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Shinobi Attributes.

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Published: September 23, 2015

Tōrōgakure game manual Part Two: Understanding Attributes.

     Attributes are a significant aspect of HiddenLanternVillage as they affect what you can do.
They determine success in MissionsStory ArcsExams and what Techniques you can master. 
Attributes are represented by numerical values from 0.0 − 5.0, with higher values being stronger.
Your Attributes can be boosted by spending Ryõs, but have limits that depend on your Ranking.
While there are 12 Attributes, generally all Stat Attributes follow this formula for point values:

     − 0.0 Incapable: Completely incapable, or useless in. Only Combat Attributes can be so low.
     − 0.5 Dropout: Below academy standard, and likely the result of Failed class or Drop−outs.
     − 1.0 Beginner: Academy quality, weak by comparison − ERank Jutsu can be Unlocked! 
     − 1.5 Novice: Not bad for genin, but below average. There's still a long way to go from here.
     − 2.0 Adequate: Beginner skill level, basic Genin talent − DRank Jutsu can be Unlocked.
     − 2.5 Average: Standard ability, common for most shinobi. Anything below this is mediocre.
     − 3.0 Advanced: Slightly above average, Chūnin talent − CRank Jutsu can be Unlocked.
     − 3.5 Elite: Above average, this level of talent is what is expected of an experienced Chūnin. 
     − 4.0 Talented: Significantly skilled, Jōnin level of skill − BRank Jutsu can be Unlocked.
     − 4.5 Exceptional: Exceptionally level of skill, and only common among higher level shinobi.
     − 5.0 Incredible: Incredibly skilled, genius, remarkable − ARank Jutsu can be Unlocked.

     Attributes can only be conventionally raised to 5.0 Maximum. But through forbidden methods,
they can be raised higher. This can only be done by earning Specialty Abilities and Equipment.

     − 5.5 Superior: Beyond one's bodily limits, and cannot be achieved through Regular Training!
     − 6.0 Legendary: Impossibly skilled, truly remarkable! − SRank Jutsu can be Unlocked.


Ninjutsu (体術): The Ninja Arts and Chakra Combat Techniques.

     Ninjutsu is the founding staple of Shinobi Combat. It's versatile, and makes up nearly all Jutsu.
It comes in many various forms such as Clone Techniques, Replacement and Nature Transformation.
Both Fūinjutsu and Henkōjutsu are derivative forms of Ninjutsu, as are almost all Kekkei Genkai
Typically in the Age of Shinobi, one's worth is judged by their talent in Ninjutsu − The True Ninja Art.

     − Each +0.5 Boost increases your Ninjutsu Damage and Resistance by +2 permanently!
     − Each +0.5 Boost raise Duration Limit by +1 Turn and Ninjutsu Integrity by +10 points.
     − Each +1.0 Unlocks a new Technique Ranking which you are allowed to learn and perform. 

     Performing Ninjutsu requires massive reserves of Chakra and is extremely taxing on one's body,
but unlocks incredible Power and Versatility that is virtually unmatched throughout the shinobi world.
The range of the Technique depends on it's purpose, but it most commonly has Medium (3) Range.

     − DRank Ninjutsu: Inflicts approximately 40 Damage or other effects − Chakra Cost (20) 
     − CRank Ninjutsu: Inflicts approximately 80 Damage or other effects − Chakra Cost (40) 
     − BRank Ninjutsu: Inflicts approximately 120 Damage or other effects − Chakra Cost (60)  
     − ARank Ninjutsu: Inflicts approximately 160 Damage or other effects − Chakra Cost (80) 

                                                  Chakra Nature Relationships by TraceofHatred                                                       
     Nature Transformation in particular has special rules due to the volatility of Chakra Natures
There are 5 Basic Chakra Natures: Katon () Fūton () Raiton () Doton () and Suiton ()
There are also a handful of Advanced Combo Natures, but only Specialists are able to unlock these.

     − If the Nature and Rank of two Technique are identical, both techniques will be fully Nullified!
     − If the Nature is identical but the Rank is higher, then it will Absorb the lower Rank Technique.
     − If the Nature is better but Rank is equal, then it will also Absorb the lower Ranked Technique.

If there is a stat difference between you and your opponent, it has an impact on your Ninjutsu.

     − If Ninjutsu is Equal: First Instance that both users cast Ninjutsu, they will suffer Ruptured.
     − Each 0.5 Difference: The Spell Integrity of the Jutsu is increased by an Additional +20.


Fūinjutsu (封印術): The Art of Sealing and Release Techniques.

     Fūinjutsu is a complex Art invented as a method of capture dangerous shinobi without injuries.
The primary function of Fūinjutsu is to restrict an enemy's movements while draining their Chakra,
rendering them immobilized and unable to fight. But Advanced Fūinjutsu has a myriad of effects,
such as weakening an enemy's Attributes or by limiting what Techniques they are able to perform!

     − Each +0.5 Boost increases injutsu Draining by +2 and Resistance by +2 permanently!
     − Each +0.5 Boost raise Duration Limit by +1 Turn and Fūinjutsu Integrity by +10 points.
     − Each +1.0 Unlocks a new Technique Ranking which you are allowed to learn and perform. 

     Performing Fūinjutsu requires Chakra to be expended, but unlike Ninjutsu which is immediate, 
Fūinjutsu can be maintained over many turns so long as you continue to pay 1/3 of the Chakra Cost.
The range of the Technique depends on it's purpose, but it most commonly has Medium (3) Range.
Worth noting however is that Fūinjutsu primarily depletes Chakra, and does no damage to Stamina.

     − DRank Fūinjutsu: Drain 15 Chakra, inflicts −10% Dodge / −1 Move − Chakra Cost (15) 
     − CRank Fūinjutsu: Drain 30 Chakra, inflicts −20% Dodge / −2 Move − Chakra Cost (30) 
     − BRank Fūinjutsu: Drain 45 Chakra, inflicts −30% Dodge / −3 Move − Chakra Cost (45) 
     − ARank Fūinjutsu: Drain 60 Chakra, inflicts −40% Dodge / −4 Move − Chakra Cost (60) 

If there is a stat difference between you and your opponent, it has an impact on your Fūinjutsu.

     − If injutsu is Equal: First Instance that both users cast Fūinjutsu, they suffer Overload.
     − Each 0.5 Difference: The Spell Integrity of Fūinjutsu is increased by an Additional +20.


Taijutsu (体術): The Art of Hand−to−Hand Combat Techniques.

     Taijutsu is a subsidiary combat art implemented in close quarters and when conserving chakra.
While it is not as powerful as Ninjutsu, it is significantly easier to perform and is usually much faster.
As a result, Taijutsu has become common due to how much more basic it is than the other ninja arts.
Though it was invented as a backup for when disarmed, some have chosen to specialize in Taijutsu!

     − Each +0.5 Boost increases your Taijutsu Damage and Resistance by +2 permanently!
     − Each +0.5 Boost increases Melee Crit Chance by +2% and Armor Negating by +2.
     − Each +1.0 Unlocks a new Technique Ranking which you are allowed to learn and perform. 

     Taijutsu Techniques are extremely quick, allowing them to be factored before most Jutsu types!
And due to Taijutsu's simplicity, large reserves of Chakra and Tools are not required to perform it.
The downside however is that Taijutsu is limited to Short (1) Range only, and has lower damage. 
Taijutsu in it's most basic form is hand-to-hand combat, which can only be used in the strike range.

     − DRank Taijutsu: Deal 25 Base Damage − Chakra Cost (10) 
     − CRank Taijutsu: Deal 50 Base Damage − Chakra Cost (20) 
     − BRank Taijutsu: Deal 75 Base Damage − Chakra Cost (30) 
     − ARank Taijutsu: Deal 100 Base Damage − Chakra Cost (40) 

If there is a stat difference between you and your opponent, it has an impact on your Taijutsu.

     − If Taijutsu is Equal: First Instance that both users use Taijutsu, they suffer Broken Bone.
     − Each 0.5 Difference: There is an Additional +10% Critical Chance when attacking in Melee.


Bukijutsu (体術): The Art of Tool Techniques and Setting Traps.

     Bukijutsu is a derivative form of Taijutsu that specializes in the use of Weapons and Traps.
It's one of the most basic forms of combat used by novices and veterans alike due to it's versatility,
ease to perform and minimal Chakra costs. Much like Taijutsu it is used as a fallback between Jutsu,
but the main difference between the two is that Bukijutsu is Long Range focused rather than melee.

     − Each +0.5 Boost increases your Bukijutsu Damage and Resistance by +2 permanently!
     − Each +0.5 Boost increases the number of Targets by +1 and Trap Slots by +1 per Battle.
     − Each +1.0 Unlocks a new Technique Ranking which you are allowed to learn and perform. 

     Bukijutsu relies on Sokudo for Accuracy much like Taijutsu, but has much Longer (5) Range.
What makes Bukijutsu unique however is that it doesn't require Chakra to perform, it uses Tools.
Damage is also determined by Tools, which means different combinations will have different effects.
Also unique to Bukijutsu is the ability to Target and split damage between multiple foes at once.

     − DRank Bukijutsu: Deal 5 x Tool Base Damage − Tool Ammunition Cost (3) 
     − CRank Bukijutsu: Deal 10 x Tool  Base Damage − Tool Ammunition Cost (6) 
     − BRank Bukijutsu: Deal 15 x Tool Base Damage − Tool Ammunition Cost (9) 
     − ARank Bukijutsu: Deal 20 x Tool Base Damage − Tool Ammunition Cost (12) 

If there is a stat difference between you and your opponent, it has an impact on your Bukijutsu.

     − If Bukijutsu is Equal: First Instance that both users use Bukijutsu, suffer Grievous Wound.
     − Each 0.5 Difference: Up to 20% of Tools can be deflected, reducing the Jutsu's Damage.                                                                                                                                       


Genjutsu (幻術): The Art of Distortion and Illusion Techniques.

     Genjutsu is the least common of the Shinobi Arts, but is possibly one of the most dangerous.
While it deals less physical damage than other techniques, it also damages chakra for split damage.
Furthermore, Genjutsu reduces the targeted unit's accuracy, weakening your opponent gradually.
This makes it ideal for weakening an enemy and draining their reserves before finishing them off.

     − Each +0.5 Boost increases Genjutsu Draining by +2 and Resistance by +2 permanently!
     − Each +0.5 Boost increases the Duration Limit by +1 Turn and Genjutsu Integrity by +10.
     − Each +1.0 Unlocks a new Technique Ranking which you are allowed to learn and perform. 

     Performing Genjutsu requires Chakra to be expended, but like Fūinjutsu it can be sustained. 
However it is Chishiki which governs Accuracy and Resistance to Genjutsu due to it's complexity.
The range of the Technique depends on it's purpose, but it most commonly has Medium (3) Range.
Worth noting however is that Genjutsu inflicts Split Damage, depleting both Chakra and Gōken.

     − DRank Genjutsu: Drain 20 Gōken, inflicts −10% Accuracy / −1 Detect − Chakra Cost (15) 
     − CRank Genjutsu: Drain 40 Gōken, inflicts −20% Accuracy / −2 Detect − Chakra Cost (30)
     − BRank Genjutsu: Drain 60 Gōken, inflicts −30% Accuracy / −3 Detect − Chakra Cost (45)
     − ARank Genjutsu: Drain 80 Gōken, inflicts −40% Accuracy / −4 Detect − Chakra Cost (60)

If there is a stat difference between you and your opponent, it has an impact on your Genjutsu.

     − If Ninjutsu is Equal: First Instance that both users cast Genjutsu, they suffer Brain Trauma.
     − Each 0.5 Difference: The Spell Integrity of Genjutsu is increased by an Additional +20.    


Henkōjutsu (偏向): Support Arts, Barriers and Deflective Arts.

     Henkōjutsu is a derivative of Ninjutsu focused entirely on Recovery and Damage Mitigation.
The two main forms of Henkō are Iryō Ninjutsu (Medical Arts) and Kekkai Ninjutsu (Barrier Arts)
But there are various other Techniques that fall under this broad category of Supportive Techniques.
It also improves your understanding of medicine, boosting the effectiveness of Items and Healing.

     − Each +0.5 Boost increases your Henkō Effects and Barrier Durability by +2 permanently!
     − Each +0.5 Boost improves Recovery from Items by +5 and Barrier Undermining by +2
     − Each +1.0 Unlocks a new Technique Ranking which you are allowed to learn and perform. 


     Like Ninjutsu, Henkōjutsu will require substantial reserves of Chakra to perform successfully,
but these Techniques are extremely complex and rely on Chishiki to perform rather than Kuji−In.
Unfortunately this sheer complexity often Limits their range to Short (1) Range for the most part,
but in exchange for the Healing and Damage Mitigation produced, these are small prices to pay.

     − DRank Henkōjutsu: Inflicts approximately 50 Recovery or Absorption − Chakra Cost (25) 
     − CRank Henkōjutsu: Inflicts approximately 100 Recovery or Absorption − Chakra Cost (50) 
     − BRank Henkōjutsu: Inflicts approximately 150 Recovery or Absorption − Chakra Cost (75)  
     − ARank Henkōjutsu: Inflicts approximately 200 Recovery or Absorption − Chakra Cost (100) 

If there is a stat difference between you and your opponent, it has an impact on your Henkōjutsu.

     − If Henkōjutsu is Equal: First Instance that both users use Bukijutsu, both barriers Resonance.
     − Each 0.5 Difference: Gain +10% Penetration Damage on all Attacks against any Barriers.


Kuji-In (): Hand Seals, Chakra Control and Chakra Manipulation.

     Kuji−In represents proficiency in manipulating Chakra and in adequately performing Hand Seals,
which in turn affects your accuracy in both Ninjutsu and Fūinjutsu as well as your Dispelling ability.
But the most important aspect of Hand Seals is Chakra Control as it improves your overall efficiency,
not only reducing the Chakra Costs of Techniques but also improving the effectiveness the Techniques!

     − Each +0.5 Boost increases the Accuracy of Ninjutsu and Fūinjutsu by +10% 
     − Each +0.5 Boost increases the Dispelling of Ninjutsu and Fūinjutsu by +10% 
     − Each +1.0 Increases Jutsu Proficiency by +20% reduces all Chakra Costs by −4%.

     Every single Jutsu uses a different combination of seals and by improving Chakra Control,
you can improve the Effectiveness of your Techniques, such as summoning additional clones.
It also determines how Accurate you can be when performing in both Ninjutsu and Fūinjutsu,
as well as affecting the ability to Dispel (Null) these techniques when they're used against you.

     − If Kuji−In is Equal: There is no change to Accuracy, instead base Accuracy is factored.
     − Each 0.5 Difference: Both Accuracy and Dispelling Chances are increased by +10%.  


Sokudo (速度): Agility, Dodging, Movement, Stealth and Reflexes.

     Sokudo represents your overall Agility, and governs various aspects of Movement and Stealth.
A slow shinobi is more or less unheard of as most Shinobi maneuvers require great agility and finesse.
Sokudo factors Physical Dodging, and it also acts as the Accuracy Stat for Taijutsu and Bukijutsu.
A Shinobi won't live long on the battlefield if he can't avoid attacks. Agility is of the utmost necessity!

     − Each +0.5 Boost increases the Accuracy of both Taijutsu and Bukijutsu by +10% 
     − Each +0.5 Boost increases the Dodging of both Taijutsu and Bukijutsu by +10% 
     − Each +1.0 increases Movement Range by +1 Tile and All Dodging Chance by +4%

     Naturally your Movement Speed determines how much Distance you can cover in a turn,
but Sokudo also grants Stealth by reducing the distance at which you are able to be detected.
It also determines how Accurate you can be when performing in both Taijutsu and Bukijutsu,
as well as affecting the ability to Dodge (Null) these techniques when they're used against you.

     − If Sokudo is Equal: There is no change to Accuracy, instead base Accuracy is factored.
     − Each 0.5 Difference: Both Accuracy and Dodging Chances are increased by +10%.  


Chishiki (知識): Strategy, Prediction, Deception and Intellect.

     Chishiki represents your Intellect, which is honed through Studying, Tactics and Discipline. 
What separates Shinobi from other warriors is not their strength, but their cunning and strategy. 
Trickery, Illusions and Traps require a powerful mind to conceive, and even more so to debunk.
As the Shinobi Code states: "A Shinobi must see the hidden meanings within hidden meanings."

     − Each +0.5 Boost increases the Accuracy of Genjutsu and Henkōjutsu by +10% 
     − Each +0.5 Boost increases the Dispelling of Genjutsu and Henkōjutsu by +10% 
     − Each +1.0 increases Detection Range by +1 and All Accuracy Chance by +4%. 

     It never hurts to sharpen your wits. Increasing Chishiki will improve your Detection range, 
allowing you to more easily detect TrapsIllusions and other Tricks used by your opponents.
It also determines how Accurate you can be when performing both Genjutsu and Henkōjutsu,
as well as affecting the ability to Negate (Null) these techniques when they're used against you.

     − If Chishiki is Equal: There is no change to Accuracy, instead base Accuracy is factored.
     − Each 0.5 Difference: Both Accuracy and Negate Chances are increased by +10%.  


Tsuyo ()Physical Strength, Critical Success and Resistance.

     Tsuyo represents your StrengthDefense and Physical Fitness in and outside of missions. 
All Shinobi train rigorously to improve their physical fitness to such seemingly superhuman levels.
But unlike bonuses from other stats Tsuyo increases the damage and defense of each attack type,
and is the only Attribute which affects Critical Success and Critical Resistance for Techniques.

     − Each +0.5 Boost increases Damage by +2 and Defense by +2 for most Jutsu Types.
     − Each +0.5 Boost increases Critical Chance by +2% and Critical Damage by +2.
     − Each +0.5 Boost increases Toughness (Resistance to Pushing or Stagger) by +5% 

     As mentioned above, the distinct function of Tsuyo is it's effect on Critical Strikes in battle.
Critical Strikes are chance based rolls which slightly increase the Effectiveness of a Technique,
but they also have an added bonus of Staggering (interrupting) an opposing character's action.
How effective and how likely you are to stagger another character depends on stat comparisons:

     − If Tsuyo is Equal: Neither opponent is able to Stagger the other conventionally in battle.
     − Each 0.5 Difference: Both Critical Hits chance and Stagger chance increased by +2% 


Gōken (): Stamina Reserves and Resistance  Health Points.

     Gōken represents your Stamina and Physical Endurance while in battle or during Missions.
Primarily this represents how much damage you are able to sustain before collapsing in missions,
but it also determines your resistance to Status Effects and increases your Tool carrying limits.
As the Shinobi code states: "A Shinobi is one who Endures.Gōken is essential to your survival!

     − Each +0.5 Boost increases your Maximum Health Points by +50 permanently!
     − Also, each +0.5 Boost increases Resistance to common Status Effects by +2%!
     − And finally, each +0.5 Boost increases your Maximum Tool Carry Limit by +10

     Gōken is a key component to combat as it determines how much Damage you can sustain,
but is replenished with Items and Iryō Ninjutsu. Be wary, some Techniques expend stamina!
Once your Stamina is fully depleted your character collapses and the current Mission is failed.
If defeated early in a Story Arc, you may not be able to participate in later Missions in that Arc!


Chakra (): Chakra Reserves and Manipulation  Skill Points.

     Chakra is the product of fusing both Physical (and Spiritual () Energy together as one.
Chakra is manipulated by using Hand seals (to perform feats that are otherwise impossible,
such as walking on water or creating clones. It is essential to even the most basic of techniques!
But while most living beings possess some form of Chakra, few are actually able to manipulate it.

     − Each +0.5 Boost increases your Maximum Chakra Reserves by +50 permanently!
     − Also, each +0.5 Boost increases your chance of inflicting Status Effects by +2%!
     − And finally, each +0.5 Boost increases the Limit of Jutsu you may learn by +10

     Chakra is a key component to performing NinjutsuFūinjutsuGenjutsu and Henkōjutsu,
and if your Chakra reserves are insufficient, you will not be able to perform the Technique at all!
Chakra determines how many Techniques you can perform before you succumb to Exhaustion.
It's also worth noting that higher level techniques require higher amounts of Chakra to perform.


If you have any Questions Regarding Attributes, please post them in a comment below!

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Attribute Names and their Translations:

Ninjutsu (
忍術): Ninja Arts − Offensive Chakra Techniques.
Fūinjutsu (封印術): Sealing Arts − Chakra Sealing Techniques.
Taijutsu (
体術): Body Arts − Hand to Hand Combat Techniques.
Bukijutsu (武器術): Tool Arts − Tool and Weaponry Techniques.
Genjutsu (幻術)Illusion Arts − Illusionary Techniques.
Henkōjutsu (偏向術)Support Arts − Barriers and Healing.
Kuji-In (): Hand Seals − Gestures that control chakra flow.
Sokudo (速度): Body Speed − Agility and Dodging abilities.
Chishiki (知識)Knowledge − Thinking and analytical abilities.
Tsuyo (): Strength − Power and Force of Techniques.
Gōken (): Health − Regenerative ability and stamina reserves.
Chakura (): Chakra − Spiritual energy and reserves.
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R
Renting Technique Scrolls.
The Tōrōgakure Dōjō: Renting Scrolls and Learning Jutsus.     Jutsu (Arts) are incredibly powerful Techniques that Shinobi make use of on the battlefield. To use a Jutsu, a Shinobi channels their Chakra by forming complex Sequences of Hand Seals. Every Jutsu has a Unique Sequence. Thus because of the endless combinations of seals possible, there are millions of potential Jutsu to be discovered. Each Jutsu is determined by it's Seals.     The Tōrōgakure Dōjō is the ideal location to study and practice and learn new Techniques. While the Shinobi Academy teaches you the basic techniques and eventually
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General Village Location Information.
Important Locations & Facilities in the Village of Tōrōgakure:     There are a variety of Important Locations you will need to visit in the village of Tōrōgakure. To understand them better, it's easier to divide them into Sections and address them separately.     The Main Street of Tōrōgakure (Also known as "The Heart of Tōrōgakure") is the busiest,and most high traffic area of the Village due to the high concentration of Shops and Businesses. All of Tōrōgakure's restaurants, Stores and Miscellaneous Vendors are located at the Main Street. The Main Street reaches from the Western Gate C
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Awakened Kitsune
Yōkai Kitsune Partners: Masters of the Clan's Sacred Yōkai Jutsu:     A Yōkai Kitsune is a shinobi from the Kitsune Clan who specifies in combat with a Yōkai partner. They also utilize Yōkai Chakra, and use it to power up their devastating Yōkai Arts while in battles. along with a myriad of other spirit based techniques. Yōkai partners also have better compatibility. By ranking up, Yōkai Kitsune partners can learn various collaborated Jutsu and the Clan's secrets, and will achieve unrivaled power. Hearts of Flame, Instincts of foxes, Strength of Gods; Kitsune.     − Classification: Power Typ
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