: Inhaling deeply, the deer will issue its loudest call for assistance. The amplified force of the supernatural creature’s lungs often will demoralize an opponent, who cannot look away from the fierce, proud deer while its friends sneak in to attack. Cost: 6 • Satsujin Handou [ Murder Kick ] Type: Taijutsu [ Deer Style ] Rank: Jounin Cost: 285 Stamina Damage: 380 Damage Effect: This jutsu has a bonus 25% Chance to Critical Hit. Description: Just like the Razor Kick, the murder kick will drive all four feet directly into the heart of their opponent. Unlike the Razor Kick, however, the Murder Kick is known to shatter the ribcage and send a hoofed foot directly into the meaty tissue of the organ, trying to push it out the other side of the chest and kill the enemy quickly. Cost: 7 [ Evolving 2; “Razor Kick” ] !Costs! Without a Saddle Haste x3 = 105 50 Damage [Tai Ratio 2:3] = 33.33333 = 35 CP 140 CP = 5 JP Fissure Crash 100 Damage = 50 CP Prone x2 = 50 Shackled Paired x2 = 100 CP Deafened x2 =60 CP Distracted x2 = 40 CP 50 + 50 + 100 + 60 + 40 = 300 CP = 7 JP Clarion Call 120 Damage = 60 CP Taunt x2 = 60 CP Weakened x2 = 70 CP Afraid; 2 x 2 = 80 CP 60 + 60 + 70 + 80 = 270 CP = 6 JP Murder Kick 380 Damage = 190 CP * 1.5 (Crit +25%) = 285 CP 285 CP = 7 JP
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• Kanpa [ Cold Wave ] Type: Genjutsu Rank: Chunnin Cost: 145 Chakra Damage: 5 Ghost Damage Effect: This jutsu inflicts 2 Turns of "Hypothermia; 2" and 2 Turns of "Slow". This jutsu also reduces the target's Speed by 7 for 2 Turns. Description: A simple genjutsu, a single handseal and an intense glowing of the eyes are its only visual cues before the target feels an icy cold hand grip their heart, filling their veins with an intense, debilitating cold. While only an illusion, its effect is very real, as the target is known to have lips turn blue or exhale frosty breath as their body tricks itself into lowering its own core temperature. Cost: 5 JP • Akumu Kaen [ Nightmare Blaze ] Type: Genjutsu Rank: Chunnin Cost: 145 Chakra Damage: 10 Ghost Damage Effect: Inflicts 1 turn of "Exposed" and 1 turn of "Frozen". Inflicts two turns of "Scorched". Description: The a single handseal will launch the jutsu, whose first sensation is a hot wind. The jutsu targets two distinct applications. First, it invokes that helpless, weak form of being a child, and then surrounds them with a monstrous blaze, usually linked to their childhood home. The double whammy of illusions layer atop one another to completely expose the target, while simultaneously giving them sensation of intense burns while they try to fight their way out of the hellish fire. Cost: 5 JP !Costs! Cold Wave Hypothermia; 2 for 2 Turns = 60 CP Slow for 2 Turns = 70 CP 5 Ghost Damage = 5 CP 15 Speed Reduction = 10 CP 145 = 5 JP Nightmare Blaze Exposed x1 = 40 CP Frozen x1 = 35 CP Scorched x2 = 60 10 Ghost Damage = 8 CP 143 CP = 145 CP = 5 JP
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• Mokuton: Tsuruhaji [Wood Release: Vine Grip] Type: Ninjutsu [Wood] Rank: Chunnin Cost: 80 Chakra Damage: 5 Damage Effect: Target is “Ensnared” for three Turns. Description: The simplest of the shinobi’s traditional wood jutsu, the ninja will summon his chakra and manipulate the forest around him, causing thick, rope-like roots to burst from the ground and leap into the air, gripping an enemy and holding them still, a number of sharp thorns biting into their flesh. Cost: 3 • Mokuton: Chuu Dangan [ Wood Release: Prism Shot ] Type: Ninjutsu [ Wood ] Rank: Chunnin Cost: 20 Chakra Per Strike Damage: 15 Damage Per Strike Effect: Multi-Strike Jutsu. Maximum of 3 Strikes. If any one of this technique's strikes are not successful, the user’s next attack gains a +3% chance to hit. Description: Adding a bit of flair to the Standard Arsenal is the simplest of Assault-type wood jutsu. A simple rectangular prism, made of wood, will shoot either from a nearby tree or from the ground, knocking into the enemy. Then, unexpectedly, a second prism will jut out, followed by a third. The timing of the jutsu is critical, as dodging each prism gives, by the jutsu’s design, less of a chance to avoid the next attack, essentially backing an enemy into a corner for a mighty strike. Cost: 2 • Mokuton: Kuroi no yo ni Kuroi [ Wood Release: Black as Black ] Type: Ninjutsu [ Wood ] Rank: Chunnin Cost: 75 Chakra Damage: 5 Damage Effect: Opponent is under the effect “Full Opening: Kagemane no Jutsu”. Description: A simple jutsu, but one rather stunning in design. Since the Deer Summon work with their Nara Masters, they have developed a way to aid them in their assaults. With simple nature manipulation, the deer will cause the fans of trees and the sizes of bushes to grow and reach out at the opponent like grasping fingers, causing whole canopies to stretch wider and cover more distance than ever before. The effect is immediate: as shadows suddenly grow to accommodate their new hosts, a surprise Kagemane can come from anywhere in the field. Cost: 3 !Costs! Vine Grip Ensnared x 3 = 75 5 Damage = 5 Total = 80 CP = 3 JP Prism Shot 15 Damage = 10 CP I added 5 to each strike for the Accuracy Effect Max of 45 CP = 2 JP Black As Black Full Open = 20 + (10*JP Cost of Kagemane) = 20 + 50 = 70 5 Damage = 5 CP Total = 75 CP = 3 JP
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• Mokuton; Fumetsu Satto [ Wood Release; Immortal Stampede ] Type: Ninjutsu | Taijutsu [ Wood | Deer Style ] Rank: Sennin Cost: 80 Chakra + 80 Stamina per Strike Damage: 160 Damage per Strike Effect: Multi Strike Jutsu. This jutsu may target additional enemies with additional strikes. Each strike of this jutsu will inflict 1 turn of “Vulnerable”. If the target has already been inflicted with “Vulnerable” when they are hit by a strike of this jutsu, that strike will instead inflict 1 turn of “Clobbered”. If the current terrain is not “Dense Woodland” then the user may sacrifice the damage and effects of one strike of this jutsu in order to change the terrain to “Dense Woodland.” This jutsu may possess a maximum of 5 Strikes. Description: Koudaikou commands a mastery over the forces of his forest, and the deer that live there. When in true danger, he’ll shout out a call that beckons his spiritual demesne, the Sacred Shrine Grove, into the physical world. Towering, ancient trees will spring forth into existence, things larger than most buildings and taller enough to be lost, out of mortal sight. Along with that forest come his hundreds of deer followers, ranging from sizes no more than a common doe to towering monoliths of beasts, all extremely dangerous. With a worded command, the surge of deer will stampede forward, nimbly leaping through their familiar forest and trampling underfoot an enemy or several, their relentless hooves pounding foes into the dirt and leaving them utterly exposed to a follow up by the summoner who so rightfully wielded his might. Cost: 13 ! Costs ! 160 Damage per Strike x5 = 800 Damage Total = 535 CP Vuln x 5 = 250 CP 785 CP = 12 JP + 1 Hybrid I'm rolling Vuln and Clobbered into one line there since Clobbered is less than Vuln, and it cannot ever deal both in one strike, each strike only has the ability to do Vuln, or, should that not be available, it uses Clobbered. There's no choice mechanic to it so I did not increase JP at all. The Terrain thing I'm also calling paid for, because one Strike is 160 CP, where Dense Woodland is only 130 CP, so I'm losing potency on that strike to change terrain, and that's a-okay with me if I can just call it even.
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• Mokuton; Seikai Boraku [ Wood Release; World Crash ] Type: Ninjutsu | Taijutsu [ Wood | Deer Style ] Rank: Jounin Cost: 130 Chakra + 130 Stamina Damage: 380 Damage Description: Rearing up on their hind legs, a deer will slam forward, their hooves striking the earth with immense force. Their stop will shatter the ground as the user’s chakra surges into it, causing two massive trees to emerge on either side of the enemy, slamming together like a closing gate and crushing the enemy between them, leaving only the newly birthed trees as a monument. Cost: 7 • Mokuton; Naeri Hori Kuzushi [Wood Release; Sapling Sapping ] Type: Ninjutsu | Taijutsu [ Wood | Deer Style ] Rank: Jounin Cost: 140 Chakra + 140 Stamina Damage: 60 Damage Effect: Inflicts “Damaged Tenketsu 1-8” and “Damaged Muscles 1-8” and “Dehydrated” for 2 Turns. Description: A deer will surge forward, body checking an enemy and sending them sprawling. Anywhere the deer made contact with the enemy, a small, leafy sapling will begin to grow, burrowing into muscles, tenketsu, blood vessels, or anything else that it can feast upon to grow. This dramatically pulls from an enemy’s own reserves of energy, leaving them parched, dried out, and tired. Cost: 8 • Mokuton: Moku Boheki II [ Wood Release: Wood Bulwark II ] Type: Ninjutsu [ Wood | Barrier ] Rank: Jounin Cost: 125 Chakra + 125 Stamina Effect: Target one Ninja in the current Battle. Erects a Barrier around target with 500 HP that lasts for 4 Turns. [ Wood ] Jutsu used while behind this barrier may choose to sacrifice the 50% mods they normally receive in order to heal this Barrier by the damage that jutsu would have gained. This jutsu may be used twice per battle. Description: With a mighty stomp on the ground, chakra will surge around the user or one of their allies. The ground will rip open as a tangling bramble of wood and thorns rises in a circle around their target, protecting them from harm. Cost: 7 !Costs! World Crash 380 Damage = 254 Cost = 250 Cost for cleanliness 250 CP = 6 JP + 1 Hybrid Sapling Sapping 60 Damage = 40 CP Damaged Tenk 1-8 (x2) = 80 CP Damaged Musc 1-8 (x2) = 80 CP Dehydrated x2 = 80 CP 280 CP = 7 JP + 1 Hybrid Wood Bulwark 2 500 HP = 250 CP 250 CP = 6 JP + 1 Hybrid
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• Mokuton; Gaisho Handou II [ Wood Release; Trauma Kick II ] Type: Ninjutsu | Taijutsu [ Wood | Deer Style ] Rank: Jounin Cost: 95 Chakra + 95 Stamina Damage: 150 Damage Effect: Enemy is "Confused" for three turns. Description: Yet another in the line of Handou jutsu, the Trauma Kick is a simple attack, aiming a single of the deer's legs at the head of its enemy, legs wreathed in thick bark. The kick usually disorientates the enemy, causing them to stumble about the battlefield and occasionally hurt themselves. Cost: 6 [Evolving 1; “Trauma Kick II” ] • Mokuton; Gaisho Boraku II [ Wood Release; Trauma Crash II ] Type: Ninjutsu | Taijutsu [ Wood | Deer Style | AoE ] Rank: Jounin Cost: 20 Chakra + 20 Stamina Damage: 15 Damage Effect: AoE Jutsu. This jutsu does not target any of the user’s Allies. Description: With a herculean leap, a small deer will reach for the heavens, then turn and crash back into the earth, sending cracking fissures out against those who would attack it. From the cracks, angry, stabbing roots will jut out at the enemy. Each wave emanates from the impact point of the deer’s hooves, so allies are usually spared any agony. Cost: 2 • Mokuton; Rakka Handou [ Wood Release; Falling Kick ] Type: Taijutsu [ Deer Style ] Rank: Chunnin Cost: 90 Chakra + 90 Stamina Damage: 150 Damage Effect: Inflicts “Clobbered” for 2 turns. Description: Aptly named, the Falling Kick involves being thrust up on a pillar of wood, kicking for a space just above the enemy, missing on purpose, and then swinging down at the enemy in a swift rush, slamming the rear legs onto the head or chest of the target. The resulting disorientation often leaves the enemy unable to perform at their best. Cost: 6 [ Evolving 2; “Falling Kick” ] !Costs! Trauma Kick 2 Confused x 3 = 90 CP 150 Damage = 100 CP 190 CP = 5 jP + 1 Hybrid Trauma Crash 2 15 Damage = 10 CP * 4 (No allies) = 40 CP 40 CP = 1 JP + 1 Hybrid Falling Kick Clobbered x2 = 80 CP 150 Damahe = 100 CP 180 CP = 5 JP + 1 Hybrid
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• Mokuton; Ni Handou II [ Wood Release; Double Kick II ] Type: Ninjutsu | Taijutsu [ Wood | Deer Style ] Rank: Jounin Cost: 5 Chakra + 5 Stamina Per Hit Damage: 15 Damage Per Hit Effect: Multi-Hit Jutsu. Maximum of Two Hits. Description: A very basic lashing out of the Deer’s most primal nature, the Ni Handou is simply a jutting kick with one or both of the deer's hind legs, thickly wrapped in conjured tree bark. These legs smash into the enemy with great force, and, depending on who delivered the kick, it could be deadly. Cost: 2 [ Evolving 1; “Double Kick” ] • Mokuton; Ikkakku Sasu II [ Wood Release; Horn Pierce II ] Type: Ninjutsu | Taijutsu [ Wood | Deer Style ] Rank: Jounin Cost: 85 Chakra + 85 Stamina Damage: 15 Damage Effect: Inflicts “Bleeding; 150” for 2 Turns. Description: Another simple attack in the hardy Deer's fighting style. A simple, ramming headbutt to the chest forces one or both antlers to pierce the flesh, the hardened bone dealing a great amount of damage, and once the horns are removed, the opponent will usually bleed from the holes incurred by the horned attacks. This latest version involves a small piece of bark or wood growing out of the wound, to further increase the size of the lacerations. Cost: 5 [ Evolving 1 JP; “Horn Pierce II”] • Mokuton; Mahi Handou II [ Wood Release; Numbing Kick II ] Type: Ninjutsu | Taijutsu [ Wood | Deer Style ] Rank: Jounin Cost: 105 Chakra + 105 Stamina Damage: 180 Damage Effect: Enemy is "Numb" for three turns. Description: A slight variation of the Bruising Kick, the Numbing Kick involves the two legs smashing into the enemy's chest in a staggered fashion, each cloaked in a sharp piece of bark or wood. The two blows, coming in at just the right time, pierce the chest and cut into two very important nerves in the chest, which send a mixture of confused signals to the rest of the nervous system, causing the body to feel an intense numbness. Cost: 6 [ Evolving 1; “Numbing Kick II” ] !Costs! Double Kick 15 Damage = 10 CP Max 2 strikes = 20 CP 20 CP = 1 JP + 1 Hybrid Horn Pierce 2 15 Damage = 10 CP 300 Bleed = 200 * .8 = 160 CP 170 CP = 4 JP + 1 Hybrid Numbing Kick 2 180 Damage = 120 CP Numb x 3 = 90 CP 210 CP = 5 JP + 1 Hybrid
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• Kanpa [ Cold Wave ] Type: Genjutsu Rank: Chunnin Cost: 125 Chakra Damage: 5 Ghost Damage Effect: Target Suffers “Frostbite” for 2 Turns. Description: A simple genjutsu, a single handseal and an intense glowing of the eyes are its only visual cues before the target feels an icy cold hand grip their heart, filling their veins with an intense, debilitating cold. While only an illusion, its effect is very real, as the target is known to have lips turn blue or exhale frosty breath as their body tricks itself into lowering its own core temperature. Cost: 5 JP • Yameru to Iku [ Stop and Go ] Type: Genjutsu | Ninjutsu [ Void ] Rank: Chunnin Cost: 150 Chakra Damage: 10 Damage Effect: Target 1 Opponent. They suffer “Slow” for 2 Turns. Target 1 Ally (or Yourself). They receive “Haste” for 2 Turns. Description: A sudden, ringing sound will fill the air, usually accompanied by the word “Stop!” as the target’s ears are used to channel chakra into their brain, slowing their perception of time itself. Then, with a softer force but the same sound, the user will speak “Go!” and use the same pathways to enhance an ally’s perception of time. The result is staggering, as the enemy seems to stand still for a moment while the ally wreaks havoc. Cost: 6 JP • Kosa Dosen [ Crossed Wires ] Type: Genjutsu Rank: Chunnin Cost: 150 Chakra Damage: 10 Ghost Damage Effect: For the next three turns, the target will use their “Ninjutsu” Stat anytime they would normally use their “Genjutsu” Stat, and their “Genjutsu” Stat anytime they would normally use their “Ninjutsu” Stat. Description: Reaching into the mind like a probing hand, a ninja will touch the cognitive pieces of the brain that deal with memory association, and will replace “Ninjutsu” memories with “Genjutsu” memories causing the target to wrongfully apply skills from a different discipline on the jutsu they use in battle. It often leads to a crippled enemy, who cannot use their signature jutsu nearly as well. Cost: 5 JP !Costs! Cold Wave Frostbite x 2 = 120 5 Damage = 5 125 = 5 JP Stop and Go Slow x 2 = 70 Haste x 2 = 70 10 Damage = 10 CP 140 = 5 JP + 1 for Hybrid Crossed Wires Just chose the max cost for the effect, wingin it. 150 CP = 5 JP
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The Gentle Doe, Karui Karui is the smallest and youngest of the Ancient Deer. As her title suggests, this deer is meek and gentle, and refuses to do any real fighting. The deer is only a fawn, a young creature with very little wordly experience. With wobbling legs, and no real clothing aside from the headband around her neck (sporting the Nara Clan emblem), Karui looks nearly harmless. She does, however, carry the typical trait of female deer in her clan. Her body is draped in a ghostly white light, that often trails off of her as she moves. All the females of her clan bear a shroud like this of some kind, each drawing power from the clan's leader, who seeks to shelter and protect the females in his herd. Karui is a non-violent summon, preaches mercy in her summoner, and does not like to watch the killing blow delivered. Special: +100 Evasion to Summoner Stats [Health Power] 57/57 [Chakra] 1/1 [stamina] 1/1 [Taijutsu] 0 [Defense] 0 [Ninjutsu] 0 [Genjutsu] 0 [Concentration] 0 [speed] 1 [Accuracy] 0 [Evasion] 40 Skills Summon Family Element: Wood Effect: This Summon Family has an affinity for Wood Element Jutsu, and receives "Combinatorial Elements: Wood" for free. Wood Techniques cost 5% less and have 10% more effect when within an area surrounded by large groupings of trees (forests, woods, etc.), rounded up. Cost: 0
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• Mokuton; Kuru Me [ Wood Release; Eye Gouge ] Type: Ninjutsu | Taijutsu [ Wood | Deer Style ] Rank: Jounin Cost: 100 Chakra + 100 Stamina Damage: 75 Damage Effect: Inflicts “Blind” for 3 Turns. Description: Wrapping bits of wood around the antlers in order to shape several additional barbs and “limbs”, an adult deer will strike repeatedly at the eyes of their opponent, trying to blind their foe. Cost: 6 [ Evolving 2; “Eye Gouge” ] • Mokuton; Hidzume Kujiku [ Wood Release; Hoof Crush ] Type: Ninjutsu | Taijutsu [ Wood | Deer Style ] Rank: Jounin Cost: 120 Chakra + 120 Stamina Damage: 60 Damage Effect: Inflicts “Destroy Weapon” on the Target Description: With a pulverizing force, an animal will jerk a hoofed hind leg into an enemy’s weapon, be it sword or otherwise. Once it makes contact, wood will grow from the point of impact, strangling and then attempting to crush the weapon in question. The force is usually enough to snap the weapon into several pieces, rendering it useless. Cost: 7 [ Evolving 2; “Hoof Crush” ] • Mokuton; Hidzume Kujiku II [ Wood Release; Hoof Crush II ] Type: Ninjutsu | Taijutsu [ Wood | Deer Style ] Rank: Jounin Cost: 100 Chakra + 100 Stamina Damage: 60 Damage Effect: Inflicts “Destroy Item” on the Target Description: With the same pulverizing force, an animal will smash both hoofed feet into an enemy’s armor, trinket, or shield. Wooden tendrils will grow from the point of impact, crushing and crumpling the item like a sorry tin can. The force is usually enough the snap the item into pieces, rendering it useless. Cost: 6 [ Evolving 2; “Hoof Crush II” ] !Costs! Eye Gouge Blind x 3 = 150 CP 75 damage = 50 CP 200 CP = 5 JP + 1 Hybrid Hoof Crush Jounin Destroy Weap = 200 60 damage = 40 CP 240 CP = 6 JP + 1 Hybrid Hoof Crush 2 Jounin Destroy Item = 160 60 Damage = 40 CP 200 CP = 5 JP + 1 Hybrid
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• Mokuton: Moku Boheki [ Wood Release: Wood Bulwark ] Type: Ninjutsu [ Wood | Barrier ] Rank: Chunnin Cost: 150 Chakra Effect: Target one Ninja in the current Battle. Erects a Barrier around target with 220 HP that lasts for 4 Turns. [ Wood ] Jutsu used while behind this barrier may choose to sacrifice the 50% mods they normally receive in order to heal this Barrier by the damage that jutsu would have gained. This jutsu may be used twice per battle. Description: With a mighty stomp on the ground, chakra will surge around the user or one of their allies. The ground will rip open as a tangling bramble of wood and thorns rises in a circle around their target, protecting them from harm. Cost: 5 JP • Mokuton: Moku Kiri [ Wood Release: Wood Drill ] Type: Ninjutsu [ Wood ] Rank: Chunnin Cost: 100 Chakra Damage: 120 Damage Description: With a surge of primal force, a great drilling pillar of wood will shoot up from the ground and hammer into an opponent, attempting to do as much damage as possible. Cost: 4 JP !Costs! Wood Bulwark 250 HP = 150 Chakra 150 CP = 5 JP Wood Drill 120 Damage = 100 CP 100 CP = 4 JP
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• Mokuton: Dai Boraku [ Wood Release: Great Crash ] Type: Ninjutsu [ Wood ] Rank: Chunnin Cost: 115 Chakra Damage: 50 Damage Effect: Target suffers 50 Bleed Damage for 1 Turn. Target is “Distracted” for 2 Turns. Description: As its name suggests, the Great Crash is exactly that. The ninja involved will either summon or remove a large limb of a tree nearby, which will then fall down onto the opponent, often cutting them deeply with shards of wood and loose branches. The sudden appearance of a giant tree limb on top of their head usually serves to distract the enemy for a short while. Cost: 4 • Mokuton; Moku Tataku [ Wood Release: Wood Slap ] Type: Ninjutsu [ Wood ] Rank: Chunnin Cost: 40 Chakra Damage: 50 Damage Description: A childish jutsu, a quick handseal causes the bark of a tree to suddenly peel away from its trunk and reach out to smack someone, usually in the back of the head or on the cheek. Cost: 2 JP • Mokuton: Moku Hisan [Wood Release: Wood Scattering ] Type: Ninjutsu [ Wood ] Rank: Chunnin Cost: 105 Chakra Damage: 5 Damage Effect: Target is “Blind” for 2 Turns. Description: A quick stomp on the ground will send a scattering of wood chips across the ground, aimed at an opponent’s eyes like a cloud of debris, with hopes of blinding them for a short while. Cost: 4 JP !Costs! Great Crash 50 Damage = 40 CP 50 Bleed = 32 CP Distracted x2 = 40 CP Total CP = 112 = 115 = 4 JP Wood Slap 50 Damage = 40 CP 40 CP = 2 JP Wood Scattering Blind x 2 = 100 5 Damage = 5 CP 105 CP = 4 JP
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• To Handou [ Party Kick ] Type: Taijutsu [ Deer Style ] Rank: Chunnin Cost: 10 Stamina Damage: 15 Damage Effect: Coalescence [X; “Katon: Gokakyuu no Jutsu”] : This jutsu may be performed with any number of users performing “Katon: Gokakyuu no Jutsu”. Combine the Base Damage of all jutsu involved in this coalescence. Description: The Party Kick is a simple jutsu, that involves a quick stabbing push with one leg. The assault isn’t very deadly, often just causing an enemy to stumble forward a bit. The trick comes in having allies at the ready to fire a barrage of flaming fireballs aimed at the exact spot where they land. Cost: 2 • Rakka Handou [ Falling Kick ] Type: Taijutsu [ Deer Style ] Rank: Chunnin Cost: 120 Stamina Damage: 60 Damage Effect: Inflicts “Clobbered” for 2 turns. Description: Aptly named, the Falling Kick involves kicking for a space just above the enemy, missing on purpose, and then swinging down at the enemy in a swift rush, slamming the rear legs onto the head or chest of the target. The resulting disorientation often leaves the enemy unable to perform at their best. Cost: 4 • Kamisori Handou [ Razor Kick ] Type: Taijutsu [ Deer Style ] Rank: Chunnin Cost: 150 Stamina Damage: 150 Damage Effect: This jutsu has a bonus 25% Chance to Critical. Description: A savage kick, aimed directly at the heart of an opponent with all four hooves, the move is deadly alone for its ability to crush bone, but there is a small chance the motion will act like a small defibrillator, causing the heart to skip a beat of suddenly fail all at once. Cost: 5 !Costs! Party Kick 15 Damage = 10 CP 10 CP = 1 JP + 1 for Coalesce Falling Kick Clobbered x2 = 80 CP 60 Damage = 40 CP 80 + 40 = 120 CP = 4 JP Razor Kick 150 Damage = 100 Stamina * 1.5 (25% Crit) = 150 CP 150 CP = 5 JP
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• Mahi Handou II [ Numbing Kick II ] Type: Taijutsu [ Deer Style ] Rank: Chunnin Cost: 130 Stamina Damage: 60 Damage Effect: Enemy is "Numb" for three turns. Description: A slight variation of the Bruising Kick, the Numbing Kick involves the two legs smashing into the enemy's chest in a staggered fashion. The two blows, coming in at just the right time, hit two very important nerves in the chest, which send a mixture of confused signals to the rest of the nervous system, causing the body to feel an intense numbness. Cost: 5 [ Evolving 1; “Numbing Kick” ] • Gaisho Handou II [ Trauma Kick II ] Type: Taijutsu [ Deer Style ] Rank: Chunnin Cost: 130 Stamina Damage: 60 Damage Effect: Enemy is "Confused" for three turns. Description: Yet another in the line of Handou jutsu, the Trauma Kick is a simple attack, aiming a single of the deer's legs at the head of its enemy. The kick usually disorientates the enemy, causing them to stumble about the battlefield and occasionally hurt themselves. Cost: 5 [Evolving 1; “Trauma Kick” ] • Gaisho Boraku II [ Trauma Crash II ] Type: Taijutsu [ Deer Style | AoE ] Rank: Chunnin Cost: 40 Stamina Damage: 15 Damage Effect: AoE Jutsu. This jutsu does not target any of the user’s Allies. Description: With a herculean leap, a small deer will reach for the heavens, then turn and crash back into the earth, sending cracking fissures out against those who would attack it. Each wave emanates from the impact point of the deer’s hooves, so allies are usually spared any agony. Cost: 2 !Costs! Numbing Kick 2 Numb x 3 = 90 CP 60 Damage = 40 CP 90 + 40 = 130 CP = 5 JP Trauma Kick 2 Confused x 3 = 90 CP 60 Damage = 40 CP 90 + 40 = 130 CP = 5 JP Trauma Crash 2 15 Damage = 10 CP * 4 (Aoe) = 40 CP 40 CP = 2 JP
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• Hidzume Kujiku II [ Hoof Crush II ] Type: Taijutsu [ Deer Style ] Rank: Chunnin Cost: 120 Stamina Damage: 60 Damage Effect: Inflicts “Destroy Item” on the Target Description: With the same pulverizing force, an animal will smash both hoofed feet into an enemy’s armor, trinket, or shield. The force is usually enough the snap the item in twain, rendering it useless. Cost: 4 • Ni Handou II [ Double Kick II ] Type: Taijutsu [ Deer Style ] Rank: Chunnin Cost: 7 Stamina Per Hit Damage: 10 Damage Per Hit Effect: Multi-Hit Jutsu. Maximum of Two Hits. Description: A very basic lashing out of the Deer’s most primal nature, the Ni Handou is simply a jutting kick with one or both of the deer's hind legs. These legs smash into the enemy with great force, and, depending on who delivered the kick, it could be deadly. Cost: 1 • Ikkakku Sasu II [ Horn Pierce II ] Type: Taijutsu [ Deer Style ] Rank: Chunnin Cost: 70 Stamina Damage: 20 Damage Effect: Inflicts “Bleeding; 50” for 2 Turns. Description: Another simple attack in the hardy Deer's fighting style. A simple, ramming headbutt to the chest forces one or both antlers to pierce the flesh, the hardened bone dealing a great amount of damage, and once the horns are removed, the opponent will usually bleed from the holes incurred by the horned attacks. Cost: 3 [ Evolving 1 JP; “Horn Pierce”] !Costs! Hoof Crush 2 Dest Item (Chunnin) = 80 60 Damage = 40 Total = 120 = 4 JP Double Kick 2 10 Damage = 7 CP x 2 = 14 CP 14 CP = 1 JP Horn Pierce 2 20 Damage = 15 CP 100 Bleed = 60 CP * .8 = 55 CP 55 + 15 = 70 = 3 JP
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