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Rilon

Nara Takeo

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Posted (edited)

~User Data~

-Posting: Often.

-Time Zone: GMT -7

~~~~~~~~~~~~~~~~~~~~~~~~~~~

.:Konoha Database: Nara Takeo:.

Name: Nara Takeo

Clan: Nara

Birthplace: Waterfall Country

Current Residence: Konohagakure no Sato

Age: 17

D.O.B.: August 3rd

Zodiac: Leo

Sex: Male

~~~~~~~~~~~~~~~~~~~~~~~~~~~

.:Physical Profile:.

nara.jpg

-Height: 5'9"

-Weight: 155 lbs

-Hair Color: Black, Takeo's hair sticks up in random spots and is uncontrollable, he chooses to cover it with a hat because of its unruliness.

-Eye Color: Dark Brown

-Physical Description: Takeo is lean more so than muscular. He has a strong stance, carried by his self confidence. His skin is fair, like most ninja from Konoha, and his freckles stand out a stark contrast to the not quite pale skin. Anyone watching him would be able to see the youthful spring in his step that belies is inexperience in the brutal ninja world.

~~~~~~~~~~~~~~~~~~~~~~~~~~~

.:Psychological Evaluation:.

Personality: If forced to describe himself in one word. Takeo would choose "lively" He is a spirited young man who is always up for a new adventure. Takeo is optimistic, and intelligent, showing a firm grasp on battle tactics, a trait not unknown to members of the Nara clan. Takeo always tries to see the silver lining on every situation, but can have a hard time focusing on the task at hand if it is not interesting.

Likes:

  • Spelunking.
  • Swimming.
  • Painting.

Dislikes:

  • Milk.
  • Bees.
  • Cloudy Days.

Favorites:

-Food: Scrambled eggs.

-Color: Blue.

-Music Genre: Trance.

-Book Genre: Romance.

Edited by Rilon
Posted (edited)

.:His Legacy:.

Current Allegiance: Konohagakure no Sato.

Relationships:

  • Parent(s): Nara Amaya (Mother), Nara Sho (Father).
  • Sibling(s): None.
  • Significant Other(s): None.
  • Pet(s): None.
  • Teacher(s): None.
  • Friend(s): None.

History:

Takeo is somewhat of a unique case in the ninja world. Both of Takeo's parents worked in the same NCIA squad during their ninja career and when Amaya was pregnant with Takeo she stopped working as a ninja but continued to work as a dignitary. Nara Sho would always accompany his wife and tend to her needs during her diplomatic dispatches. He wanted her to just stay home and care for herself and her baby, but Amaya's negotiations always yielded results. Amaya deemed her diplomatic prowess as too important to lapse into maternity leave, and thus on one such diplomatic dispatch to Takigakure, Nara Takeo was born.

Takeo started his life much how he continues to live it, with a bang. The Nara boy was walking at nine months of age and causing trouble wherever he turned. If there was a container that could be weaseled opened, Takeo would find it, defeat any childproofing, and have the contents scattered about the house in record time. As Takeo grew so did his spirit of adventure, his mother always took Takeo with her on her diplomatic dispatches. These constant excursions to other countries taught Takeo valuable lessons. He learned to swim in Kirigakure, spelunk in Iwagakure, he learned about production of food and an export driven economy in Oto, and with each country Takeo visited, he picked up little bits of significant world and country history. After a visit to Waterfall, Takeo acquired his signature hat. The boy decided that he would proudly wear a token of his birth country, even though he lived in Konoha, and would be a registered leaf-nin in the future.

When Takeo was old enough, he was enrolled in the NICA ninja academy. He was trained for several years by different NCIA-sanctioned Nara tutors, but Takeo never really buckled down to study. He always found exploring and slacking infinitely more fun that learning about chakra. He was written up countless times by different instructors, met with several jounin about the importance of his ability to fight, but Takeo just didn't care.

Suddenly, on a trip to Konoha to visit his parents, Takeo's world was shattered. The rebellion that had been stirring in the countries finally came to a head. The fighting for Konoha was fierce, but Takeo and his parents chose to surrender to the rebels after the guarantee of safe passage to Waterfall Country until the fighting in Konoha was finished. The family had not served as ruthless executioners like some NCIA, so their war crimes were never brought into question. When the battle for Hi no Kuni was finished, Takeo and his parents returned to the country to help rebuild in the aftermath. Since that day, Takeo has been training intensely working with his parents to study Nara hijutsu and different tactics, making up for lost time. Takeo continued to travel with his mom, learning about other country's ninja arts in addition to the Nara arts. As of now, Takeo has been to each ninja nation at least twice, although he takes regular trips back to Waterfall to visit his birth country. This Nara has decided that although nothing will ever quench his thirst for adventure, he needed to be able to fight and protect himself.

Edited by Rilon
Posted (edited)

Statistics

Death Bonus: None. 75% TXP From Kazuki.

Rank: Gennin

Level: 9

TXP: 904/1000

Total Stat Points: 1400

-Stats-

(Health) 200

(Stamina) 40

(Chakra) 200

(Taijutsu) 20

(Defense) 100

(Ninjutsu) 100

(Genjutsu) 100

(Concentration) 0

(Speed) 240

(Accuracy) 200

(Evasion) 200

~~~~~~~~~~~~~~~~~~~~~~~~~~~

~Skills~

Skill Point Tally: 11/11

Remaining Skill Points:

Skills:

Hybrid Shadow

Clan: Nara Clan

Description: Having perfected their art, the Nara have found a delightful ability. By fusing actual shadows with their own chakra, the members of the Nara Clan can create a sort of hybrid shadow that is neither 100% real shadow nor 100% chakra. They can mold this shadow at will, and any shadow this hybrid shadow touches can be infused with their chakra, extending their range for maximum effectiveness. It is this trait that has called them “Masters of Shadow.”

Effect: Nara Clan members have access to the element “Shadow” and all Nara Clan Jutsu. All Nara Clan Jutsu are Reduced by 2 JP to a minimum of 2. Shadow is NOT treated as a basic element, but is treated as a Second Tier Element requiring a two element fusion. Ninja with skill do not require Twisted Colors or Subtle Elements to use the element “Shadow.”

Cost: -2

Requirements: Mandatory for all Nara Clan Members

Checkmate

Clan: Nara Clan

Effect: Once per battle, as a free action in any phase, when the user successfully connects with “Kagemane no Jutsu” or “Maruchi Kagemane no Jutsu” then they may choose ONE of the following:

1. If the Enemy Breaks Out of "Kagemane no Jutsu" or "Maruchi Kagemane no Jutsu" by Force, the user Does Not Lose any Chakra.

2. Recover 15% of Your Total Chakra.

3. Your Next “Nara Hijutsu” Costs 20% Less Chakra to Activate.

Description: Famous for their strategies, the Nara are miraculous thinkers, and it generally always sends the user back to the Kagemane no Jutsu to finish the match with a signature Kage Kubishibari. Upon trapping the enemy, however, it is a Nara’s smug tendency to generally call out “Checkmate” indicating that their plan has succeeded, and the enemy’s death is close at hand. Doing so seems to give the Nara the extra push they require to finish out their plan, even if they are low on reserves.

Cost: -1

Chakra Flow

Restriction: User may not have any other skill (or bloodline skill) that effects Health, Stamina, or Chakra Regeneration. This skill may not be taught.

Rank 1: Gain 10% of your Total Chakra every turn. This replaces normal Chakra regeneration.

Cost: -5

The Path of the Scholar

Description: Although quite rare, a few Ninja proceed down the path of the scholar, spending a lot of time in research and in trying to understand the world around them. These Ninja are not to be underestimated, however, as they can be quite deadly.

-1

Effect: Character gains 1 extra Jutsu Point per level

Scholarly Mastery: Choose Two:

-May gain 2 ranks of 'Scroll Arts' for 1 skill point.

-May gain 2 ranks of 'Scribe' for 1 skill point.

RP Guide:

-Acute knowledge of the world around them. This ninja has studied their world through many ways and is a quick mind when it comes to absorbing knowledge. With a keen eye for detail and a photographic memory to boot. This does not, however, mean they are good at processing this information.

Restriction:

-Players can only apply this path to characters which actually spend a portion of their time, or have spent a portion of their time, studying in a scholarly sort of fashion.

Name: Second Wind

Effect: Upon reaching 0 or less health, the user's HP is raised back up to 1 HP, but only once per battle. If the user's HP would be reduced below -25% of its total then this skill does not come into effect.

Cost: -2

Skills learned from Jounins: (You can learn up to 4 SP worth of skills for free, if a Jounin teaches you them. Link to where you learned the skill.)

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~Techniques~

Jutsu Points: 18 Used : 4 Available : 22 Total

.:Nara Hijutsu:.

Nara Hijutsu : Kagemane no Jutsu [Nara Clan Secret Technique : Shadow Imitation]

Type: Ninjutsu [shadow Hijutsu]

Rank: Gennin

Cost: 70 Chakra; 35+X Chakra per Turn

Damage: N/A

Effects: If successful, target enemy cannot perform any actions during his/her turn for the remainder of battle except for "sealless" jutsu that do not require physical movement (No chidori) or until the user is incapable of paying the upkeep for this jutsu. If the user of the technique performs any type of action, the enemy must attempt to copy that motion. In order to successfully copy the motion, the enemy must meet all requirements of the jutsu (including rank, ability to mold the elements of the jutsu, and possess any special skills or items required by the motion) or possess a weapon of similar type and similar location. If the motion is a Taijutsu Technique, then the enemy needs only to meet the Rank Requirements of the Taijutsu technique, and have the stamina to use said jutsu. If the copy is not successful, chakra is not lost. The enemy MUST copy any and all motions that they are physically able to. Copying any Ninjutsu, Genjutsu, or any action requiring chakra that the user executes will cost the same amount of chakra as if the opponent had used the jutsu themselves, of their own free will. Any Taijutsu, Basic Attack, or any other action that involves Stamina, will only require 1/2 of the amount it would take if the opponent had used the jutsu or actions of their own free will. If copying the motion drops an enemy's chakra, stamina, or health to zero, then the opponent will be treated as if they were reduced to zero chakra or stamina by any other method. If the enemy is unable to perform the motion performed by the user for any reason, then they will perform no action that turn.

For the duration of the jutsu, the target enemy will have their evasion treated as if it was 0 for dodging purposes. The enemy may attempt to “break” the jutsu by paying X chakra or stamina where X is equal to initial unmodified cost of the Kagemane no Jutsu (Not an upkeep cost) during the set-up phase. If they choose to do this, they may roll a D100. For every level above the user that the target enemy is, they will achieve +1 to their die roll. For every level below the user that the target enemy is, they will achieve a -1 to their roll. If, after all addition and subtraction, the target enemy’s die roll is above 75, then the jutsu is broken, and the user will loose 5% of their own total chakra and stamina. If the user's chakra or stamina is reduced to 0 by this effect, the user is not considered knocked out, and is instead reset with 1 chakra and 1 stamina. The user may end this jutsu during their any of their set-up phases at no cost to themselves. If the ninja targeted by this jutsu is one ninja rank above the user, then their "Break Free" roll only has to exceed 50. If the target ninja is two ranks above the user, their roll only needs to exceed 25. Ninja who are three ranks above the user of this jutsu cannot be targeted by Kagemane no Jutsu.

The user may pay an additional Y chakra during each turn of the jutsu. This additional Y chakra cannot exceed 2x the upkeep for that turn. Every turn beginning on the second turn of the jutsu's duration, during the response phase, the opponent may pay a chakra cost equal to the user's upkeep for the jutsu plus any extra Y chakra they may have spent. If the opposing ninja can produce the same amount of chakra as the user for two consecutive turns, then they will get an immediate "Breakout" result during the Set-Up Phase. If the enemy ninja escapes in this way, then there is no penalty to either side, and the jutsu ends.

For sake of this jutsu’s cost, X is equal to the opponent’s level – 1/2 the user’s level, but this number cannot exceed 30 in the negative direction. If this number WOULD exceed negative 30, then the number is capped off and replaced with negative 30 instead. This upkeep has no limit in the positive direction. This 30 + X chakra is only paid beginning on the SECOND turn of the jutsu.

If Kagemane no Jutsu would be considered 'Blocked' or 'Parried' by any means, the technique is still considered to have successfully hit.

Description: ”If the body’s reflection is the shadow, then is the shadow’s reflection not the body?”

- Nara Proverb

The Kagemane Jutsu is based upon the principle that the body and the shadow must be acting in concert, and that the actions of one directly affect the actions of the other. If a shadow is being cast in a specific shape, then the body must be placed into that shape in order to cast the shadow. It cannot exist in any other manner. Thus, the Nara Clan have gone with the most efficient way of controlling a body. It costs far too much chakra to seize power of a body, since any ninja will be loathe to give it up without a fight. Their shadow, however, is far less observed, and is an easy target for a jutsu that has spelled the doom of many unfortunate shinobi. As the staple in the Nara Fighting Style, the Kagemane is their most refined art.

The user, long trained in the art of manipulating their own shadow through chakra, will stretch and swell their shadow however is necessary in order to get it to touch the opponent’s shadow. Immediately once connection is made, the user’s shadow will flow into the enemy’s, causing the user to take possession of it through chakra. The user will then move their body, and as their shadow moves, the user’s chakra that has synched with the opposing shadow will force it react in a similar fashion. This creates a paradox, where a shadow is being caused by an object that isn’t there, so the enemy’s body is immediately forced to move into the exact same position. Ultimately, this means that the enemy will be forced to obey the laws of existence, moving in an exact mirror of the user.

Despite its many possible uses offensively, the Kagemane is seen now as more of a support jutsu. By holding an enemy still, another team mate might easily come in behind for the swift kill. This method is used by generally weaker ninja, who have yet to master the Kagemane’s more dangerous aspects that have made the Nara Clan so well respected.

Points: 4

Nara Hijutsu : Kage Meshika no Jutsu [Nara Clan Secret Technique : Shadow Doe]

Type: Ninjutsu [shadow Hijutsu]

Rank: Genin

Cost: 75

Damage: 40

Effect: Creates one “Shadow Doe” on the field. This doe will attack every turn until it hits the targeted opponent. Its first turn will be at full power, including modifiers. Its chance to hit will be based upon the user’s own accuracy. On the second turn, and every turn following, the damage of the technique (including modifiers) will be cut by 1/4. The accuracy of the technique will not change. If, at any time, cutting the damage by 1/4 would bring the damage below 1, then the damage is capped at 1 as a minimum. If, at any time, cutting the damage by 1/4 would cause the number of damage to have a decimal in it, then that number is rounded up to the nearest whole number.

Description: Through the development of the Nara Clan, their attack type jutsu have all hinged upon Kagemane being successful. This has placed a large weight upon the Nara to invent a jutsu that held true to their style, and was not dependant upon Kagemane being successful. While other Nara’s invented the Kage Nui, a cost effective and surprisingly painful attack, the women of the clan were tired of morbid jutsu that seemed more to cause pain than to reflect their clan’s true nature. Using the name of Nara as a base for inspiration, the women of the clan crafted a jutsu that would later be adopted by both men and women alike, and become a centerfold of the Nara’s most effective attacking jutsu series of all time.

When the jutsu is used, the user’s shadow will temporarily swell in size, and from it, the doe will slowly rise up, a full 3D replication of an actual deer, made entirely of the user’s shadow. As a doe, the deer will be rather small, usually only about four to four and a half feet tall, but it will be fast, and will immediately spring forward like a hyperactive rabbit, attempting to ram into the enemy with its built up momentum. The doe is prepared, and very determined, though. If its original charge should miss, the doe will simply turn about, gets it angles correct, and charge again. The jutsu would have been perfect, except that the shadow that makes up the doe is slowly deteriorating, since it is not attached to the original source of the shadow. This means that the longer it takes to finally land a hit, the less matter the doe has (although the outside shape is always maintained, the inside merely begins to achieve a hollow look, and the shadow becomes more and more translucent), decreasing the momentum the doe can build up, and, ultimately, the power of the charge suffers. This is usually why the user will catch the enemy in a Kagemane, to ensure maximum effect in that first charge.

Cost: 3

Nara Hijutsu : Kage Genshi no Jutsu [Nara Clan Secret Technique : Shadow Thread]

Type: Ninjutsu [shadow Hijutsu]

Rank: Genin

Cost: 45 Chakra

Damage: 15

Effect: If any barrier-type, shield-type, or living-wall type jutsu, shield-type items, or damage-reducing/negating armor is used against Kage Genshi, only ½ of this jutsu's total damage can be blocked. The remainder of this technique's damage bypasses any of the above items and the hits the enemy. Modifiers are applied BEFORE the halving takes effect, and before any equipment or jutsu are used.

Description: The invention of the series of jutsu known by the more common version, Kage Nui, were a work in progress for some time. For a while, the Nara Clan were adamant about using their Kagemane and their Neckbind exclusively. After a series of deadly situations, the Nara began, as a collective group, to realize that the slower Neckbind was only effective if the shadow could get close enough to connect. Long before Nara Shikamaru's more innovative strategies revolutionized the Nara battle strategies, the small group of stealthy assassin's desired a way to create a quick death with an obstacle or pure distance prevented them from having success with their Kagemane. The ideas led to the manipulation of the shadow in a three-dimensional view, and eventually, the development of jutsu such as the Kage Shika, and the Jitsubutsu Kage Bunshin. First, however, the control was very simple, and extended only to creating a single "thread” of shadow, sharpened to a razor sharp point. The shadow was mentally launched across a battlefield, and was eventually able to bypass many of the laws requiring a specific amount of shadow on the field. These shadow threads could extend almost three times as far as a normal shadow, and the incredible razor point of the technique could easily rip through defensive barriers, walls, and even armor that would hold most other jutsu at bay.

Cost: 3

Nara Hijutsu : Kage Kubishibari no Jutsu [Nara Clan Secret Technique : Shadow Neckbind]

Type: Ninjutsu [shadow Hijutsu]

Rank: Chunnin

Cost: 75 Chakra + Z Chakra where Z is equal to any chakra spent by an opponent in previous Response phases to escape Kagemane no Jutsu; 50 Chakra + X Chakra Per Turn

Damage: 20 Damage Per Turn

Effect: For the purposes of pricing this jutsu, X is equal to the Opponent's Level - 1/2 the User's Level. This value may not extend into the negatives and may not exceed 90. This upkeep is paid at the end of the user's main phase, beginning on the SECOND turn that this jutsu is active. For each turn the opponent is trapped inside of this jutsu, damages ARE modified, but each turn after the first, the modifier damage will be cut in half EACH TIME the residual damage is dealt, until the jutsu is ended. Each turn of this jutsu will be treated as a separate multi-hit jutsu if and only if there are multiple enemies being targeted by this jutsu.

As long as this jutsu is in effect, the opponent may not take any action during his or her turn except for "sealless" jutsu that do not require physical movement (No chidori), and their Evasion, for the purposes of dodging any attacks aimed at them, is considered 0. For the duration of this jutsu, the user may not use any jutsu whatsoever or attack in any manner, but is still free to use any items or dodge normally. This jutsu takes the place of the Kagemane once active, and upkeep is paid for this jutsu instead of the upkeep for Kagemane no jutsu.

An opponent under the influence of this jutsu can, during their set-up phase, attempt to "Break Free" of this jutsu by spending 1.2W chakra or stamina where W is equal to the unmodified initial cost of Kage Kushibari no jutsu (Ignore the Z variable). If they do so, they may roll a D100. For every turn after the first that the opponent is still trapped in this jutsu, they will receive a -2 to their roll. If, after all additions and subtractions, the opponent's roll is above 75, then they break free, and the user loses 15% of their own total chakra or stamina. If the ninja targeted by this jutsu is one ninja rank above the user, then their dodge roll only has to exceed 50. If the target ninja is two ranks above the user, their roll only needs to exceed 25. The user has the option to end this jutsu at any time during their own set-up phase at no penalty.

The user may pay an additional Y chakra during each turn of the jutsu. This additional Y chakra cannot exceed 2* the upkeep for that turn. Every turn beginning on the second turn of the jutsu's duration, during the response phase, the opponent may pay a chakra cost equal to the user's upkeep for the jutsu plus any extra Y chakra they may have spent. If the opposing ninja can produce the same amount of chakra as the user for two consecutive turns, then they will get an immediate "Breakout" result during the Set-Up Phase in the turn in which the chakra was paid for the second consecutive time. If the enemy ninja escapes in this way, then there is no penalty to either side, and the jutsu ends.

If, after five turns, the enemy has not had their HP reduced to zero by this jutsu, and has not broken free of this jutsu, then the opponent(s) gains the status effect "Fazed" and "Dizzy" for two turns.

Description: In the history of the Nara Clan, the Kagemane no Jutsu was originally thought to be a support type jutsu, and it kept the clan in a rather weak standing among other of the nation's clans. As the Kagemane began to be revolutionized, and the Nara Clan Shinobi focused more no being a mobile force capable of bringing down an army, the Kage Kubishibari was developed to give the Nara Clan its first real weapon to be created out of their Shadow Jutsu.

A morbid yet effective attack, the Kage Kubishibari was originally used to stealthily kill sleeping victims. A sleeping victim would not notice that they couldn't move, and with shadows about, the Kagemane no Jutsu easily found its mark. Within seconds, the Kage Kubishibari would separate from the shadow, bind the enemy, and choke them to death slowly, preventing them from yelling out since they were being strangled. Since its creation, however, the Kage Kubishibari has become a more out in the open tool of death, with many ninja openly showing their jutsu to their enemies as they die. While it has reduced the shock factor of suddenly being strangled by your own shadow, few ninja who are engaged by the Kage Kubishibari live to tell anyone of it.

In terms of execution, the Kage Kubishibari requires that the Kagemane no Jutsu be attached to the opponent. Then the Kage Kuishibari, its victim unlikely to move at all, will begin to creep up the body, slowly wrapping itself around the victim, squeezing the body like a boa constrictor. Eventually, the shadow will reach the throat, and the shadow will grow a five-fingered hand, which will grip the opponent was if they were being strangled. Within moments, the opponent will either die of a broken neck, or find themselves suddenly succumbing to asphyxiation by the shadow hand.

Special: Kagemane no Jutsu or Maruchi Kagemane no Jutsu Must be Active to Use this Jutsu

Cost: 4 (8)

Name: Bunshin no Jutsu (Clone Technique)

Type: Genjutsu

Rank: Academy Student

Cost: 10x

Description: Creates an illusionary replica of the user. It is unable to attack or interact with other objects, but can serve as a good distraction.

Effect: Adds +5x evasion and +5x accuracy for each clone. Once a clone is hit it is destroyed, and the bonuses with it. A bunshin is considered to have 0 evasion and rolls to dodge whenever it is targeted in the user's response phase. The value of x is the number of clones you have made. Maximum of 8 bunshin can be made.

Name: Henge no Jutsu (Transformation Technique)

Type: Genjutsu

Rank: Academy Student

Cost: 5 Genjutsu

Effects: Change your appearance. A character 25+ levels above the one who uses this technique can see through it.

Description: Wrap chakra around your body to change your appearance. You take that physical form, but only to a certain extent, such as body shape and size. You cannot, for instance, turn your arm into a bow and start firing ammunition at an opponent.

Name: Kawarimi no Jutsu (Body Substitute Technique)

Type: Ninjutsu

Rank: Academy Student

Cost: 10

Damage: None

Effects: Evade the next attack aimed at you. Skip your main and setup phase this turn. You can only use this 1 time per battle. This technique cannot be used to dodge Ninjutsu, Taijutsu or Genjutsu Techniques.

Description: A lifesaver, and a must-have technique. With this technique, the user is able to swap their body with a nearby object, usually a log, which will take the full force of any incoming blows for them, while they retreat to safe ground or search for an opening.

Jutsu learned from Jounins: (You can learn up to 12 JP of jutsu from Jounin for free! Link to where you learned these techniques.)

Edited by Rilon
Posted (edited)

~Inventory~

Item Slots: 7/15

--Armor:

-Head:

-Neck:

-Body:

-Waist:

-Forearm(s):

-Hand(s):

-Thigh(s):

-Calve(s):

-Feet/Ankles: Hitai-ate

--Weapons:

-Main Weapon:

-Sub Weapon:

--Item Listing

-Items on Hand: 3 Shuriken, 3 Kunai, and 4 Senbon Needles

-Items in Vault: None

-Money on Hand: $350

-Money in Bank: 0

Edited by Rilon
Posted (edited)

.:Logs:.

Exp Earned:

Transaction Log:

Mission Log:

Rank D:

Rank C:

Rank B:

Rank A:

Rank S:

Edited by Rilon
Posted (edited)

I'd like to see some more description of his appearance and personality added. They just seem a bit underwhelming. I'd also like to see a bit more in his 5 years since the war ended. (there was a 'THe' mistake in the last paragraph of the history, second sentence.) I also can't view the character the TXP was from so that just needs to get double checked by Blue or someone for me. Other than that It's fine to me.

Edit: Also did you get permission from Kouta or the current head?

Edited by Peace
Posted

Fixed, also yes I have permission to make a Nara.

Anima is in the same country as my old character, thanks for the confirmation.

Posted

Good enough for me, Approved. Have Tony or Blue Move it and change your mask.



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