[NPC] Fukusha, Hiroko

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Kabu
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[NPC] Fukusha, Hiroko

Post by Kabu » Sat Sep 14, 2024 12:18 am

center]Fukusha, Hiroko

[/center]
General Information Age: 30
Gender: Female
Height: 5' 10"
Weight: 150 lbs
Physical Features:
  • Face/head: Wide, deep-set black eyes. Long, greasy, dark brown hair usually worn in a thick braid.
  • Body: Extremely thin, boyish figure. Long arms and legs.
  • Notable Features:The kanji 殺 -- kill -- carved into her skin in dozens of places
Clothing/Accessories: On her torso: A tight-fitting, black tank top under a loose-fitting white tunic held in place with a narrow, dark purple obi. On her legs: tight short pants, leather boots reaching up to her mid thigh.

Personality:
  • General: Hiroko is a notably unstable individual, known to oscillate between extremes of emotion. She will be consumed by an overprotective lust over another person one moment, filled with murderous rage the next, and in a fit of laughter after that.
  • Hopes/Dreams:
  • Fears: Being recaptured by Iwa.
  • Combat Mentality:Hiroko likes to toy with her opponents: using copied techniques against her them, debilitating them with jutsu to bind and blind, and closing in with her katana to deliver attacks which are painful but not immediately deadly. Once they are unable to fight back, Hiroko enjoys carving her enemies up as painfully as possible before they expire.

Battle Information Village: Iwa MN
Rank: Jounin
  • Chakra Pool: 35
  • Endurance: 20
  • Control: 40
  • Strength: 15
  • Speed: 45
  • Willpower: 5
  • Mastery: 30
  • Power Rank: A
Equipment: 1 katana tucked into her obi, 5 kunai, 10 shuriken, 10m of wire, 5 exploding tags, 1 smoke bomb, 1 flash bang
Companions: (0/1)
Affinity/Specialization: Katon
Abilities and Concentrations
Abilities
First Ability Shōgō-zumi
Shōgō-zumi StagesShow
First Stage


Second Stage


Third Stage


Tsuyoi Shōgō-zumi
This final level is unique to each individual person.

Shōgō-zumi Mastery Shōgō-zumi Doujutsu's abilities scale based off a mastery stat. This mastery stat determines the forms and stages of the Shōgō-zumi. As the stages grow so does the buff and enhancements the Shōgō-zumi gives. With the Shōgō-zumi based off the mastery stat so is its duration. The Shōgō-zumi can be used for [Mastery]/4 posts, and has a cool down equal to its usage length.
Mastery 1:No StageNo Buffs
Mastery 4:First StageAble to copy D-rank Jutsu; +2 Speed
Mastery 10:Second StageAble to copy C-rank Jutsu; +3 Speed, +2 Strength
Mastery 20:Third StageAble to copy B-Rank Jutsu; +4 Speed, +3 Strength, +3 Willpower
Mastery 30:Third Stage (Elevated)Able to copy A-rank Jutsu; +5 Speed, +5 Strength, +5 Willpower
Mastery 50:Tsuyoi Shōgō-zumiAble to copy S-rank Jutsu; +5 Chakra Pool, +5 Speed, +5 Strength, +5 Willpower, +5 Control
Second Ability
Third Ability
Concentrations
Ninjutsu
Katon:
Katon Affinity
A character with this concentration is able to utilize Katon, and can make and use any custom or archived jutsu that require the Katon affinity. Katon has a passive ignition effect.
Passive (Ignition)Show
Katon's effect is ignition, which means that all katon jutsu, regardless of effect, start and spread fire from their source. Once a jutsu has been performed, the fire from the jutsu spreads at 1/3rd the speed of the technique, rounded down. That means a C-rank katon jutsu that moves at 13 speed would create subsequent fires that spread at 4 speed. These secondary fires require flammable material to continuously spread, otherwise they will burn out on their own. Additionally, Katon jutsu have a Burning effect, and burn anyone they come in contact with with [Control] strength.
Doton:
Doton Affinity
A character with this concentration is able to utilize Doton, and can make and use any custom or archived jutsu that require the doton affinity. Doton has a passive enduring effect.
Passive (Enduring)Show
Doton has a passive effect of Endurance, which means that it's power is retained throughout the entirety of the jutsu. All of a single doton jutsu retains the strength of the jutsu, even after the jutsu has been destroyed, and unlike other jutsu, doton does not fade when destroyed. This means that if a doton barrier with 25 strength is cut in half and falls to the ground, a part of that barrier could be picked up and carried as a hand held shield which would still have 25 strength, despite being a fractured part of a jutsu. This creates incredibly potent defenses, making doton a popular affinity among defensive fighters.
A character with this concentration is able to utilize Chalk, an extension composed of Fuuton and Doton, and can make and use any custom or archived jutsu that require Chalk. Chalk style has a releasing effect. You must be a current or former Iwagakure shinobi, and have both Fuuton and Doton to utilize this concentration.
Passive (Releasing)Show
Chalk Style techniques have a releasing effect. Chalk Style particles come into contact with opposing jutsu or areas affected by an opponent's jutsu and cause the chakra to be forcibly released from the impacted jutsu, thus decreasing the overall duration of multi-post jutsu, such as area of effect techniques, and shortening the range of single post jutsu, such as direct offensive jutsu. These particles can also be condensed and drawn over fuuinjutsu, reducing their overall strength and difficulty to disarm the fuuinjutsu. If the Chalk Style technique reduces the post duration of a multi-post technique by an equal amount to or greater amount than the effected technique, the technique is destroyed outright.

Chalk particles produced by these techniques must cover at least a significant portion of the area of effect (~40%) of the jutsu it's interacting with to be effective. Below is a table detailing the post limits for Chalk Style techniques, based on the Strength rating of the technique:
  • 1-14 Strength: -1 post duration (multi-post); 5-meter range reduction (single post/constant).
  • 15-24 Strength: -2 post duration (multi-post); 10 meter range reduction (single post/constant).
  • 25-34 Strength: -3 post duration (multi-post); 20 meter range reduction (single post/constant).
  • 35+ Strength: -4 post duration (multi-post); 40 meter range reduction (single post/constant).
Taijutsu
Deft Hands:
The fundamental skill of [Deft Hands] indicates the user’s proficiency with using their hands in very specific and complex movements, like sleight of hand and targeting very small and specific points on an opponent’s body. This facilitates their use of related Taijutsu in various ways.
Medicine:
The fundamental skill of [Medicine] describes the user’s mental and physical ability to perform traditional and mainstream medicinal practices. This facilitates their use of related Taijutsu.
Sword Weapons:
The fundamental skill of [Sword Weapons] indicates the user’s proficiency with swords and sword-like weapons such as knives, daggers, sword-breakers and the like. This facilitates their use of related Taijutsu.
Projectile Weapons:
The fundamental skill of [Projectile Weapons] indicates the user’s proficiency with weapons designed to attack from afar, such as bows, shuriken, senbon, launchers and the like. This facilitates their use of related Taijutsu.
Perception:
The fundamental skill of [Perception] describes the user’s practiced methods of more keenly focussing their senses for a short time. This facilitates their use of related Taijutsu.
Genjutsu[Place them here]

Jutsu
NinjutsuShow
Katon (3D 2C 1B)Show
*Katon • Fireball
D-Rank Ninjutsu
After performing the correct hand seals the user draws in a deep breath before exhaling out a 1 foot diameter fireball at the opponent. It travels up to 10 meters away at [Control] speed and strength.

*Katon • Flame Jet
D-Rank Ninjutsu
After performing the correct hand seals the user draws in a deep breath before exhaling out a cone that is up to five meters long and three meters wide at it's base. The cone travels at a speed equal to [Control] and impacts with a strength equal to [Control].

*Katon • Heated Blade
D-Rank Ninjutsu
By channeling katon chakra into a metal weapon or blade, the user will cause it to grow hotter and cover the blade in flames. The imbued weapon will be able to carve through defenses of [Control] or less strength with ease.

*Katon • Flame's Shadow
C-Rank Ninjutsu
After performing the correct hand seals, the user will create a copy of themselves out of katon chakra. The clone has stats equal to the user, and is capable of using Katon Jutsu. The clone will only last for 3 posts.

*Katon • Ripple
C-Rank Ninjutsu
By channeling katon chakra into their body, the user will release a burst of flame around their entire body, coming outwards from them. This sphere of roiling fire pushes outward with [Control] speed and impacts whatever it touches with [Control] strength, the sphere extending roughly 25 meters in radius from the user's body.

*Katon • Flame Lash
B-Rank Ninjutsu
After performing the correct hand seals the user breathes out gently and sends a wire-thin line of flames at a target. The line can travel up to 40 meters from the user at [Control] speed. If it connects to a target, their body will suddenly burst into flames, igniting them and whatever they happen to be wearing in a searing inferno of flames.
Doton(3D 2C 1B)Show
*Doton • Earthen Ninja Tools
D-Rank Ninjutsu
After performing the correct hand seals the user will form a set of up to 10 basic projectiles, such as kunai, shuriken, or senbon, in their hand. These tools have [Control] strength.

*Doton • Binding Formation
D-Rank Ninjutsu
After channeling doton chakra into their foot the user will slam the ground within 5 meters of a target's feet with their heel, causing a formation of rock to shoot upwards at [Control] speed binding the target's feet at [Control] strength

*Doton • Dirt Cloud
D-Rank Ninjutsu
After performing the correct hand seals the user will form a 1 meter diameter ball of loose dirt in front of them, launching it off up to 10 meters away at [Control] strength and speed. Upon impact the ball of loose dirt breaks apart forming a vision-impairing cloud of dirt with a 5 meter radius.

*Doton • Tremors
C-Rank Ninjutsu
After performing the correct hand seals and holding the last one, the user will stomp their foot on the ground, releasing their chakra in it and causing it to tremor violently for one post. The tremors radiate out from the user in a 25 meter radius, knocking down anyone standing on the ground without a stability taijutsu technique of a rank equal to [Control]. Lasts as long as the last seal is held, for up to 3 posts.

*Doton • Harden Earth
C-Rank Ninjutsu
After performing the correct hand seals the user places their palm on the ground, channelling chakra into it and increasing the density of the earth beneath them in a 25 meter radius around them. This earth is extra resilient to digging and takes strength stat equal to [Control] in order to even dent. Falling on this section of ground without a proper landing could also potentially increase damage.

*Doton • Enduring Maze
B-Rank Ninjutsu
After performing the correct hand seals the user will form a series of walls in front of them at [Control] Speed, closing the top off. This maze covers a 7mx7mx3m area and the walls have an endurance of [Control] Strength.
Chalk(2D 1C)Show
*Chalk Style • Diffusing Cloud
D-Rank Ninjutsu
After forming hand seals, the user will stomp the ground and cause a 10-meter x 10-meter x 10-meter cloud of Chalk to rise up in front of the user at [Control] Speed and Strength. The Chalk particles from this technique linger in the area for up to three posts. The passive debuff from this technique stacks with those of other Chalk Style techniques.

*Chalk Style • Breaker Wave
D-Rank Ninjutsu
After forming hand seals, the user slams their foot down, sending out a 3-meter x 3-meter x 1-meter wave of Chalk, travels at [control] Speed and Strength. This leaves Chalk on the ground along its path that will stick to anything that steps on it, interfering with jutsu it intercepts. The wave will then crash down and expel a 6-meter x 6-meter x 6-meter cloud of Chalk that will persist in the area for up to three posts. The passive debuff from this technique stacks with those of other Chalk Style techniques.

*Chalk Style • Choking Smog
C-Rank Ninjutsu
After forming hand seals, the user forms a 3-meter diameter orb of Chalk and launches it at [Control] speed up to 25 meters away. This cloud has no actual striking strength, but after it is launched, it begins immediately discharging Chalk out to 10 meters away in every direction. The chalk is thick enough to obscure vision. The Chalk particles from this technique will persist in the area for up to four posts. The passive debuff from this technique stacks with those of other Chalk Style techniques acting with [Control] Strength]
Taijutsu (13D 5C 3B 2A)Show
Iaido (3D)Show
**[Iaido • One with the Sheath]
D-Rank Taijutsu Discipline
Prerequisite(s): 8 Speed.
The practitioner has learned how to more quickly and efficiently sheath his blades. The practitioner can now seamlessly transition from drawing their blade to slash to sheathing their blade, allowing the practitioner to sheath their sword in half the time, up to a maximum speed equal to their Speed score, for the more rapid execution of Iaido techniques.

*[Iaido • Last Breath]
D-Rank Taijutsu Maneuver
The most iconic (and most basic) strike of Iaido, the practitioner quickly draws and cuts with their blade in a wide arc in one fluid motion. This simultaneous draw and attack straight from the scabbard makes Iaido well-suited for an initial surprise attack and for taking advantage of openings presented by the opponent.

*[Iaido • Clouding Eyes]
D-Rank Taijutsu Maneuver
Prerequisite(s): 8 Speed.
A simple technique meant to cripple the target's vision, the practitioner draws the sword from its scabbard and aims a quick slash at the eyes. This technique can be done in any single direction to either target one or both of the opponent's eyes.
Yoshin (6D 4C 3B 2A)Show
*[Yoshin • Prey's Anatomy]
D-Rank Taijutsu Discipline
Detailed knowledge of the human body's vulnerabilities and weaknesses are fundamental to learning Yoshin. This Discipline represents the practitioner's knowledge of the precise location of all major organs, tendons, blood vessels, and nerve clusters on both their body and the opponent's body. This allows the practitioner to accurately target those areas even in the heat of combat.

*[Yoshin • Ambidexterity]
D-Rank Taijutsu Discipline
After practicing for a long amount of time with the concept of using both of their hands with equal skill, the user has developed a level of ambidexterity that allows them to utilize both hands equally and as effectively without any penalty. This extends to other methods of combat or simple everyday life as well.

*[Yoshin • Hidden Trap]
D-Rank Taijutsu Maneuver
After taking the opponent's side either offensively or after evading an attack, the practitioner draws a quick, firm slash across the opponent's side, such as their oblique, rib cage, or arm. The attack is intended to both injure and startle the opponent, often used to disrupt an opponent's attack or sequence of attacks with the severity of the damage. A unique attack within Yoshin, this particular technique is meant to dig as deeply into the opponent and create cuts as wide as possible, many times slashing into bones to cause as much long term damage as possible. The depth and width of the cut can also cause serious blood loss over time. Opponents with an Rigid Structure technique of equal or higher rank can limit the amount of damage this technique causes.

*[Yoshin • Track the Prey]
D-Rank Taijutsu Maneuver
A somewhat risky technique, the practitioner steps in aggressively for a split moment as a feint. The offensive nature of this feint is meant to prompt the opponent to reflexively block or dodge. The practitioner then follows this dodge and attacks the opponent with a slash or thrust, typically targeting a specific tendon, organ, joint, or nerve cluster.

*[Yoshin • Glancing Arrow]
D-Rank Taijutsu Maneuver
Aiming to hinder the opponent's mobility, the practitioner launches a quick snapping slash or thrust at the side of one of the opponent's knees, damaging the tendon and causing the muscles in the joint to flare up. Aside from causing significant pain, an opponent hit by this technique will not be able to fully support their weight on the targeted leg, hindering their mobility and creating additional openings for the practitioner to exploit unless they have an Endurance equal to or higher than the practitioner's Speed.

*[Yoshin • Burrowed Arrowhead]
D-Rank Taijutsu Maneuver
Prerequisite(s): *[Yoshin • Prey's Anatomy]
Looking to cause the opponent as much pain as possible with minimal energy or effort, the practitioner launches a quickly snapping thrust meant to slip through the ribcage and lightly cut the outside of one of the opponent's lungs. Aside from causing significant pain, an opponent hit by this technique will have difficulty breathing, causing future techniques they use to take up more Endurance due to oxygen deprivation.

*[Yoshin • Skinning the Corpse]
C-Rank Taijutsu Discipline
Prerequisite(s): *[Yoshin • Prey's Anatomy].
Exceptional Yoshin practitioners move beyond the basic knowledge of the body and delve more deeply into the study of the body. This Discipline represents the practitioner's knowledge of the precise location of all major and minor joints and tendons and all smaller nerve clusters on both their body and the opponent's body. This allows the practitioner to accurately target those areas even in the heat of combat.

*[Yoshin • Cripple the Paw]
C-Rank Taijutsu Maneuver
Moving in close to the opponent, the practitioner launches a series of quick, snapping slashes and thrusts to the opponent's hands, causing deep lacerations. These cuts damage the tendons in the opponent's hands, interfering with their dexterity. These cuts cover sensitive areas between the fingers, knuckle joints, or even potentially under fingernails. While the damage caused by this technique is not life-threatening, it imposes a persisting -3 Endurance penalty on the opponent, as well as making it incredibly painful, if not impossible, for the opponent to wield a weapon with their hand or hands. This penalty can be lifted if the opponent receives medical attention.

*[Yoshin • Shatter the Hoof]
C-Rank Taijutsu Maneuver
A technique to disarm opponents, the practitioner launches a snapping slash or thrust at the opponent's forearm, severing several key tendons in the forearm. The damage caused to the muscles and tendons in the forearm by this technique can cause an opponent to drop whatever they are holding. Aside from being disarmed and causing significant pain, this technique also imposes a persisting -3 Strength penalty on the opponent due to the damage the muscles have sustained. This penalty can be lifted if the opponent receives medical attention.

*[Yoshin • Bear Trap]
C-Rank Taijutsu Maneuver
Dropping low to the ground, the practitioner launches a quick, wide slash to the front of the opponent's shins. The cut targets a long nerve across the front of the shin which, if cut, can restrict the opponent's movements. Considering the size of the nerve being targeted and the relatively thin skin covering it, even cuts that only graze these nerves can be effective. Aside from causing significant pain, this technique also imposes a persisting -3 Speed penalty on the opponent due to movement of the legs becoming more difficult. This penalty can be lifted if the opponent receives medical attention.

*[Yoshin • Field Dressing]
B-Rank Taijutsu Discipline
Prerequisite(s): *[Yoshin • Skinning the Corpse].
The practitioner of Yoshin further enhances their knowledge of the human body. This Discipline represents the practitioner's knowledge of the precise location of all joints, tendons, and nerve points on both their body and the opponent's body. This allows the practitioner to accurately target those areas even in the heat of combat.

*[Yoshin • Mercy Kill]
B-Rank Taijutsu Maneuver
A unique attack in Yoshin, the practitioner strikes the opponent’s temple with their fist, elbow, or the pommel of their sword’s hilt. The nerve cluster in the temple being struck sends a jolt of intense pain through the opponent’s brain and body, causing severe disorientation, uncontrollable shaking, and severe blurring and distortion of the opponent’s vision. The opponent suffers a -3 penalty to their Endurance and a -3 penalty to their Speed for four posts as the brain must recover from the shock unless the opponent has a Rigid Structure technique of equal or higher rank than this technique.

*[Yoshin • Poison Arrow]
B-Rank Taijutsu Maneuver
Prerequisite(s): *[Yoshin • Field Dressing].
Aiming to target an opponent's sensitive nerve points or nerve clusters, the practitioner launches a series of quick slashes and thrusts at wildly alternating points of the opponent's body, making this technique difficult to defend against while not compromising the practitioner's own defenses. Common targets for this technique are the front of the shoulders, underneath the armpits, the solar plexus, the forearms, and the thighs. Striking any one of these nerve clusters will send a violent shock of pain through the opponent, temporarily overloading their nervous system and causing paralysis. The opponent must have a Rigid Structure technique of equal or higher rank than this technique to resist this paralysis. Otherwise, the opponent is paralyzed until the end of their next post.

*[Yoshin • Great Serpent's Gaze]
A-Rank Taijutsu Discipline
Prerequisite(s): *[Yoshin • Field Dressing].
The practitioner of Yoshin has attained a knowledge of the human body that rivals even the world's finest doctors. This Discipline represents the practitioner's knowledge of the human anatomy in its entirety, including every single point of vulnerability, and they are able to instantly locate and target those areas both on their bodies and their opponents' bodies whenever they so wish. This allows the practitioner to accurately strike even the most minute of target areas in the heat of combat.

*[Yoshin • Crushing Grip of the Great Serpent]
A-Rank Taijutsu Maneuver
Prerequisite(s): 35 Speed.
A technique designed to utterly maim and debilitate one's opponent, the practitioner will launch a flurry of strikes, all targeting key muscle groupings, tendons, joints, and gaps in the skeletal structure such as the ribs and spine. As the strikes make contact and sink into the opponent's flesh, the practitioner will violently twist the blade upon entry and upon exit. The violent twist will cause miniature air pockets to form and violently expand in the wound with a Strength equal to half of the practitioner's Strength stat, rounded down. These air pockets worsen the damage and bleeding, rendering the affected parts of the body and any parts of the body directly connected to them immobile and paralyzed unless the opponent has a Rigid Structure technique of equal or higher rank than this technique that protects bones, muscles, or skin against damage. For example, a blow to the shoulder would render the entire arm below it limp, and a blow to the spine would render anything below the affected vertebrae paralyzed. This paralysis is permanent until the opponent seeks highly skilled medical attention.
Flames of Hatred (4D 1C)Show
~Flames of Hate • Walking Stance
D-Rank Taijutsu Stance
The Fukusha will pair their feet in an L stance, and have a casual movement to them despite their mind being on edge. This stance is typically used to lull opponents into thinking the user is relaxed as their feet are paired shoulder width apart, and knees slightly bent for immediate leverage when needed. While moving the user will typically keep their body on edge as if to react out of instinct to dodge, parry, or block any incoming attacks. In this stance the users keep their torso up straight.

~Flames of Hate • Tactile Palm Maneuverment
D-Rank Taijutsu Maneuver
When the user is fighting up close and personal, they will wave their off hand in the face of their opponent as a distraction while their other hand will perform an underhanded palm strike to the chest. This strike aims to wind them with a blow to the sternum which can create useful openings.

~Flames of Hate • Side Swipe
D-Rank Taijutsu Maneuver
The user will intercept an incoming strike aimed for them, and divert it to the side opposite of the hand they're using to divert. As they attempt to move the opponent around them they will raise their arm on the side they're directing the opponent, and jab a strong elbow to that person's head as an attempt to disorient or land a sturdy blow to the face (-1 Willpower). While rudimentary it is still a strong strike as it's compatible with most incoming attacks of the physical nature.

~Flames of Hate • Elbow Tackle
D-Rank Taijutsu Maneuver
When moving into an enemy's close quarters range, the user will aim to throw their opponent's defensive stance upwards with their free hand as they aim with their opposite elbow jutting it into their opponent's ribcage to knock them down into the ground. This move can be useful when attempting to close the gap and prevent an enemy from fleeing after forcing them into close quarters combat.

~Flames of Hate • Arm Lock
C-Rank Taijutsu Maneuver
As an opponent comes in for a strike, the user will intercept the attack with their free arm, and tuck it underneath their own arm around their back as they pull their opponent closer. When the user pulls the opponent in they'll usher a chop to the opponent's neck to cause them to gag and stun them. After stunning their opponent the user will then force the opponent down into the ground forcing their arm behind their back in a lock.
GenjutsuShow
Place Genjutsu in here

History
Historical AccountsShow
Born into a still-nomadic Fukusha clan, Hiroko was already an adult by the time the clan was integrated into Iwagakure no Sato. She had been trained as a medic and a warrior on the steppes of Rock Country. From the time she was a child, Hiroko had a reputation as an unstable, mercurial individual, prone to intense mood swings. The sudden change from nomadic to settled living exacerbated her mood issues. The Hidden Rock was able to make use of her nonetheless. She quickly established herself as a skilled sword fighter, an accomplished ninja hunter, and a highly effective torturer.

Over the next five years, Hiroko became more and more unstable. As a result, she was sent out on missions less and less. It is unknown what exactly set off the incident, but while instructing a squad in sword combat Hiroko slaughtered four genin and left their special jounin leader permanently paralyzed. In her subsequent escape from the village, she killed one jounin and left several additional ninja severely wounded.

In the five years since then, Hiroko has been an especially difficult missing nin to track down. It is hypothesized that she has a home base in the Land of Stars. All that is known for sure is that she has taken jobs in several of the surrounding countries. She has been spotted working with organized criminals in River Country and Fire Country, and with underground political factions in Pebble. There have also been several incidents of violent attacks on border crossings and outlying villages in Rock Country, Iron Country, Pebble Country, Fire Country, River Country, Aroma Country, and the Land of Stars which line up roughly with Hiroko's known movements.

Her last confirmed sighting was in Pebble Country. After a brief engagement with local samurai, Hiroko broke off and retreated. She was last seen heading for the border with Fire Country.

Username: Drak
Organization Equipment: 0/0
Organization Jutsu: 0/0
Ryo: 0/0
Prestige Perks: 0/0
Stat Trainings: (0/75)
NPCsShow
Shinsen Kyoko - #99840A
Ibakuro Rin - #9E4FA5
Nakiya Hotaru - #9E540A
Nakano Kiyomi - #8E47AD], Nakano Ayaka - #0C1C8C
Fukusha Nezumi - #E00747
Karagata Yamada - #CE1126, Makura Ayame - #7251BC
Yamanaka Inomi - #FC70BA
Kabu's Test Thread

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