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 Glass Ninjutsu for My character.

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Missing Nin

Male Number of posts : 319
Age : 25
Village : In your village, Seducing them Virgins
Element : Sand
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Registration date : 2008-12-30

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PostSubject: Glass Ninjutsu for My character.   Sun Jan 18, 2009 4:35 pm

Glass Ninjutsu
Note: This Jutsu list is only available to my character, Koden. Sorry, but I gotta be unique Razz. This is also an example of a custom Jutsu list.

Stage One

Name: Hari Seisakusho (Glass Works)
Description: Glass is, frankly speaking, a hard element to come by in nature, putting any Glass Specialist at a severe disadvantage lest he carry around pouches of glass shards around. Glass Works was created for that specific purpose; by combining Chakra with existing sand, the sand is compressed and converted directly into shining glass. In an environment without sand, however, there is a slightly more taxing method of glass creation. The user can change the Chakra inside his body directly into molten glass, and spit it out in a stream to collect in a pile of slag that quickly cools and hardens, becoming available for use.
Base Effect: Can create enough glass for Stage One and Two Glass jutsu.
Stage Two Effect: Can create enough glass for Stage Three and Four Glass jutsu.
Stage Three Effect: Can create enough glass for Stage Five and Six Glass jutsu.

For Stage Seven techniques, the user must be within the desert. Glass Works will then convert the abundant sand in the desert into glass for the technique's execution.

Name: Katsu Kagamiita (Shatter Panel)
Description: The most elementary form of 'defense' in this arsenal of jutsu, Shater Panel is more of a pre-emptive measure rather than a barrier. A square panel of glass forms up to one meter away from the user. The square is only a quarter of an inch thick, making it ridiculously easy to break and shatter upon solid contact (ie. a punch, not a tap). However, that is the entire point of this jutsu, because once the panel shatters, fragments of glass will likely fall on the person who broke it, perfectly able of giving him/her shallow cuts.
Base Effect: The panel is five feet by five feet in length and width.
Stage Two Effect: The panel is six feet by six feet in length and width.
Stage Three Effect: The panel is seven feet by seven feet in length and width.

Something to be kept in mind is the glass is completely clear and will not reflect any light, making it nearly invisible (save for a faint outline) to all but the user.

Name: Yousei Hokori (Fairy Dust)
Description: More of a support technique than truly offensive, Fairy Dust turns a handful of sand into a fine powder of glass (or creates that handful through the second method of Glass Works). The powder can then be blown into an opponent's face to irritate their eyes and, should they breathe it in, probably aggravate their throat into a coughing fit. Shinobi have even used 'Fairy Dust' to coat their weapons, granting them a more abrasive surface while also depositing glass into their enemy's wounds.

Name: Hari Kuuchuukassou (Glass Gliding)
Description: The user forms a layer of glass beneath his feet, coating it with a small amount of Chakra to reduce the friction so that it's as if the user is skating on ice when on regular ground. What makes this a handy jutsu is that the Chakra coat softens any noise of movement from the feet, allowing for quick travel while maintaining a high level of stealth.
Base Effect: The 'skates' can be maintained for five posts.
Stage Two Effect: The 'skates' can be maintained for seven posts.
Stage Three Effect: The 'skates' can be maintained for nine posts.

Stage Two

Name: Hari Kawarimi (Glass Replacement)
Description: A more potent variation of the standard Replacement technique, instead of switching spots with a nearby object, the user leaves behind a glass statue of their likeness. The model shatters easily, which can leave minor gashes on an opponent who happens to get caught in the outward burst of jagged shards. This, like any other Kawarimi technique, can only be used twice per thread (by itself or in combination with another Kawarimi technique).

Name: Wareyasui (Fragile)
Description: A weapons technique that requires a sacrifice on the user's behalf, Fragile takes a weapon already in the possession of the user (if the user has disarmed and stolen an opponent's weapon, he/she must have the owner's permission) and turns it entirely into glass. While completely useless in terms of defense, the glass weapon will break into scores of pieces on its first hit. This effect has made Fragile a popular technique for use on kunai and shuriken; if the opponent were to block one of the glass projectiles, it would then shatter and spray the razor fragments onto him/her, quite possibly cutting and sticking into his skin. Once the user turns an armament into glass, though, it cannot be changed back. The process is irreversible.
Base Effect: Fragile can be used on one weapon at a time.
Stage Three Effect: Fragile can be used on two weapons at a time.
Stage Four Effect: Fragile can be used on three weapons at a time.

Name: Hari Densouro (Glass Link)
Description: Communication is vital in a team but sometimes simple, standard issue comm. units just don't cut it. Glass Link creates a two slabs of glass small enough to fit inside a pocket comfortably. One of the two is usually given to a partner (unless the user really likes talking to himself) because the two pieces of glass can communicate with one another as well as with other communicator units. All one must do is focus Chakra into the object and think about the owner of the other slab; the matching piece begins to grow warm to signal to the partner that he is being called. The two can speak amongst one another through their frames of glass. Both visual and audio is provided, and the sound is even tunnelled via Chakra so that only the bearer of the slab can hear what the other is speaking. These have twice the range of the regular comm. unit that most Shinobi employ and last about a week before crumbling into useless pieces. Glass Links created by Jounin have thrice the range of a comm. unit.

Name: Giragira Tekidan (Glare Grenade)
Description: Flashbangs are a most useful tool within a Shinobi's equipment, but sometimes one forgets to bring them along, or simply lack the space in his inventory to pack them. Glare Grenade is a simple, but effective, substitute. By creating a single, hand-sized, blunt-edged square of glass, the user can throw it into the air and, if there is sunlight (a sunny day; overcast with limited sunshine does not suffice), the glass will reflect the rays into the opponent's eyes and blind them for a few moments, just like a flashbang. If the user is indoors or it's dark outside, he can send a pulse of Chakra into the glass to create his own glare, but this has only half the strength of a regular flashbang and thus can prove to be much less effective in practical use.

Name: Hari Tetsubishi (Glass Caltrops)
Description: Caltrops can be a deadly weapon when used strategically. By slamming both palms to the ground, the user can cause miniature glass spikes to rise an inch from the ground. These are sharp enough to actually pierce through the rubber soles of Shinobi sandals to hit the soft flesh of feet. The power of this jutsu is increased by its second effect: the spikes will drill themselves into whatever they have pierced, so it's possible that an opponent (or an ally, the effect does not discriminate between friend and foe) will find his feet riddled with glass.
Base Effect: Five caltrops are created within five feet of the user.
Stage Three Effect: Eight caltrops are created within five feet of the user.
Stage Four Effect: Eleven caltrops are created within seven feet of the user.

Stage Three

Name: Hari no Yoroi - Karui (Armour of Glass - Minor)
Description: This jutsu creates a set of most basic armour for the user. Two inch thick plates of glass adorn the user in various locations: forearms, biceps, shoulders, torso/back, thighs, and shins. This armour, though, leaves much to be desired as the weight of the glass itself can become burdensome after some time, while there are plenty of chinks between the plates to attack. Each plate can sustain...
Base Effect: Level One Taijutsu and Stage One Ninjutsu.
Stage Four Effect: Level Two Taijutsu and Stage Two Ninjutsu.
Stage Five Effect: Level Three Taijutsu and Stage Three Ninjutsu.

Anything higher than those will not only punch right through the plate, but also present a danger to the user since glass shards could embed themselves in the limb they once shielded.

Name: Kirameki Tama (Glitter Shot)
Description: Glitter Shot, when employed by the right hands, can prove to be a very damaging move. The user creates several shuriken or kunai (but not a mix, only one of the two) of glass. These projectiles can either be thrown by hand or through Chakra. What puts this technique above all other minor elemental projectile jutsu is that, when under the beams of light (or by pulses of Chakra, but is less effective), the weapons will shine and flare, creating bursts of glare that make them difficult to look at and thus, harder to defend or evade.
Base Effect: Two projectiles are created.
Stage Four Effect: Three projectiles are created.
Stage Five Effect: Four projectiles are created.

Name: Hari Honryuu - Karui (Glass Torrent - Minor)
Description: The counter part to the infamous Suna Shigure (Sand Shower), Glass Torrent - Minor creates a mass of jagged glass bits which can then be directed in a straight line at a target. The stream of shards cannot be guided or have its direction altered once started, but the torrent moves at a fairly quick speed, a decent amount of strength, and a rapidity that shouldn't be scoffed at.
Base Effect: Ten fragments are created.
Stage Four Effect: Twenty fragments are created.
Stage Five Effect: Thirty fragments are created.

Name: Kesshousei Seikei (Crystalline Cast)
Description: After forming the required handseals, the user can spit out a stream of molten glass. Unnaturally cool to the touch, the target of the viscous material is to hit an opponent's arm or leg. From there, it will harden almost instantaneously around the limb to hamper movement. To have a hand restricted by this technique would be disastrous as it would render a target unable to properly form handseals. If affecting a leg or foot, the glass usually fuses with the ground as well to root the target to the spot. This jutsu has even been known to form makeshift casts and splints on allies. The Crystalline Cast lasts for two posts before dissipating, but can be broken prematurely by a base stage of 4 Taijutsu (willing targets have no duration).


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PostSubject: Re: Glass Ninjutsu for My character.   Sun Jan 18, 2009 4:35 pm

Stage Four

Name: Hari Shunshin (Glass Instantaneous Body)
Description: Yet another variation of the famous Shunshin technique, this jutsu is exactly the same in purpose and nature, save for the appearance. Instead of disappearing in a cloud of smoke, the user's body will seem to freeze over in glass and spontaneously crack and break into pieces that are carried away in the wind. The pieces will then reform up to a mile away in any direction to a place the user has been before. This technique cannot be used in battle except to escape, and only if they haven't attacked or defended in their post.

Name: Hari Kumo no Amimono (Webs of the Glass Spider)
Description: This jutsu is the first to utilise both the burning and cooling effects of molten glass. Building up Chakra in his throat, the user will spew forth spherical globs of molten glass that are roughly the size of a softball. The spheres will travel in a straight line and, upon the user's command, burst outwards, sending tendrils to catch up any solid surface within twenty feet (otherwise the tendrils will fall harmlessly to the ground) and adhere to it by cooling quickly. What this does it make a giant 'web' of hot, molten glass; if something were to run into it, not only would they be scalded (first degree burns) by the high temperature, but the 'webbing' would then cool and fuse itself to the fabric of the victim's clothing and skin and caught as if they had run into a giant spider web. If a spherical glob hits an object, it will still burst outwards, but this time sending the extensions all around to wrap up the target and then proceed to harden. The webbing, though, will lose its strength after a set period of time...

Chuunin vs Genin : Genin will be trapped for two posts.
Chuunin vs Chuunin : Chuunin will be trapped for one post.
Jounin vs Genin : Genin will be trapped for three posts.
Jounin vs Chuunin : Chuunin will be trapped for two posts.
Jounin vs Jounin : Jounin will be trapped for one post.

The web can be broken earlier if the target's Stage is greater than the user's Stage. Also note that when under the light, the glass web will sparkle and shine, making it easy to see. In the darkness, though, it becomes exponentially more difficult to notice until it's too late.

Name: Hari no Yoroi - Juuyou (Armour of Glass - Major)
Special Requirement: Armour of Glass - Minor
Description: The upgraded form of of AG - Minor, AG - Major creates a two inch layer of molten glass all over the user but does not harm him. Rather than deflect or stop attacks, the layer will simply absorb the force of the blows, which can be seen as the rest of the 'armour' will ripple. If anybody but the user were to touch it, though, they would be burned painfully (first degree). The armour can protect up to a base Strength of 18 and Ninjutsu up to Stage Two. If an opponent with a Strength greater than 18 attacks, his strike will go through the layer (but still be burned) to contact the user beyond. The main drawback of AG - Major is that the molten glass is constantly shifting, distorting not only the appearance of the user, but in his perspective, anything outside of the armour. This makes it difficult to see details of things, blurring objects together (ie. if the opponent threw five kunai together, the user would not be able to discern how many were thrown).
Base Effect: The technique lasts for two posts.
Stage Five Effect: The technique lasts for four posts.
Stage Six Effect: The technique lasts for six posts.

Name: Jigoku Suiiki (Hell Waters)
Description: A devastating jutsu when poured on, Hell Waters requires the user to build up Chakra in his throat and mouth. Exhaling, a veritable river of molten glass will come from the user's mouth. Surging forwards for the user's in feet, the sluggish liquid (two feet in diameter) will scorch anything in its path, even setting things like paper and leaves on fire. Although unable to kill on first contact, if one were to be caught within the current of the molten glass and remain there, death could be a possibility, if not mutilation at the very least by second degree burns because of the immense concentration. After one post, the glass will cool and harden, setting in place and binding whatever has been caught within. This solid state can be crumbled by a Stage Three Taijutsu or Stage Three Ninjutsu.
Base Effect: This can be maintained for two consecutive posts before a one post cooldown.
Stage Five Effect: This can be maintained for three consecutive posts before a two post cooldown.
Stage Six Effect: This can be maintained for four posts before a two post cooldown.

Name: Kyuuten no Ikari (Anger of the Heavens)
Description: After finishing the handseals for this jutsu, large boulders of glass will rise into the air and hover, glittering in the radiant light of the sun. The user can command the boulders to fly towards a target with enough force break themselves on contact, fracturing the unfortunate victim's bones; even a glancing blow can result in vicious bruising. The boulders can be shattered into little blocks by a Stage four.
Base Effect: One boulder is created, roughly three feet in diameter.
Stage Five Effect: Two boulders are created, roughly four feet in diameter.
Stage Six Effect: Up to four boulders are created, roughly four feet in diameter.

Stage Five

Name: Koukiaru Kabe (Shine Wall)
Description: With this jutsu, the user creates a wall of glass to protect himself. The wall is rather durable being five inches thick, standing at ten feet in height and spreading seven feet in width. The barrier can be created in any position: To the front, behind, under, even above the user, making it an extremely versatile, though stationary, defense. It would take a Stage Four Taijutsu to crack and break the wall in two hits while a Stage five greater than 23 would bring it to the ground in one. Ninjutsu up to Stage Three can be repelled with ease, but one Stage Four Ninjutsu would bring the wall to destruction. A tricky ability of the barrier, though, is that with a single surge of Chakra via physical touch by the user, the side opposite to the user will produce an intense glare akin to two flashbangs. However, this expends the duration of the Shine Wall and destroys it immediately afterwards. This can only be done once per thread, no matter how many Shine Walls are created.

Name: Kagirinai Hyou (Eternal Ice)
Description: Glass has sometimes been described as 'unmelting ice', in other words, 'eternal ice', exactly from which this technique claims its name. After completing the seals and slamming a palm against a solid surface, a giant spike of glass will burst from whatever patch of that surface the user can see with his own two eyes, typically underneath an opponent.
Base Stage: The spike is five feet in height.
Stage 1: The spike is six feet in height.
Stage 2: The spikes can only emerge from the chosen surface.
Stage 3: The spikes can be created in the air and launched at will in a linear path.
Stage 4: One spike is created.
Stage 5: Two spikes are created.

Name: Hari Midika (Glass Familiar)
Description: Glass Familiar is a unique cloning kind of jutsu. Instead of creating a clone of the user, Glass Familiar summons forth a glass creature of nature. The beast can be no bigger than a bear in size, and no smaller than a hare. The creature possesses the full stages of the user. It cannot perform Genjutsu or Ninjutsu. Although unable to speak, the animal is able to communicate perfectly with its creator, but not anybody else. One solid hit will destroy the beast with ease. A user can only have one in existence at a time.

Stage Six

Name: Mure no Kyouran (Fury of the Swarm)
Description: One of the more potent jutsu in the Glass arsenal, Fury of the Swarm has been known to end many a fight in the past. Creating ten marble sized balls of glass at the end of each fingertip, the user then fires them all at once towards the target. Keep in mind that looks are deceiving. Although they are only marble sized, each sphere is actually half a ton of glass compressed via Chakra into that one, small space. The ten orbs will then split into two each (softball size) for a total of twenty, surrounding the opponent before exploding in a shower of glass senbon. While extremely difficult to defend against, it is a difficult jutsu to pull off and is rather taxing on the user.
Base: The Fury's area of effect is twenty feet in diameter.
Stage 1: The Fury's area of effect is twenty five feet in diameter.
Stage 2: The Fury's area of effect is thirty feet in diameter.
Stage 3: The glass senbon are exactly the same as regular Shinobi senbon.
Stage 4: The glass senbon are double in diameter than regular Shinobi senbon, capable of dealing more damage.
Stage 5: It is no longer glass senbon, but glass shuriken, on par with that of regular Shinobi shuriken.
Stage 6: A three post cooldown is required.
Stage 7: A two post cooldown is required.
Stage 8: A one post cooldown is required.

Name: Amatsugoten no Zanchuu (Pillars of the Imperial Palace)
Description: A mix between offensive and support, this jutsu creates a large pillar from a solid surface through contact. The pillars can be employed to lift the user above the battle scene and avoid an attack, or even throw themselves in front of the user as a defense. When a pillar breaks, it explodes outwards in a storm of glass shards at everybody within three meters, even the user. The pillar can sustain attacks up to and including Stage four and Ninjutsu up to Stage Four. If a rushing pillar were to hit an opponent, he could sustain severe injuries amounting to broken bones and even internal bleeding. A few unfortunate victims have even been crushed to death between two oncoming pillars from opposite directions, reduced to nothing but a flat, human pancake.
Base: The pillars are three feet in diameter.
Stage 1: The pillars are six feet in diameter.
Stage 2: The pillars are nine feet in diameter.
Stage 3: The pillars can stretch seven feet.
Stage 4: The pillars can stretch eleven feet.
Stage 5: The pillars can stretch fifteen feet.
Stage 6: One pillar is created.
Stage 7: Two pillars are created.
Stage 8: Four pillars are created.

Name: Kagirinai Hyou Bakuhatsu (Eternal Ice Explosion)
Special Requirement: Eternal Ice
Description: As if Eternal Ice was not dangerous enough, Eternal Ice Explosion is tenfold moreso. The user concentrates his Chakra into a palm, creating an orb of solid glass. After throwing it, wherever it lands the jutsu will take place. Five spikes now burst from wherever the ball falls, branching outwards like a horrific weed to try and impale an opponent. Each spike is massive and razor sharp with jagged protrusions so that even being scraped by a side would result in cuts and gashes. Even then, the jutsu is not over. From the five main spikes, scores of smaller spikes will shoot outwards in all directions to create a 'dome' of glass spikes, instantly stabbing anybody who has not escaped its total area of effect. The initial orbs can be created in the air and launched via Chakra instead of by hand, if the user so chooses.
Base: The area of effect is ten feet in all directions (even underground) from its center point.
Stage 1: The area of effect is twelve feet in all directions (even underground) from its center point.
Stage 2: The area of effect is fifteen feet in all directions (even underground) from its center point.
Stage 3: One orb is created.
Stage 4: Two orbs are created.
Stage 5: Three orbs are created.
Stage 6: Requires three posts of cooldown.
Stage 7: Requires two posts of cooldown.
Stage 8: Requires one post of cooldown.

Name: Suna Megami no Tessen (Fans of the Sand Goddess)
Description: Perhaps the one, personal jutsu that a former Kazekage, Arisugawa Nayoko, taught widely after she had perfected it, using this jutsu signifies a tribute to the kunoichi known as the Goddess of Sand. A glass fan reminiscent of the crystal fan Nayoko once used herself forms in air around the user, roughly three feet in length. The fan then begins to spin rapidly, so quickly that it looks like a perfect disc in the air, whirring as it does so. Through a push of Chakra, the fan then flies through the air towards the target. If it hits something, it then explodes. However, if the fan were to miss, it continues onwards for fifteen more feet and then detonates, this time sending a stream of sharp glass shards at the opponent.
Base: One fan is created.
Stage 1: Two fans are created.
Stage 2: Three fans are created.
Stage 3: The explosion has the power of three exploding tags.
Stage 4: The explosion has the power of five exploding tags.
Stage 5: The explosion has the power of seven exploding tags.

Name: Eikshou Ryuu Bakufuu (Molten Dragon Blast)
Description: Perhaps one of the most feared Glass techniques in existence, this jutsu's power can rival that of Katon: Karyuu Endan. Molten Dragon Blast is capable of altering, even destroying the landscape. By concentrating a great volume of Chakra in the throat, the user then spits out a massive torrent of molten glass. The liquid is hot enough to melt human flesh, radiating enough heat in the general area for first degree burns if one wasn't careful. The giant stream surges forwards as far as fifty feet, the front waves taking the form of a dragon's head and gaping maw. Those who are caught unawares in its path are either killed by the sheer weight or the hellish temperature. In two posts, the glass eventually cools and hardens, trapping and suffocating anybody who incredibly managed to live that long after being hit. Molten Dragon Blast can only be done twice a thread. A third time could, conceivably, be executed, but would exact so much Chakra that the user would die after the third use.


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Missing Nin

Male Number of posts : 319
Age : 25
Village : In your village, Seducing them Virgins
Element : Sand
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Registration date : 2008-12-30

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PostSubject: Re: Glass Ninjutsu for My character.   Sun Jan 18, 2009 4:35 pm

Stage Seven

Name: Amatsugoten no Juzou (Statues of the Imperial Palace)
Special Requirement: Opponent permission or a death enabled thread.
Description: Some say that this jutsu is done to the most terrible of traitors against Sunagakure, to show all in the village what becomes of those who turn against those of Sand. Concentrating an awesome amount of Chakra into one palm, this takes one post of preparation before its actual use where the user may not attack or defend due to the enormous focus required. The next person or object that the user strikes with that one palm will then gradually and inexorably 'freeze' over until it/he/she is nothing more than a glass monument.

Name: Kouten no Nagareboshi (Meteor of Heaven)
Description: Meteor of Heaven is a horrifying jutsu used only in the most absolute dire straits; the technique is normally forbidden because of its unrivaled pernicious potential. Sacrificing a great portion of Chakra, the user can part the skies and call down a shining meteor of glass. While falling from the stratosphere, the meteor breaks up into four house sized chunks that, when crashing to the ground, can cause tidal waves of earth so that even if one managed to evade the colossal boulder, the titanic shockwave of the impact would break bones and cause ears to bleed. Anything in a fifty foot diameter would be devastated.

Name: Hari Honryuu - Juuyou (Glass Torrent - Major)
Special Requirement: Glass Torrent - Minor
Description: Much like the lesser version, GT - Major differs in that it creates actual three foot lances of glass. The lances, through hand gestures by the user - which means other jutsu cannot be used while GT - Major is in effect - can be guided and directed through the air in a stream to hound after the target. The lances can penetrate up to and including Stage Five defensive jutsu and, when the user closes his palms into fists, explode with half the force of an explosive tag. Shards of glass are sent flying in every which direction, so even the user must be extra careful not to be in proximity when this happens. The technique creates a monstrous forty lances. Note that when once lance is destroyed by a defensive or counter offensive means, it explodes as if the user had willed it. The rest of the lances can continue on, but as soon as the user chooses to detonate, all of them detonate at the same time.

Name: Amatsu-ou no Tenjoukai Ensei (Celestial Garden of the Imperial King)
Special Requirement: Eternal Ice Explosion, Sand GM permission to use along with the appropriate village GM if used outside of Wind Country.
Description: This kind of jutsu has only ever been used once, ages ago, so many years past that only scrolls depict the nature of the technique. Few people know how to use it, and even fewer people have actually used it for most fear the awesome, earth-altering effect of the jutsu. Using up the majority of his Chakra, the user will slam both palms to the ground. A ripple of Chakra is sent out in all directions for a hundred and fifty feet and after a few moments, everything becomes glass. Trees, animals, buildings, everything short of Shinobi (because of their own Chakra, which retards the initial wave that was sent out by the user) is frozen within glass into an eerie tranquility. Of course, the power of this jutsu is that it blocks off an opponent's access so his own element, affecting those based on the earth most heavily. The glass itself is impenetrable and hard to walk on without slipping (though training through Kinobori/Kabenobori does help significantly). The effects of the jutsu wears off after several years; civilians caught and suspended are awoken and feel as if nothing had ever happened, never aware of the fact that they'd been imprisoned for all that time.


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