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 "~" Ruivold :-: Nil Inhibition "~"

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kokueimuma
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kokueimuma


Posts : 52
Join date : 2010-02-11
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Location : Oregon

"~" Ruivold :-:  Nil Inhibition "~" Empty
PostSubject: "~" Ruivold :-: Nil Inhibition "~"   "~" Ruivold :-:  Nil Inhibition "~" EmptyThu Jun 23, 2011 4:17 pm

"~" Biography "~"

"~" Ruivold :-:  Nil Inhibition "~" Nihilist

Name: Ruivold Valtix-Simwick Bezbin
Alias: ~
Age: 10
Gender: Male
Blood-Type: O-
Height: 5'0"
Weight: 46 lbs
Build: Thin/Muscular
Hair Color: Light Green
Eye Color: Jade
Paradigm: Pathos(1)
Rank: ~
Rating: ~

Theme:



Last edited by kokueimuma on Mon Jun 27, 2011 10:17 pm; edited 1 time in total
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kokueimuma
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kokueimuma


Posts : 52
Join date : 2010-02-11
Age : 35
Location : Oregon

"~" Ruivold :-:  Nil Inhibition "~" Empty
PostSubject: Re: "~" Ruivold :-: Nil Inhibition "~"   "~" Ruivold :-:  Nil Inhibition "~" EmptyThu Jun 23, 2011 4:20 pm

"~" Ruivold :-:  Nil Inhibition "~" Transmutation_circle

“~” Nihilists “~”
COST: 300t [Available To All Villages]

.:: Introduction ::.
Nihilism is the philosophical doctrine suggesting the negation of one or more putatively meaningful aspects of life--Moral nihilists assert that morality does not inherently exist, and that any established moral values are abstractly contrived. Having come from a place where committing atrocities in the name of ‘morality’ was the daily bread for their kin, how could these people call themselves anything else in the new world they have immigrated to?

The Nihilists are all that remains of a continent that drown in the blood of its’ inhabitants—hundreds of families having the good sense to draw a line they refused to cross, these people staged a mass exodus from their homeland, setting sail to the endless sea to seek a place where they could hone their abilities free of the perversion that the overwhelming majority of their ilk practiced so frivolously. These are men and women of science, contemplation, chemistry—these are Alchemical Scholars.
In their homeland, the ability to manipulate chakra was never developed, their ancestors devoted themselves to innovations in the fields of technology instead of magic; this eventually yielded the ability to manipulate Quintessence—bioelectric life force—by using this energy to craft complex formulaic transmutation circles they could yield miraculous effects—though there were rules. To gain something, another of equal value must be lost—The Law of Equivalent Exchange. But men, being pious things sought a way to cheat this single law of Alchemy, this resulted in the perpetual warfare and turmoil which the Nihilists fled from.

Eventually they found their way to a new continent, after having been cast off their intended course by an absurd storm. They wondered inland for several miles—having met no one they crafted a tower massive enough to house the survivors of the vast pilgrimage calling it; The Tower of Babel. Eventually their scouting parties came upon fellow humans, with an a culture no less—though considered primitive by comparison to their homeland they made contact and quickly picked up the language, for a time there was no interest in these savage natives—until the existence of their unique ability came to be known.

When the Nihilist scouting parties happened upon a conflict in a town they had trade with, they saw something thought to be impossible; a man generated a fireball within his mouth and blasted it into the chest of another—killing him—all without using Alchemy. The gears of research set to motion, before long the Nihilists discovered the information pertaining to the Hidden Villages—unbound curiosity urged the Nihilists to open communications with these Hidden Villages, emissaries when were to locate these places and offer an olive-branch of friendship so that they could be studied.

To these villages the Nihilists exposed what they were capable of, in return the villages explained the basics of what they could do. It was quickly determined that the Nihilists lacked the ability to replicate these Shinobi Magics, no doubt due to their ancestor’s focus on Quintessence—however their curiosity to learn more did not abate. Finally, five years after arriving on this new land the Nihilists parted with a chosen few of their children, sending them abroad to the Villages to integrate and learn.
It is uncertain whether the villages see the Nihilists as true allies, or possible threats that require study…though the same can be said for the Nihilist agenda. Only time will tell how these very different peoples will react to one another, or what effect the Nihilist element will have upon the stability of the Villages.

.:: Innate ::.

[Harnessed Quintessence]
+6 to max QP

[Alchemic Scholar]
As the alchemist gains experience they become more able to transmute the various substances that are found in the world.
On Creation: First Paradigm of Alchemy chosen / +1 Int (Cumulative) / Generate one free C-ranked Transmutation that is added to the community list of learnable techniques.
Lvl 25+: Second Paradigm of Alchemy chosen / +2 Int (Cumulative)/ Generate one free B-ranked Transmutation that is added to the community list of learnable techniques.
Lvl 35+: Third Paradigm achieved / +2 Int (Cumulative) / Generate one free A-ranked Transmutation that is added to the community list of learnable techniques.


.:: Abilities ::.


“~” Three Paradigms of Alchemy “~”

The Alchemist is unable to manipulate any of the seven elemental affinities of chakra, and instead chooses between one of three Paradigms that shape what sort of Alchemist they are.
::Ethos Paradigm – An Alchemist that specializes in Ethos alchemy is one that rejuvenates their allies, and performs transmutations that hinder their opponents.

::Logos Paradigm – An Alchemist that specializes in Logos alchemy is one that heals and repairs their allies, and performs transmutations that boost the performance of those that fight alongside them.

::Pathos Paradigm – An Alchemist that specializes in Pathos alchemy is one that has decided to work with non-living matter, performing transmutations that manipulate their environment for offensive combat.

“~” Quintessence “~”

The Quintessence system is slightly different than the Chakra system, thus the mechanics for calculating the cost of each transmutation, the maximum pool for a character, and the points at which QP is gained have been altered accordingly. This does not edit to-hits or anything other than resource pools.

QP Costs:: E-Rank = 1, D-Rank = 2, C-Rank = 3, B-Rank = 4, A-Rank = 5, S-Rank = 6
Quintessence Advancement::
Int Max: 8 (1QP @ each of the following Modifiers; 18. 24, 30, 36, 42, 48, 44, 60)
Con Max: 8 (1QP @ each of the following Modifiers; 18. 24, 30, 36, 42, 48, 44, 60)
Harnessed Quintessence: 6
Level: 12 (3@ Academy, 3@ Gennin, 3@ Chuunin, 3@ Jounin)
Equivalent Wis Chart Bonuses: 6 (2QP @ 30-35, 1QP @ 36-45, 2QP @ 46-55, 1QP @ 56+)
Total Possible: 40

“~” Latent Quintessence “~”
Gained: On Creation

By harnessing quintessence (a life essence similar to chakra) and maintaining an intimate knowledge of the chemical make-up of the physical realm, an alchemist is able to perform a more potent transmutation. Based on the Wis bonus chart, the alchemist is able to factor their INT score instead to increase the damage/healing of their Transmutations. (max of +4 to the healing)

Given the differences between Chakra and Quintessence, an Alchemist is unable to sense chakra or have a real understanding of it seeing as how it defies the laws of Science. Likewise—Shinobi will be unable to sense an Alchemist’s transmutations—even if said transmutations manipulate an element that said Shinobi holds an affinity for, because it would be considered a shift in how the element naturally is—and thus no kind of real disturbance in the chakra involved. Simply put; both parties are fundamentally incapable of understanding the other. A Shinobi cannot be taught to manipulate Quintessence, and an Alchemist cannot be taught to manipulate chakra.

That being said the Alchemist is capable of restoring chakra through the Ethos Paradigm because they are attempting to restore the biometrical losses that the individual has suffered, and thus facilitates a gain in ‘chakra’ by alleviating other ills. The same can be said for Chakra resorting techniques used upon an Alchemist. Because all living things have Chakra restoring an Alchemist’s chakra improves their Quintessence by assisting indirectly.

.:: Transmutations ::.
“~” General Alchemical Techniques “~”

-Rankless-

{Gained On Creation}
Enriched Transmutation Circle
Rankless
Cost: 0
Descrption: The Alchemist takes meticulous care in crafting the next transmutation circle that they will be making use of, not only reducing the cost in resources, but building the Alchemist’s ‘Influence’ in the fight—generating a private pool of energy that can be used in place of the Alchemist’s personal Quintessence.

PvP: By stalling the user’s action by 1 turn, they are able to reduce the Quintessence cost of their next transmutation based on the chart below (one cannot cause the QP cost to drop below 0), and that amount of Quintessence is stored in the Alchemist’s Influence pool(Max 15). The influence pool is reset to zero at the end of each fight.

1: -0 qp(But permits 1QP Storage)
15: -1 qp
25: -2 qp
35: -3 qp

Compositional Analysis
{Gained On Creation}
Rankless
Cost: 0
Description: With a single glance the Alchemist is able to discern how something functions/what it is composed of. This includes organic, inorganic, mechanical, and chemical structures.

PvP: The Alchemist is able to understand how much Health/CP(Based on biometrics)/Dr/Health/Health Regeneration/Innate abilities another character has once he/she has seen that innate come into effect.

PvE: The Alchemist is able to understand how much Health / CP another character has once he/she has seen that innate come into effect.
- Should be just HP / CP, cause it will just take a really long time for people to explain everything. He can check their bios.

-E-Ranked-

{Gained On Creation}
Matter Transportation
Rank: E
Cost: 1 QP
Description: The Alchemist inscribes a transmutation circle onto the ground below what they desire to move, as well as where they want it to appear—this is done by expending Quintessence, so it can be done remotely. After the circles have been generated the alchemist moves the thing from one spot to another instantaneously.

PvP: Sub, Useable on another target Once per round. (Free Action)

PvE: Allows the Alchemist to teleport about at his/her discretion

-C-Ranked-

An Eye for Detail – Journeyman
Rank: C
Cost: 3
Description: The Alchemist calms and focuses their mind in order to craft their transmutation circles with more skill.

PvP: Alchemist gains a 1d4 bonus for 1d4 rounds to their transmutations.

-B-Ranked-

An Eye for Detail—Artisan
Rank: B
Cost: 4
Description: The Alchemist steels his mind with the care of a master, focusing himself to his very core as he performs his transmutations.

PvP: Alchemist gains a 1d6 bonus for 1d4 rounds to their transmutations.

Homunculus Creation
Rank: B {Forbidden—costs 25 Tokens}
Cost: 4
Description: The Alchemist has set upon the forbidden art of transmuting life. This creature is of the Alchemist’s own design—and theoretically will continue to live until the Alchemist is killed. These beasts have their own personalities but are also bound to serve their masters—even if they despise or disagree with the task at hand.

PvP: Treated as a Rank 3 Summon, unique to each Alchemist.

-A-Ranked-

Refined Homunculus
Rank: A {Forbidden,Only By Those Possessing A Philosopher’s Stone—costs 25 Tokens}
Cost: 5
Description: The Alchemist has continued to refine and alter their Homunculus, making it noticeably more powerful, and ever closer to being a legitimate ‘synthetic being’.

PvP: Trated as Rank 4 Summon, unique to each Alchemist, replaces prior Homunculus.

-S-Ranked-

Flawless Homunculus
Rank: S {Forbidden, Only By Those Possessing A Philosopher’s Stone—Costs 25 Tokens}
Cost: 6
Description: The Alchemist has completed their Homunculus, it is now the panicle of its’ kind, a truly man-made being, crafted through twisted alchemical processes and refined through the diligence of the Alchemist—though an abomination through and through, this creature’s very existence is awe-inspiring.

PvP: Treated as Rank 5 Summon, unique to each Alchemist, replaces prior Homunculus.


-S+++ Ranked-

Philosopher Stone (Forbidden, Juuinjutsu Equivalent, COST: 100 Tokens)
Rank: S+++
Cost: -none-
Description: The alchemist has crafted the keystone of Alchemy. The single item that permits limitless opportunity, voids the rules, and permits the alchemist to tread into the territory of God without any hesitation.

PvP: The Alchemist may perform a single transmutation every 5 rounds as an extra action (Limited A-Rank or Below) cost and also regenerates 1 QP at the start of each turn.

“~” Ethos “~”

(If first chosen field, + 2 Round Duration to Effects)


-D-Ranked-

Mineral Infusion
Rank: D
Cost: 2
Description: The Alchemist infuses minerals from the surrounding area to make up for an individual’s deficiencies—giving them more energy and helping them feel renewed.

PvP: Target Regains 1d6 CP or 2 QP.

-C-Ranked-

Carbon Enhancement
Rank: C
Cost: 3
Description: The Alchemist rips carbon from the air about him/herself and binds them about an individual’s hands and feet, then places the carbon under pressure to harden it. The result increases the target’s ability to strike with a greater force.

PvP: Target’s Taijutsu/Unarmed physical attacks gain +1d4+2 damage for 1d4 rounds.

Uneven Footing
Rank: C
Cost: 3
Description: The Alchemist takes control of the ground in the nearby area and causes it to writhe under the feet of his/her enemies. The pulsations are synced up to the enemy movements, making basic movement and retaining one’s footing a task in and of its’ self.

PvP: AoE up to 4 Targets, Stun for 1 Round or until hit / resist (WIS / CON)

Synthesized Scurvy
Rank: C
Cost: 3
Description: The Alchemist generates a remote transmutation circle on the body of an enemy and siphons out their body’s Vitamin C, causing a temporary—but extreme—case of Scurvy

PvP: Target takes - 1 to attack/defense for 1d4 rounds, and - 4 to all Healing Rolls to Target.

-B-Ranked-

Quicksilver Vent
Rank: B
Cost: 4
Description: The Alchemist pulls minerals from far below the surface of the earth in an instant with a modified usage of Matter Transportation. The end result is the ground below the target being replaced with cinnabar stone. The Alchemist then causes the material to vibrate at the molecular level—heating it up quickly to the point where the sulfur and mercury separate—the silver gas rushing upwards around the target long enough to cause a temporary case of mercury poisoning—causing impairment of the target’s peripheral vision, an inability to coordinate movement, impaired speech, hearing, walking and an all around muscle weakness.

PVP: -2 ATK / DEF and - 5 Tai / Ken DMG for 1d4+1 rounds or until resist (WIS / CON).

-A-Ranked-

Arsenic, Hold the Lace
Rank: A
Cost: 5
Description: The Alchemist produces a stone of exceptional beauty using Matter Transportation. The jagged crimson gem shines a deep crimson—the same color as fresh blood. The crystal is then tossed into the air—a set of transmutation circles forming directly above and below, sealing the fist-sized shard of Realgar away from the surrounding atmosphere within an oxygen free vacuum. The molecules begin to vibrate at a high resonance, forcing the stone to heat up and melt away into a dim red liquid. This is then fired at a high velocity into the face of the target, instilling them with an abrupt and volatile case of arsenic poisoning. This poisoning causes the individual’s heart to beat –very- irregularly, enough so that they are forced to focus on nothing more than fighting to remain conscious.

PvP: Stuns the target for 1d4+2 Rounds, or until hit / resist (WIS / CON). +3d6 damage to an attack that breaks the target from the stun.

-S-Ranked-

The Plague {Forbidden, Only By Those Possessing A Philosopher’s Stone}
Rank: S
Cost: 6
Usage: 1 Successful/Battle

Description: The Alchemist generates a remote transmutation circle on a single target, causing mass cellular degeneration, convulsion of their chakra network, and exhaustion. The Alchemist accomplishes these things by triggering chemical responses in the individual’s cells that force their phagocytes to engulf cells at random. The assault on the chakra network stems from the suddenly massive amount of foreign Quintessence being forced into the individual’s body—the same concept as rejecting a donor organ—the exhaustion stems from the sheer stress that the prior two symptoms place upon the victim.

PvP: Target suffers The Plague until its’ 4th stage is reached, after that round it dispels. Each round in which they fail a contested High V High against the Alchemist The Plague advances The damage generated by The Plague bypasses -all- DR. You remain infected until you leave combat, are cured via medical jutsu for an S-ranked Poison, or attempt to ‘burn’ The Plague from your body by—on your High v High roll to resist The Plague advancing—spending an amount of chakra(based on rank) to fuel the attempt, rather successful of unsuccessful a ‘burn’ attempt eats up additional chakra(When burning you gain a +3 to your save roll). Negatives to rolls are not cumulative and remain constant even if advancement is staved off or The Plague runs its' course. No part of this transmutation is capable of becoming a critical. (Overrides All Other Debuff Damage)

Stages of The Plague::

1. (Initial) Exhaustion sets in and Target suffers -1 to attack/defense—also suffering 10 Hp & 10cp(3QP) Damage.

2. Target’s exhaustion increases causing -2 to attack/defense—additionally suffering 10 Hp & 10 CP(3Qp) Damage.

3. Target’s exhaustion increases, causing -3 to attack/defense—additionally suffering 10 Hp & 10 CP(3Qp) Damage.

4. Target is now completely exhausted suffering -4 to Attack and Defensive rolls—additionally suffering 10 Hp & 10Cp(3Qp) Damage.

Total damage generated for complete Plague duration: 40 Hp 40 Cp(12Qp)

‘Burn’ Costs: Gennin-8Cp(4Qp), Chuunin-13Cp(5Qp), Jounin-20cp(6Qp), Kage-30cp(7Qp).

“~” Logos “~”

(If its the first field chosen, gain Medical bonus)


-D-Ranked-

Carbon Bonding
Rank: D
Cost: 2
Description: The Alchemist pulls Carbon from the air around him/herself and puts it under a certain level of pressure, forming a kind of bandage over a wound, temporarily healing it—once the wound has healed at its’ own speed the black brittle bandage shatters and turns to dust.

PvP: Single Target Heals 1d8 Hp. (+ 2 if Medical)

Infection Extraction
Rank: D
Cost: 2 (+1 per additional rank of effect above C)
Description: The Alchemist draws the unwanted elements within the body out, expending more Quintessence for the more difficult or malicious invaders.

PvP: Removes all Poisons/Infections/HP or Cp Degenerative debuffs from a single target.

-C-Ranked-

Carbon Collider
Rank: C
Cost: 3
Description: The Alchemist generates a sizeable transmutation circle on the ground; ripping down a great deal of carbon from the air in the area and binding those bits of carbon about the wounds of his/her allies. The process takes a bit longer to fully kick in, due to the larger size of the target area.

PvP: Nearby allies heal 2 HP per round for 1d4 Rounds. After Duration + 1d4 HP.

Cauterizing The Wound
Rank: C
Cost: 3
Description: The Alchemist causes the cells at the edges of a wound to vibrate at a high speed, heating them up. Then, by pressing the edges of the wound together—the seal quickly with the same strength as stitching.

PvP: Single Target Heals 2d6 Hp. (+1d4 if Medical)

-B-Ranked-

Calcium Enrichment
Rank: B
Cost: 4
Description: The alchemist remotely bonds calcium from the minerals about himself onto the target’s bone structure—thus setting and restoring a broken or bruised bone to its’ original unharmed strength.

PvP: Single Target Heals for 3d6hp. (+ 1d6 if Medical)

-A-Ranked-

Oxygenized Redux
Rank: A
Cost: 5
Description: The Alchemist forms a complex transmutation circle directly over a wound and uses that circle to pull in high quantities of pure oxygen, accelerating the healing process to a breakneck speed.

PvP: Single Target Heals for 3d10hp. (+1d8 if Medical)

-S-Ranked-

Human Transmutation {Forbidden, Useable Only By Those Possessing A Philosopher’s Stone}
Rank: S
Cost: 6
Description: The Alchemist bypasses the rules of equivalent exchange and steps firmly into the realm of the Divine, regenerating the target’s body from nothing, reforming bone and flesh—wiping away wounds as easily as a person clears a chalk board. However, the truly miraculous thing about this transmutation is that it is quite literally a miracle—capable of bringing and individual back to life.

PvP: Single Target Heals for 4d10hp. (+ 1d10 if Medical)

PvE {Requires DM Supervision}: May be used to resurrect a character. Roll 1d20—on 20 the character is resurrected flawlessly, neither the caster nor the newly alive need rest for any extended about of time. On 19-15 the character is resurrected proficiently and both the alchemist and the target must rest for 24 hours(irl) abstaining from any strenuous activity. On 14-10 the character is resurrected passably, both the alchemist and target must rest for 3 days(irl). On 9-5 the character is resurrected at a slightly substandard rate, requiring both the alchemist and the target to rest for 5 days(irl). On 4-1 the target is narrowly resurrected, both the alchemist and target are left near the brink of death, forcing both to rest for a full week(irl). This Ability can only be used to resurrect a target once every irl month, at most.

“~“ Pathos ”~”

(If its first field chosen, + 1d6 DMG)


-D-Ranked-

Copper Spire
Rank: D
Cost: 2
Description: The Alchemist presses both hands to the ground, gathering copper from the earth below and crafting it into a rough lance that extends towards a single target’s torso, attempting to run them through.

PvP: Deals 1d8+2 Hp Damage to a single target.

Barb-Wire Snare
Rank: D
Cost: 2
Description: The Alchemist draws minerals up from the surrounding area and molds them into a long length of barbed wire with shoots out to ensnare a target. Dealing initial damage and binding them in place. This Transmutation can be used in concert with a ‘Set Trap’ check to gain the +4 bonus.

PvP: Deals 1d6 initial damage, and binds the target for 1 round, or until it is hit. A Str/Wis check may be made against the initial attack roll to break free.

Nitro Tab
Rank: D
Cost: 2
Description: The Alchemist tosses a pre-prepared tablet of highly volatile nitroglycerin towards his/her enemies; it is inadvisable to be caught in the blast that ensues.

PvP: Deals 1d8 AoE Tag Range.

-C-Ranked-

Alloy Pitfall
Rank: C
Cost: 3
Description: The Alchemist presses both hands to the ground, forming a sizeable transmutation circle on the ground below his/her enemies. The ground gives way dropping the targets into a pit filled with blades formed from every mineral in the earth that suddenly disappeared.

PvP: Deals 2d8 damage to up to 3 targets.

Barb-Wire Network
Rank: C
Cost: 3
Description: The Alchemist transmutes a complete geometrical mesh of barb-wire in a small area attempting to bind and damage multiple foes at once.

PVP: Targets up to three enemies. Deals 3d4 damage and binds them for 2 rounds or until they are hit. A Str/Wis check may be made against the initial attack roll to break free—if the target(s) opt to break free as opposed to waiting for the duration to expire they receive and additional 1d4+1 damage.

High Velocity Wind-Expansion
Rank: C
Cost: 3
Description: The Alchemist raises the temperature by vibrating the molecules in the air in proximity to a target. The sudden increase of temperature pressing against the regular temperature all around it causes a low-pressure zone which explodes outwards at the target as a forceful gust, equivalent to a sledge hammer plowing into them.

PvP: Deals 2d8+4 damage to a single target.


-B-Ranked-

Arc Lightning
Rank: B
Cost: 4
Description: The Alchemist creates a small atmospheric anomaly within the field of battle—namely polarizing the very air just above his enemies. The air becomes charged exclusively negative at one side and positive at the other—the ground below their feet becomes positively charged. The differences in the charges generates an electrical circuit which instantly electrocutes all but the swiftest as small bolts of artificially generated lightning lance towards the intended targets.

PvP: +3 VS Dodge, Strikes up to three targets for 4d6 damage—half of the value bypasses damage resistance.


-A-Ranked-

Plasma Burst
Rank: A
Cost: 5
Description: The Alchemist generates a series of transmutations circles between himself and the intended target—drawing in a massive quantity of oxygen into the cylinder. He then quickly strips all of the oxygen molecules of their electrons while forcing the space within the score of the transmutation under immeasurable pressure. The oxygen is quickly converted to plasma and then—using the energy generated by the electrons, the plasma is fired at a high velocity towards the target, shattering the transmutation circles in the process. The result is a projectile heated at 30,000 F (16,649 C) moving at approximately 20,000ft(6,096m)/second.

PvP: 4d8+4 damage to a single target, half the value bypasses damage resistance.


-S-Ranked-

Atomic Collision {Forbidden, Useable Only By Those Possessing A Philosopher’s Stone}
Rank: S
Cost: 6
Description: The Alchemist generates a transmutation above and below the group of targets—localizing the ensuing technique. Immediately after the circles are completed a set of atoms in the exact center of the group is forced into imploding upon themselves. This generates a full-scale atomic detonation.

PvP: +4 VS Blocking, Deals 4d10 damage to up to 4 Targets.


Last edited by kokueimuma on Tue Jun 28, 2011 6:31 pm; edited 6 times in total
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"~" Ruivold :-:  Nil Inhibition "~" Empty
PostSubject: Re: "~" Ruivold :-: Nil Inhibition "~"   "~" Ruivold :-:  Nil Inhibition "~" EmptyThu Jun 23, 2011 4:20 pm

"~" Known Rankless Transmutations "~"


Spoiler:


Last edited by kokueimuma on Tue Jun 28, 2011 12:58 am; edited 2 times in total
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Posts : 52
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"~" Ruivold :-:  Nil Inhibition "~" Empty
PostSubject: Re: "~" Ruivold :-: Nil Inhibition "~"   "~" Ruivold :-:  Nil Inhibition "~" EmptyThu Jun 23, 2011 4:21 pm

"~" Known Pathos Transmutations "~"


-D-Ranked-

Spoiler:


Last edited by kokueimuma on Tue Jul 12, 2011 12:57 am; edited 3 times in total
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Age : 35
Location : Oregon

"~" Ruivold :-:  Nil Inhibition "~" Empty
PostSubject: Re: "~" Ruivold :-: Nil Inhibition "~"   "~" Ruivold :-:  Nil Inhibition "~" EmptyThu Jun 23, 2011 4:21 pm

"~" Known Logos Transmutations "~"
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Age : 35
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"~" Ruivold :-:  Nil Inhibition "~" Empty
PostSubject: Re: "~" Ruivold :-: Nil Inhibition "~"   "~" Ruivold :-:  Nil Inhibition "~" EmptyMon Jun 27, 2011 10:16 pm

"~" Known Ethos Transmutations "~"
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"~" Ruivold :-:  Nil Inhibition "~" Empty
PostSubject: Re: "~" Ruivold :-: Nil Inhibition "~"   "~" Ruivold :-:  Nil Inhibition "~" EmptyMon Jun 27, 2011 10:16 pm

"~" Reserved "~"
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"~" Ruivold :-:  Nil Inhibition "~" Empty
PostSubject: Re: "~" Ruivold :-: Nil Inhibition "~"   "~" Ruivold :-:  Nil Inhibition "~" EmptyMon Jun 27, 2011 10:16 pm

"~" Token Receipt "~"

Nihilist {300t}


Total: 300 Tokens
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"~" Ruivold :-:  Nil Inhibition "~" Empty
PostSubject: Re: "~" Ruivold :-: Nil Inhibition "~"   "~" Ruivold :-:  Nil Inhibition "~" EmptyFri Jul 01, 2011 4:54 pm

"~" Nihilist Proglue I "~"


Spoiler:

"~" Nihilist Proglue II "~"


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"~" Ruivold :-:  Nil Inhibition "~" Empty
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NarutoVerse: The Great Shinobi War :: Character Biographies :: [OLD] Naruto-verse Biographies-
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