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 Takeo Kotonashi Ippatsuya -- A Game of Chance

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PostSubject: Takeo Kotonashi Ippatsuya -- A Game of Chance   Thu Jul 21, 2011 10:26 pm

~General Information~

Name: Takeo Kotonashi Ippatsuya
Nickname/Alias: Konoha's Lucky Game
Weight: 142
Height: 6'0
Age: 22
Gender: M

Appearance:

Code:
As stated by many, Takeo bears a striking resemblance to his father. Takeo possesses similar emerald green eyes and spiky brown hair. Takeo is a tall browned haired shinobi who stands at 6’0 height and weights approximately 142 pounds, while looking at Takeo with his clothes on you would be quick to judge him for being a twig like Shinobi, while the truth is Takeo relies heavily on both his Ninjutsu then Taijutsu he still keeps an athletic and strong body and would fight his opponents if needed, apart from a skinny build Takeo is high in stature, while being young he was the shortest person in his class Takeo made an incredible growth spurt and outgrew most of his fellow graduates. Takeo much like his father possesses brown hair, though when he was younger he would let it flow out and bang without any care he now makes it more similar to his fathers in his honor.

Takeo may not appear very intimidating at first, being only about 6 feet and 0 inches, nor is he very muscular looking. A relatively normal looking guy; he looks a tad skinny perhaps, but not underweight. He is very manly looking and intimidating, despite several delicate features of his. But he is by no means frail or weak, which becomes obvious when one notices his muscles, which are not unhealthy pronounced. He is lanky as well as skinny, and his skin is rather tanned, mostly due to trained outdoors for a great deal of his life. His hair is a whole other topic by itself, it’s ridiculously spiky and is quite usual in the village where most people have similar looking and styled hair, his hair is constructed out of a large number of spikes and one big spike on the back of his head rising above the others, a small spike falls over his face much like a long fang. Despite what people might think, this is his natural hair, this is because he doesn’t comb it. But, in no way are they unclean and filthy. He washes them regularly, just doesn’t comb them that much like others might. His skin is free of blemishes and scars, only adding to his alluring appearance. He has no body art, or any piercings whatsoever. Takeo doesn’t wear any jewels of any kind be it a necklace or a ring, only his forehead protector.

Being that he's a Shinobi, Takeo is muscular but not bulky. He's toned, built for speed, agility, and grace, without losing his physical prowess. His overall appearance is greatly misleading as he appears too peaceful and calm to actually have such a training body and such high abilities. Somehow he's managed to make it out alive from many battles without becoming covered with countless scars. Takeo, like mentioned before, has the appearance of the average young adult, though he isn't very tall or muscular. He has short spiky brown hair and green eyes, which are probably his most defining feature. He weights approximately 142lbs and isn’t all that heavy. His eyes are constantly covered up by his ridiculously spiky hair. He has small nose ridges that can be barely seen and his eyes are usually calm and concentrated. His face gives off the obvious vive of wisdom and his posture is very straight. He has little to none facial hair, which he usually shaves if he gets the opportunity. He usually wears his trademark jounin clothing that most of the Jounin are supposed to wear.

He wears the standard Jounin outfit. His jacket holds many different things in their pockets. He has a scroll a few sealing scrolls and maps in those pockets, but nothing too important or rare. He also has a pack on his hip which he holds his ninja weapons like shuriken and kunais. You normally find Takeo holding his own custom kunai in battle. Takeo also wears gloves on his hands, typical shinobi gloves that have no real purpose. He wears the standard shinobi footwear and bandages tied around his lower leg to keep the pants tight to the leg because when jumping around one might trip. On his right ankle there is also a bandage tied with a kunai holster. His headband is black unlike other shinobi wear, and unlike many shinobi his jumpsuit is black as well along with his footwear, making his rather standard shinobi uniform stand out a bit amongst its peers. He also wears a black forehead protector instead of the usual blue one. He has two pouches on his back, both holding his custom Kunai and scrolls as well as explosive tags and bombs.

Clothing: Above

Personality:

Code:
Too sides are present in Takeo's body. His normal and the one that comes out when affected by adrenaline. His second rarely presents it, but when under pressure it does arise, and that small time that he is in this mode, comes to him as a dream usually. Despite Takeo’s carefree and lazy attitude, he does slightly differ in actuality. Under the skin he holds a really jovial attitude, being an optimistic about literally everything. Even due to surrounding circumstances, he still somehow manages to stay optimistic, which is probably unhealthy in some perspective, but it keeps him as a target for people who need hope, they see Takeo and they get a feeling that everything is going to be alright.

A majority of the time when conversing with individuals he likes, Takeo comes off as a calm and collected man, with a gentle tone and a smart head on his shoulders. Everything he says is usually in a gentle and friendly tone or using calm and collected diction, which gains him the respect of others. It is hard to even tell when he is speaking seriously or not. Even when he does act intelligent, his natural ability of being so lazy kills all seriousness of his words. More so, when he does go into a mood where he feels like joking, and telling funny stories, combined with his odd facial expressions, weird body movements and awkward voice acting, it multiplies the actual humor of the joke by tenfold. In many uncanny instances are somewhat aggravating as Takeo usually holds a serious conversation on its toes before letting anyone change the subject or slip away, and is usually just seen as some sort of mascot for the good to come.

His ideas rarely are put into consideration, and it ultimately ends up with something finally realizing his ideas and taking it as there own. Being free from most of the assertive personality traits, he kind of just lets himself be taken advantage of and finds it hard to stand up for himself. Takeo's personality is indeed an odd one. When not in battle, he comes off as lazy, and is perpetually late to things. He always makes up an excuse for being late, but most of the time he is at the grave of his fallen friends, remembering the good old days. He comes off as carefree, laid-back, and aloof. This is shown by how he tends to read a book in battles he feels doesn't need his full attention. He also appears rather detached from anything going on around him. Takeo is not typical when it comes to training methods his way of teaching is harsh and doesn’t hold anything back. He would have his students aim to kill rather then aim to do anything less.

However, this is only part of his personality, once Takeo was the type of kid who believed that friends are not what define a shinobi. He strictly followed the rules and believed himself to be a weapon of Konoha instead of an actual person. After finding friendship for the first time in his genin team, Takeo had a drastic change and even more so when his friends died. He took on their personalities and combined them into one unique personality, stating that he’s their living legacy and their spirit lives on through him. Something rather uncanny about Takeo is the fact that he is always capable of finding a way to bond with people and a way to calm everyone down. Despite his sometimes carefree attitude, Takeo is an incredibly skilled analyst and strategist, capable of noticing even the smallest details or weaknesses in his opponent’s attacks. He’s nindo is to protect those that matter to him, and he sticks by it, overprotecting his village and his loved ones until the end going so far as sacrificing his own life to protect his comrades. He’s rather die then have someone die for him or because of his actions. He dreams of becoming the hokage someday, not for power, but to fully protect those he cares about and become a guardian of the village, acknowledge by all, both Ippatsuya and others.

Likes:
-Fights
-Drinking
-Having A Good Time
-Money
-Power

Dislikes:
-Weaklings
-Missions
-Waking Up Early
-Mizukage
-Raikage

~Clan Information~

Clan Name: Ippatsuya
Kekei Genkai: Ippatsuya
Clan Symbol: Ippatsuya
Clan History: Ippatsuya
Ability Summary: Ippatsuya

~Rank/Village Information~

Classification: Jounin
Letter Rank: A
Village: Konohagakure

~Skill Information~

Skill Specialty:

  • Main: Ninjutsu
  • Sub: Genjutsu

Elemental Affinity:

  • Main: Katon
  • Main: Fuuton
  • Sub: Doton

Special Characteristics:


  • Lucky Bastard


Seal Name: Norishiai (典試合)
Seal Type: Clan
Clan: Ippatsuya Clan (一発屋一族)
Seal Placement: Anywhere
Seal Placer: Clan Elders

Seal Effects

Norishiai is basically a seal that allows one to initiate the game of the same name. Norishiai is a game that simply creates an area know as the Senjou (戦場) and a set of rules called Housoku (法則). Once the Senjou is set and all Housoku displayed to all the participants, each of these participants is required to select specific number of these Housoku, each picking one Housoku in an alternate fashion, for example the Ippatsuya picks the first Housoku, another participant picks the second Housoku and the Ippatsuya picks the third Housoku and so on. Once a Housoku is selected it becomes a Teisoku  (定則), once all Teisoku are selected each participant has up to three minutes (up to Two Posts) to prepare, unless all participants chose to start immediately. Once the game begins, one must follow the chosen rules, the Teisoku, or they will be punished.

Senjou (戦場)

The field of the game can only be set once the Norishiai is activated thus once it sets the Housoku immediately appear for selection and unless one formally withdraws, and receives the Coward Penalty or Yowamushi  no Kei (弱虫乃刑), the ones inside the Senjou cannot escape the game. Once Norishiai is activated the Ippatsuya's body will be covered is several bright blue, glowing words, in kanji, a glow that even surpasses clothing. These kanji will then begin to slide down the Ippatsuya's body and into the ground where they will shoot in different directions and form a large square around the participants. Finally the glow in these kanji will intensify and they will multiply, shooting up as they do, each new kanji floating in the air above the original making a wall of words if you will, where the glow will diminish considerably. Should the Ippatsuya not wish to participate but rather set up the game for two other participants only, he can form the Senjou around them. Senjou also acts as a barrier protecting people on the inside from attacks the participants might use and the same applies to attacks coming from the outside which could interrupt the game, however there are limits according to the Ippatsuya's level. Once an attack breaches the walls of the Senjou these walls will immediately begin to repair itself taking one post to fully repair leaving someone on the inside a bit of time to escape should they wish it. Senjou cannot be set unless there's at least 2 people (including the user) inside the area of effect.
The stronger the Ippatsuya is of course, the larger the Senjou can become.


  • C-rank Users- 10-20 meters, B-rank and up attacks can enter or exit the Senjou though weakened;


  • B-rank Users- 40-50 meters, S-rank attacks can enter or exit the Senjou though weakened;


  • A-rank Users- 60-70 meters, S-rank attacks can enter or exit the Senjou though incredibly weakened;


  • S-rank Users- 90-100 meters, No level of attack can enter or exit;

Housoku (法則) and Teisoku  (定則)
These are the set of rules presented to the participants for them to choose. The number of participants cannot surpass the number of Housoku, should the number of participants surpass the number of Housoku presented than the extra number of participants can leave the Senjou without being subjected to Yowamushi  no Kei. Once Senjou is activated the kanji will form the field, once the field is set kanji will form on the Ippatsuya once again but this time they will shoot up into the air forming the Senjou's "ceiling" while displaying the Housoku. This ceiling is usually 5 meters above the user. As the Housoku are picked by the players they will begin to glow a red color indicating that they are now Teisoku. Once all the rules are selected the remaining onces will vanish and the Teisoku will grow to fit the missing spaces and will raise up to the height required to form a perfect square.

Each game will have a different set of Housoku, between 4 and 12, each game can only hold up to 12 participants and a minimum of 2. Housoku also vary from game to game. Each participant will select the same number of Housoku as the other participants and each participant can only select up to 2 Housoku should 2 be available to every participant. Housoku that contradict selected Teisoku will not be available, for example if a Teisoku states that one cannot touch another participant with their hands and there is a Housoku stating that one can only punch other participants than this Housoku will vanish. The Ippatsuya activating the game can pick who has first pick of the Housoku.

Teisoku  must be followed without question or they will be punished.

Yowamushi  no Kei (弱虫乃刑)
Quitting the game has a simple punishment, the "coward" shall be punished by having the sum of half the total chakra supply of all other participants forcefully extracted from their bodies. While this penalty changes in severity depending on several factors it can prove deadly at higher levels, for example, should a genin quit while in a game with 5 other genin their chakra reserves will be almost completely drained (as the chakra is never completely drained to prevent death) and usually resulting in a knockout. But if for example a Jounin quits a game against a single genin the penalty won't be very severe. The Ippatsuya activating the game has the option of not activating Yowamushi  no Kei for others should wish it but he will always receive the penalty should he quit.

Once the chakra is extracted, it will be divided into equal parts and distributed amongst the remaining players. Once the chakra is distributed a kanji will form on the player's wrist, if the player places a hand or finger over the kanji and says "Kai" the chakra will be released into their chakra system filling their reserves.
Note that this will only take affect if one quits before the game begins, while the rules are being chosen.

Byouyomi  (秒読み)
Every time a participant fails to follow one of the implemented Teisoku they will receive penalty counter called Byouyomi, a large kanji of light will form on their backs depicting the number of counters one holds. The punishment itself consists of chakra being drained from the perpetrator's chakra pool, the counters represent the the amount of chakra that was drained. Chakra drained will be stored in the kanji of light on the player's back. If another player is capable of placing their palm on the kanji and release the chakra with "Kai", the kanji will reduce in size and move to the user's wrist where it then be used like the Yowamushi  no Kei where the player can release the chakra into their own system as their own, this can be done with any number of counters. Byouyomi stolen from other participants can be used to negate Byouyomi one may have so if for example one has 3 counters and steals 1 from another participant he can use that counter to release the chakra that was drained and go back to 2 counters. Of course once the counter reaches 10 the game is over for that player. If a participant quits the game after it begins, that participant will receive 10 penalty counters. If a participant attacks another participant during the Housoku or the preparation phase 5 penalty counters will be awarded immediately.


  • 1 (一)- 10% of Total Chakra is Drained
  • 2 (ニ)- 20% of Total Chakra is Drained
  • 3 (三)- 30% of Total Chakra is Drained
  • 4 (四)- 40% of Total Chakra is Drained
  • 5 (五)- 50% of Total Chakra is Drained
  • 6 (六)- 60% of Total Chakra is Drained
  • 7 (七)- 70% of Total Chakra is Drained
  • 8 (八)- 80% of Total Chakra is Drained
  • 9 (九)- 90% of Total Chakra is Drained
  • 10 (十)- 100% of Total Chakra is Drained

Kenshou (懸賞)
Kenshou is another way of using Byouyomi stolen from other participants. When a participant steals one's Byouyomi the counter will be moved to their wrist, there one can either keep the Byouyomi for later use, release the chakra inside to fill their used chakra reserves or activate Kenshou. When Kenshou is activated the chakra inside the Byouyomi will be released but instead of becoming available to for jutsu it will increase the user's physical ability in a single area chosen by the participant. Of course that the more counters one has the bigger the power boost will be but one can use any number of counters at their disposal, for example if one participant stole 3 counters from another, he can use a single counter to increase his strength by 10% while keeping the other 2 counters for later. Here is a list of the available Kenshou boosts:


  • -Physical Strength-
  • -Speed-
  • -Stamina-
  • -Pain Threshold-
  • -Agility/Maneuverability-
  • -Reflexes-
  • -Genjutsu strength-
  • -Ninjutsu Chakra Cost-
  • -Elemental-

Elemental boost is different depending on the element of the chakra contained inside the Byouyomi. If the chakra element has no relation to each-other like for example the stored element is wind and the user's element is earth than the boost in strength of the elemental jutsus will be equal to the counter used. If the chakra element is stronger than the users, for example the stored being fire while the user's is wind than the boost in strength of the elemental jutsus will be half of the counter used (say 1 counter is used than the boost will only be 5%). If the chakra element is the same as the user's OR weaker than the user's element than the boost in strength of the elemental jutsus will be double of the counter used (again if 1 counter is used than the boost will be 20%). This is only applied to the natural element of the chakra stored in the counter (the first element one unlocked, usually at genin). This also applies to advanced elements should they be the natural element of both users. If the user does not posses an advanced element as their natural element but the natural element stored in the counter is advanced than the first element used to create the advanced element will be considered as the natural element. Finally if the chakra stored if the counter comes from a user with no chakra element than the boost will be equal to the counter.

Mei  (銘)
Mei are the exact opposite of Kenshou, counters used against other participants to hinder their abilities. To activate Mei one must first steal another participants Byouyomi, once this is done the participant must place their palms on the target participant's chest and recite the word Mei, the number of counters and the downgrade selected, the counters will then move to the target's chest and start glowing as the chakra is released and begins doing it's job of hindering the target. The downgrades are the same as with Kenshou:


  • -Physical Strength-
  • -Speed-
  • -Stamina-
  • -Pain Threshold-
  • -Agility/Maneuverability-
  • -Reflexes-
  • -Genjutsu strength-
  • -Ninjutsu Chakra Cost-
  • -Elemental-

Elemental downgrade is different depending on the element of the chakra contained inside the Byouyomi. If the chakra element has no relation to each-other like for example the stored element is wind and the target's element is earth than the downgrade in strength of the elemental jutsus will be equal to the counter used. If the chakra element is stronger than the targets, for example the stored being fire while the target's is wind than the downgrade in strength of the elemental jutsus will be double of the counter used (say 1 counter is used then the downgrade will be 20%). If the chakra element is the same as the target's OR weaker than the target's element than the downgrade in strength of the elemental jutsus will be half of the counter used (again if 1 counter is used then the downgrade will only be 5%). This is only applied to the natural element of the chakra stored in the counter (the first element one unlocked, usually at genin). This also applies to advanced elements should they be the natural element of both users. If the target does not posses an advanced element as their natural element but the natural element stored in the counter is advanced than the first element used to create the advanced element will be considered as the natural element. Finally if the chakra stored if the counter comes from a user with no chakra element than the downgrade will be equal to the counter.


Spoiler:
 


Seal Backround: This story of the Ippatsuya takes place around 70 years ago. Back then a single man was both feared and respected by the underworld, known to be the best gambler in the world, Ippatsuya Garou was said to have never lost once in his life and once gambling regular people became too much of an easy, trivial thing he turned to other members of the Ippatsuya clan, they were the only ones to actually challenge him but soon even they became weak in his eyes. Gambling for money soon became gambling with one's life, it was even said that despite being loaded, Garou ended up entering gambling parlors without a any money, he bet his life in every game, he couldn't care less about what the others were better at first but soon he realized that when one's life is on the line the games become more and more enjoyable. Norishiai was born, a seal created by Garou in order to create a game that provided enough of a challenge and enough of a thrill to satisfy him. Using Norishiai, Garou organized events offering incredibly large sums of money to participants, the games were interesting, the rules he created were double edged swords, they could put him at an advantage or disadvantage it was the thrill he had searched for, however Garou's joy didn't last long, he was soon killed by an assassin of a group that saw him as a threat, a Gokudou no Kumiai Abare took place the likes of which have never been seen and the group was annihilated. But even with his death game continues, the same seal being placed on every infant of the clan.



Flaws/Weaknesses:

  • The Gaming Hinderence
Because his clan seal is based off games of chance and luck, he can also be hindered with the rules set.

Here are some plausiable rules that can be chosen by both Takeo and his opponents:

Housoku:
- No Ninjutsu Allowed;
- No Taijutsu Allowed;
- No Genjutsu Allowed;
- No Weapons Allowed;
- No Elemental Jutsu Allowed;
- Only Ninjutsu Allowed;
- Only Taijutsu Allowed;
- Only Genjutsu Allowed;
- Only Weapon Attacks Allowed;
- Eyes must remain shut during attack phases;
- Every attack fully blocked will give a Penalty Counter to the attacker;
- Each participant is awarded a single do-over on the current RPS game (only once per Norishiai activation);
- Participants are not allowed to touch the walls (1 penalty counter is
awarded every time one makes direct contact with a Norishiai wall);
- No Speaking or verbal noises allowed;
-Battle must be faught underwater
-Everyone must call out there attack before it happens
-No more then 10 punches can be thrown
-Bijuu can not be used
-Everyones chakra pool is lowered to 50%
-Weapons exchange
-Only Jutsu Below A
-Only Jutsu Below B
-Only Jutsu Below C
-Only Earth Jutsu
-Only Lightning Jutsu
-Only Water Jutsu
-Only Fire Jutsu
-Only Wind Jutsu
-No S-Rank Jutsu
-No A-Rank Jutsu & Above
-No B-Rank Jutsu & Above
-No C-Rank Jutsu & Above
-No Earth Jutsu
-No Lightning Jutsu
-No Water Jutsu
-No Fire Jutsu
-No Wind Jutsu
-No Advanced Elements



~Jutsu~

Earth Jutsu Techniques:

Ninpou: Jishintankou —[Ninja Art: Seismic Mineral Exploration]
Rank: A
Hand Seals: -
Type: Ninjutsu // Sensory
Element: Doton
Description: This allows the user to recognize presences around them that may be approaching by detecting them from concentrating on tremors or vibrations through rock and earthen substances, practically anything mineralized, with their feet. While attuned, the user becomes aware of the dimensions of objects around them, and thus may determine what they are without the requirement of ocular vision. This especially gives the user an edge in battle and looking for booby traps; since they become aware of things around them, it makes counteracting techniques of an opponent or detecting things like tripwires much easier. Since this artform is only supplemental to people with higher reflexes than the maneuvering opponents or the speed of the projectiles headed toward them, it wouldn’t aid the user against someone with a higher skill level. Reiryuu can currently sense objects around him, though not to any specific degree, and can only differentiate the objects with other ninja or puppets. In order to maintain it, the user must be in contact with the ground at all times, since the vibrations are detected with the soles of their feet. He remains immobile while he scouts the area.

Ninpou: Daichikousaku —[Ninja Art: Earth Maneuvering]
Rank: A
Hand Seals: -
Type: Ninjutsu // Evasion
Element: Doton
Description: This allows the user to transmogrify parts of their body in order to combine into the earthen substances beneath them. This can be anything from their legs, an arm, or even their entire body in order to avoid an attack. Once underground, they can further manipulate the mineralized compounds that surround the changed parts of their body, allowing them to separate the resistance within their movements while concealed in order to reach new heights in speed that would be impossible to achieve while not attuned with these substances. In short time, they can appear behind an opponent to counterattack them. Most of the time, Reiryuu changes mostly his feet and shins in order to capitalize on the change in velocity that wouldn’t have came from simply running. Because chakra is involved to remove this friction, it can be used as a catalyst to propel the user forward in order to reach their intended destination in shorter time. The user may also temporarily alter objects or bodyparts of lesser size, pulling them underneath the earth as well. Because the opponent would be unable to maneuver, force is required.

Doton: Doryusou —[Earth Release: Rising Stone Spears]
Rank: B
Hand Seals: -
Type: Ninjutsu
Element: Doton
Description: By using Doton chakra in order to condense mud or stone from the ground, this technique will allow the user to create rock pillars that protrude in any location the user wishes in order to skewer an opponent. They may pass through an obstacle, such as the ceiling of a house, in order to reach their target. The spikes cannot penetrate targets of greater density (penetrable elements created higher than C-Rank).

Doton: Gansetsukon —[Earth Release: Rock Staff]
Rank: C
Hand Seals: -
Type: Ninjutsu
Element: Doton
Description: This technique will allow the user to take a small chunk of rock or stone and mold it into the shape of a staff or handheld spear. Thereafter, it may be used as a weapon or thrown with pinpoint accuracy toward a target, such as an opponent. A variation of this technique allows the user to create several staff-like forms and subsequently launch them toward their target, but this application, while covering a larger target area, does have less accuracy than a single one.

Doton: Retsudo Tenshou —[Earth Style: Tearing Earth Style Palm]
Rank: B
Hand Seals: -
Type: Ninjutsu
Element: Doton
Description: This technique uses Doton chakra to cover the ground surrounding an opponent, forcing it to spiral inwards on itself. The result is that the target would become crushed under the pressure applied. This technique is only lethal at higher ranks; as such, a Genin-level shinobi would not be able to cause any significant life-threatening harm to the inflicted individual. It is much more damaging if used in rocky, mountainous terrains, or the insides of caves.

Doton: Deidoryuuiki no Jutsu —[Earth Release: Mud Basin Technique]
Rank: B
Hand Seals: -
Type: Ninjutsu
Element: Doton
Description: After performing needed handseals, the user implants their foot in an area and extends their chakra outwards to cover the ground. This will quickly create what seems like a pond or small river of mud, despite the density that the converged materials had before. This can easily catch opponents off balance with its flowing and overpowering properties. The user can control it thereafter, hardening it around a target again if they choose. The technique only works with earthen substances.

Doton: Arijigoku no Jutsu —[Earth Release: Antlion Technique]
Rank: C
Hand Seals: -
Type: Ninjutsu
Element: Doton
Description: This technique wqill cause the ground and everything on and around it to be sucked inwards, toward the middle of a large pit. It is named after the method in which an antlion uses to catch their prey. Upon being dragged into the center of the construct, the victim will then be plunged underground. There the victim, depending on how deep the user causes them to sink, will be trapped or possibly even suffocated. The range is determined by the output of chakra.

Fire Jutsu Techniques:

Name: Fire Release: Salamandra
Rank: C
Handseals: -
Type: Ninjutsu
Element: Katon
Description: Handseals. This technique creates a large, wide, flaming viper that spans the length of Takeo’s arm. From there, the chakra-based serpentine can constrict around an object and increase the power of its output; in other words, Takeo can punch harder when this thing supplements his arm, or swing harder with a weapon. It can also unravel and attach itself to other things, both energy-based attacks and solid objects. From there, Takeo has added momentum through certain offenses. Takeo does sustain all damage from any kinetic opposition Salamandra attaches to, but it allows him to push forward as if unharmed, unless the opposing force is stronger. This technique can be dissipated easily if targeted, especially against stronger elements.

Name: Fire Release: Crumbling Palm
Rank: B
Handseals: -
Type: Ninjutsu; Taijutsu
Element: Katon
Description: Handseals. Fire-based chakra is molded around the fist and palm of the user, causing the area to heat up intensely. The chakra protects the user’s flesh and ligaments from becoming damaged by the excess heat, but this protection only lasts for a short while. For the opponent, it appears as though the user’s hands haven’t changed. An immediate benefit is that the heat adds way more pain to Takeo’s strikes, which can be quite overwhelming to an unsuspecting opponent. Prolonged exposure to a surface can cause it to receive burns in varying degrees.

Name: Fire Release: Slash Buster
Rank: A
Handseals: -
Type: Ninjutsu
Element: Katon
Description: Takeo gathers chakra in either of his hands, then flicks his arm in the direction and trajectory he wants the technique to go in. Fire Release chakra will converge within his grasp and become released in a thin, sharpened blast. It’s capable of deflecting projectiles and cutting through objects and solidified substances with lesser structural stamina than the power formed within the release of the flame blade. It may also cut through flesh and weak armor of an opponent, but the heat from the fire will instantly cauterize any wounds the victim sustains.

Name: Phoenix Mythical Fire Jutsu
Rank: C
Handseals: -
Type: Ninjutsu; Taijutsu
Element: Katon
Description: This jutsu sends multiple balls of fire at a target. It is also possible to hide shuriken within the fireballs, creating an unexpected secondary surprise attack. For the most part, however, this jutsu is used as a distraction. Takeo has a variation on this technique which raises the chakra usage. The same procedure is done with the fireballs and weapons, but they encircle around him, coming as close to him as they can. A circle of flame shoots from the spheres, until each flaming weapon is released in all directions at an explosive pace. This variant is considerably more damaging, but far less distracting. The first variant can be avoided by stepping out from the line of fire, but the second requires the victim to jump or duck.


Name: Phoenix Fire Charmer Jutsu
Rank: C
Handseals: -
Type: Ninjutsu; Taijutsu
Element: Katon
Description: This technique allows Takeo to handle his own Fire Release creations. He molds chakra around his hands before or right after he releases the application, taking hold of it. The chakra gives his hands protection from the burning nature of the fire for a short time, but this protection only applies to his own techniques. While it does give him more control over the things that he can produce, it doesn’t change what they do when successful or how powerful they are. One of the potential uses is with the Phoenix Mythical Fire Jutsu, where he would allow the flame spheres to elevate within his palms, holding them as needed, and sling them at his target with precision rather than firing in haphazard fashion directly from his mouth.

Name: Fire Release: Scar Pulse
Rank: B
Handseals: -
Type: Ninjutsu
Element: Katon
Description: A technique where chakra is stored into five flesh scars. The main and largest is a scar on his abdomen, but four more are located on his forearms and legs. Takeo’s chakra circuits in his body evenly, and the largest portions that pool in these scars do not affect the flow because they can be easily accessed. When Takeo reopens these areas, with a kunai blade or otherwise, the energy contained within is released in a potent expulsion. Each release quickly drains a Genin’s primary chakra reservoir due to inexperienced control. The releases themselves are large, compacted, ridged, blazing splotches. It slams into anything in its way, burning with great force. Abdomen scar is most damaging; limbs are to a lesser degree.

Fuuton Jutsu Techniques:

Name: Fuuton: Kaiten Shuriken (Wind Release: Rotating Shuriken)
Rank: C Rank
Handseals: -
Type: Ninjutsu
Element: Fuuton (Wind)
Description: After channeling Fuuton chakra through their hands into a weapon such as a shuriken, the user of this techniques will manipulate a small cyclone currents around the bladed weapon turning it into a spinning disk surrounded by a sharp wind current. Once launched the user will be able to direct the paths of these weapons, potentially attacking from a direction they otherwise could not by simply throwing the weapon. While it is more common to use this technique with a larger weapon, strategic use of this move with a regular shuriken can prove rather effective. This technique can be used in order to manipulate the path of multiple blades at once, though too many blades will weaken the amount of control the user has over them.

Name: Fuuton: Reppushou (Wind Release: Gale Palm)
Rank: C Rank
Handseals: Dog
Type: Ninjutsu
Element: Fuuton (Wind)
Description: This technique is an offensive Ninjutsu utilizing the Wind Element. The user will begin by making a single handseal and focusing wind chakra on their hand and forearm. When ready the user will deliver a turning palm strike into the target or in their direction releasing a small but considerably strong twister that is capable of pushing an adult male a few feet back. This technique can also be used at a distance serving as a ranged attack or to block incoming projectiles. When acting in conjunction with another thrown weapon, the wind can increase its power and deadliness. Used to set up other techniques or used in conjunction with teammates to increase the power of their techniques, this technique is very versatile. The launch pattern for the attack is conical, out to about 3 meters at its widest.

Name: Fuuton: Shinkugyoku (Wind Release: Vacuum Sphere)
Rank: C Rank
Handseals: Dog
Type: Ninjutsu
Element: Fuuton (Wind)
Description: Upon forming handsigns, the user will draw in air, forming it with wind chakra into their mouths and lungs. The handseals series is rather short, only consisting of one handsign, the Dog handsign. Then, with a blast they will launch up to a dozen small projectiles made entirely of this vacuumed wind chakra. Instead of actually sending out wind chakra, this technique attempts to form it by shaping inside the lungs, drawing the energy before launching it outward, giving them more time to form it. The projectiles look for the most part like darts made of wind, thoughts strangely ghastly in appearance. Each is about the size of a kunai, but with a trail of about 2-3 feet, giving it more time to actually hit the enemy. These projectiles can pierce a few feet of stone, but they do not have a real cutting edge, meaning the bulk of their damage is done on contact with the enemy. This attack is very powerful and serves as a standard offensive technique for Takeo.

Name: Fuuton: Shinkuha (Wind Release: Vacuum Edge)
Rank: C Rank
Handseals: Dog
Type: Ninjutsu
Element: Fuuton (Wind)
Description: Upon forming handsigns, the user will draw in air, forming it with wind chakra into their mouths and lungs. The handseals series is rather short, only consisting of one handsign, the Dog handsign. Then, with a blast they will launch one great slash of this vacuumed wind chakra. It appears mostly as a crescent moon blade that expands outward so that it is a long edge about ten feet long. Instead of actually sending out wind chakra, this technique attempts to form it by shaping inside the lungs, drawing the energy before launching it outward, giving them more time to form it. The projectile looks for the most part like a long slash in the air, and it flies through the air much like a blade, with its far edge slightly serrated; it also has a strangely ghastly appearance. This technique not only involves the use of handseals however, it also involves the user drawing his head from left to right to release the blast in its bladed form. This attack is very powerful and serves as a standard offensive technique for Takeo.

Name: Fuuton: Shinkudaigyoku (Wind Release: Giant Vacuum Ball)
Rank: B Rank
Handseals: Tiger -> Dog
Type: Ninjutsu
Element: Fuuton (Wind)
Description: Upon forming handsigns, the user will draw in a vast amount of air, forming it with wind chakra into their mouths and lungs. The handseals series is rather short, only consisting of two handsigns, the Tiger followed by the Dog handsign. Then, with a blast they will launch one large projectile made entirely of this vacuumed wind chakra. Instead of actually sending out wind chakra, this technique attempts to form it by shaping inside the lungs, drawing the energy before launching it outward, giving them more time to form it. The projectile looks for the most part like a huge ball, about the size of a man. Additionally, impact rings ripple of it after about 3 meters of space. Meaning, that a ring of additional wind chakra wraps around the thing, like it is piercing through an unseen barrier and ripping the barrier down with it. It looks strangely ghastly in its appearance, and the power e behind it can blow a whole building down. This attack is very powerful and serves as an advanced attack for Takeo.

Name: Fuuton: Shinkurenpa (Wind Release: Multi Vacuum Blast)
Rank: B Rank
Handseals: -
Type: Ninjutsu
Element: Fuuton (Wind)
Description: The user will draw in a vast amount of air, forming it with wind chakra into their mouths and lungs. Then, with a blast they will launch a conglomerate of slashes made of this vacuumed wind chakra. They each appear mostly as a crescent moon blade that expands outward so that it is a long edge about ten feet long, With all of the edges connected at their centers it looks a bit like over-adorned arrowhead of some kind. This technique works using the vacuum concept, which means that instead of actually sending out wind chakra, this technique attempts to form it by shaping inside the lungs, drawing the energy before launching it outward, giving them more time to form it. The projectile actually sits in the air for a moment, as the air it brings to it seems to hold it in place momentarily, but then suddenly the thing will expand outward and create a massive wave of wind chakra going forward, with enough power to destroy a whole building. The blast is no less than 30 feet across and moves at a decent pace. This attack is very powerful and serves as an advanced offensive technique for Takeo, it is also excellent at controlling the battlefield. Now because the technique is expansive, its cutting power is decreased significantly. That makes this technique more of a concussive one, instead of the piercing ones that the other ‘vacuum’ style techniques consist of.

Name: Fuuton: Machimachi Keiro Isutsu (Wind Release: Divergent Five Paths)
Rank: A Rank
Handseals: -
Type: Ninjutsu
Element: Fuuton (Wind)
Description: This technique is one that requires the essence of Takeo’s Wind powers in order to be used. The technique involves no handsigns. From the mouth of the user a ring will form, this ring consists entirely of wind chakra and is actually a condense mass of the stuff. When the user is ready they will release it, and from this small ring a raging tornado will rip outward from their mouths. The storm itself is a good ten feet across, but it will quickly rip apart and form five smaller twisters about 2 feet across that will fly over the battle field destroying everything in their path. Their cutting power is intense, but not that of a master level technique, however the concussive power they possess can send someone flying. As all of Takeo’s wind techniques do, this technique is followed by a Dog’s Howl. This technique can be controlled by the user so that each path of the storm can be manipulated. After about one minute the tornado will end and the storm will fade away, though the area will still be laden with wind chakra

Custom Genjutsu Jutsu Techniques:

Name: Genjutsu Binding
Rank: A
Type: Genjutsu
Element: -
Range: 5-10 meters
Description: As the name suggests, the user binds the opponent in a genjutsu, rendering them incapable of movement. This genjutsu can be used on more than one target at the same time. Once the target is bound, the user or an ally can rush up to the enemy, able to easily deliver a devastating killing blow. 3post duration / 2 post cool down

Name: Seken no Yoinokuchi (World of Nightfall)
Rank: B Rank
Handseals: -
Type: Genjutsu
Element: None
Description: This Genjutsu stops time momentarily after activation and quickly alters reality around the enemy, Once they are caught within this dreadful technique, the enemy will see the world in blues and whites, deep colors void of emotion. But then, that same emotion that was once gone will creep into them, fear, jealousy, envy, sadness, all will be absorbed into the enemy, welling up inside them like an ocean in a tea cup. Unable to move and barely able to breathe the enemy will be forced to suffer through this slow and dehabilitating torture until finally the technique is released. Though it does not have a set time frame, this technique (unless it is broken) will last until the user is 30 meters (roughly 100 feet) away from the enemy, at which time they will then be able to break away from the technique. But while they are still within that range it will be very difficult to do, even impossibly so if the Takeo himself is helping.

Name: Seken no Akatsuki (World of Sunrise)
Rank: B Rank
Handseals: -
Type: Genjutsu
Element: -
Description: This Genjutsu stops time momentarily after activation and quickly alters reality around the enemy, Once they are caught within this serene technique, the enemy will see the world in golds and yellows, oranges and pinks; whimsical colors of joyous emotes. Those feelings, those powerful emotions quickly swell inside the enemy like a storm in a box. Feelings of awe, happiness, pure ecstasy, lust, even a light headedness burn inside the enemy like their mind has just been alight with drugs beyond reckoning. Unable to move and hardly able to think of anything outside of their primal enjoyment they will be forced to twitter through this slow and intoxicating bombardment of feelings until the technique is released. Though it does not have a set time frame, this technique (unless it is broken) will last until the user is 30 meters (roughly 100 feet) away from the enemy, at which time they will then be able to break away from the technique. But while they are still within that range it will be very difficult to do, even impossibly so if the Takeo himself is helping.

Name: Seken no Itami (World of Pain)
Rank: A Rank
Handseals: -
Type: Genjutsu
Element:
Description: This Genjutsu stops time momentarily after activation and quickly alters reality around the enemy, Once they are caught within this serene technique, the enemy will see the world in reds, purples and blacks, shades of the deepest anger and pain. Those feelings, those terrible thoughts burst forth like an inferno inside of a garden. Pain, anguish, torment and anger rage over the enemy as their body begins to suffer. Pain grabs them and shakes, their nerves bursting with horrible sensation. At the same time, a sense of drowning, fluid in the lungs, breath never drawing enough air, all overwhelm them like daggers in the gut. Unable to move or hardly suffer through this torture the enemy will be forced to partake in this mindless world of madness, feeling only the horrors until the technique is released. Though it does not have a set time frame, this technique (unless it is broken) will last until the user is 30 meters (roughly 100 feet) away from the enemy, at which time they will then be able to break away from the technique. But while they are still within that range it will be very difficult to do, even impossibly so if the Takeo himself is helping.

Name: Shinobi Raishuu (Ninja Attack)
Rank: B rank
Handseals: -
Type: Genjutsu
Element: -
Description: This Genjutsu is activated as an opening to many situations. During the effects of this Jutsu the enemy will be assaulted by enemies from all directions. Nameless figures will slowly appear from the corners of the area, whether that means they peek out from behind trees or look over walls the ninja will all peer down on the unsuspecting victims. With great concentration the user will control the fighting, allowing him to manipulate each ninja from above like a puppet master looking down on his little stage. These ninja can have any equipment one could imagine and attack with any means available, and they will continue to attack until the user ends the Jutsu. For the record, these fakes can be damaged and “killed” but more will take their place. This is effective for testing an enemy or an ally while at the same time facilitating the movement of other friendlies in the area. This technique ends when the user no longer focuses on it, though he is not able to move very far during this Jutsu he is allowed a basic amount of movement, but by no means will he be able to fight during this technique, at the most he can dodge while still standing in the same place. This is meant for use against one to many opponents.

Name: Keiro no Hagane (Path of Steel)
Rank: B Rank
Handseals: -
Type: Genjutsu
Element:
Description: This Genjutsu is activated to force enemy movement and facilitate allied movements as well. With the completion of the technique a mass of weapons will shoot up from the ground and from the surfaces around the enemy. Spears, pikes, axes, swords, flying kunai and soaring shuriken all appear from the surfaces and lash out at the enemy like moths to a fire. This is meant to control where the enemy moves in order to dodge them and if they do hit the enemy their mind will feel a very brief moment of pain, but not pain in the sense of their mind telling their body to go away. But, raw emotion and sensation will build up with every landed weapon blow, and if they are caught and captured then their mind will be but into a standstill until the technique ends. Unable to move this technique is used to facilitate other moment, the user is therefore needed to control if hits are made and in what order so that it does not appear as an illusion. This is meant for use against one to many opponents

Name: Karada Kaisan (Body Dissolution)
Rank: A rank
Handseals: -
Type: Genjutsu
Element: -
Description: This Genjutsu is activated with the intent of causing immense distress to the enemy and cripple their effectiveness. A sudden feeling will come over the enemy as this attack is activated. Slowly, their body will begin to dissolve away in front of them as though it is decomposing into ash or dust. Pain wells up inside of them as this Jutsu takes its course, only lasting 30 seconds or so in their mind and in real life. However, because this technique is so powerful it requires a great deal of power to use, which is equitable for all of the Takeo’s powerful influences. This attack is meant more as a blunt instrument of power than a subtle and tricky technique, that makes it harder to defend against but potentially easier to counter if you know it’s coming.

Name: Chikaku Omoi Seichuu (Near Mind Control)
Rank: A Rank
Handseals: -
Type: Genjutsu
Element: -
Description: This technique is a very unique one with an equally unique purpose. Activated first and then maintained via a focusing sign, this technique can be used for long periods of time up to a whole hour, as long as the user is within 30 meters (roughly 100 feet) of the target. Basically, this technique continues a very subtle illusion that can be altered slightly at demand. For example, the illusion would be cast and the enemy would be facing the user, now say the enemy attacks. The user would manipulate the illusion to have attacks being used in his defence, to have his body move to the side or even come back to life. This essentially allows the user to maintain close range combat without taking any direct damage for as long as he can maintain focus on his illusion and his own body. The more targets ensnared in this technique, the more the illusion costs to maintain, increasing exponentially. Therefore, it is more useful to use the technique against one enemy, as the technique becomes much harder to use due to the focus needed and the chakra required to maintain the jutsu. If the user is struck during this technique the illusion will come to an end. Also, the mental backlash will most likely be enough to down the user, meaning they will be helpless for a few seconds while they recover.

Name: Kyuuten Awai (Heaven’s Light)
Rank: B Rank
Handseals: -
Type: Genjutsu
Element: -
Description: After completing the hand seals for the technique, the user will cast a very powerful illusion over the area. A golden light, shinning beyond recognition will blast at the corner of the enemy’s eyes. As they turn to it they will fall into an out-of-body experience. The light will consume them for all of a split second, and then they will appear above their body, locked away in an unseen glass cage. Looking down at themselves, they will most likely attempt to free themselves, unable to do so unless they realize that it is a Genjutsu that has captured them. While their mind is looking down in agony, their body in the real world will merely be standing, almost helplessly with their heads facing the direction of which this light took them in. This is meant to be cast over an area, but the technique itself can be countered just as any other Genjutsu. For instance, if the mind were to cause itself enough pain then it would return to the body. This is meant to snag multiple targets, but one is enough

Name: Gansaku Itonami (Fake Life)
Rank: S Rank
Handseals: -
Type: Genjutsu
Element: -
Description: This Genjutsu is one of the most powerful in Takeo’s arsenal. After the completion of the needed hand signs, the enemy will hopefully be trapped into a day-long illusion. In reality, one hour will pass, but the enemy will experience the strangest day of their lives within it. The illusion is one outside the ninja world in which they will have no recollection of the past and hardly any understanding of where they were at any point in time before the moment they are placed into. A good example would be an enemy being transported to a fishing point on an ocean. No memory is needed, no understanding of the environment, just a pole in hand and a drink beside them. Illusions like this can be one of an infinite possibilities, but they ill only last one day in the dream world. This is effective at sealing away the enemy into a dreamlike state, making them very susceptible to being overpowered. However, because this technique is so powerful it requires the user to give some of his life force away, therein shortening his life by a few minutes to hours with each usage.

Name: Isutsu Pagaoda (Five Rooms)
Rank: S Rank (Storyline)
Range:, Medium(5-10meters), Far (10meters )
Jutsu Type: Genjutsu
Elemental Affinity: None
Clan: None
Description: This is the strongest Genjutsu available to Takeo. After giving some life force in exchange for this technique, the user will complete the needed handsigns and activate the technique. The enemy will be quickly trapped into a pagoda, high on the tallest floor. The room there are in is larger than reality, and it contains the very essence of an individual element. For instance, the room of water is literally full of water, from floor to ceiling. The room of lightning is a set of small platforms amongst a never-ending lightning storm, the room of wind is a single stand amidst a raging tornado. The room of earth is a tunnel network full of tricks and traps while the fire room could be a raging inferno. The captured enemy must survive and find the hidden doorway out of each room, to proceed to the next one, and only by doing so will they be able to return to reality. The door is not seeable, but only recognized once the enemy approaches. After entering it the enemy will be plunged into the next room, only to repeat the process until all 5 rooms are visited. (Each room requires one post of at least 300 words to escape)


Last edited by Father on Wed Jul 27, 2011 4:52 am; edited 7 times in total
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PostSubject: Re: Takeo Kotonashi Ippatsuya -- A Game of Chance   Thu Jul 21, 2011 10:44 pm

Antlion isn't your technique, it's canon.

All techniques need to be placed in the template, not just created ones.

Earth Manuevering is basically just Attack Prevention.

Shadowless flight is swift release, Shadow Shuriken, manipulated advancing blades and manipulated shuriken would be weaponry. Also, you didn't create most of those jutsu in Custom, so remove them please. You can't customise Canon techs to your liking.

Silent homicine is banned >.>

Dark release isn't going to happen.


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PostSubject: Re: Takeo Kotonashi Ippatsuya -- A Game of Chance   Fri Jul 22, 2011 4:46 am

Custom Normal Jutsu Techniques:

Name: Iridescence
Rank: D
Handseals: -
Type: Genjutsu
Element: -
Description: This is an experimental illusory technique that Takeo developed. What it does is restrict the opponent’s vision for about ten seconds. In order to initiate it, the opponent must glance into Takeo’s left eye. Once activated, the environment will remain the same, but the user will appear to vibrate and tremble. It will seem as though Takeo is using a technique to make it harder to follow him. In reality, it’s to allow him to perform another technique that is nearly undetectable to an opponent focusing on the fakeout. Those with Genjutsu aptitude can see through it.

Name: Scar Pulse — Kai!
Rank: D
Handseals: -
Type: Fuuinjutsu
Element: -
Description: This is a simple Fuuinjutsu that Takeo developed. As seen above in his Fire Release: Scar Pulse technique, Takeo stores chakra into five flesh scars on his limbs and abdomen. He places his index and middle fingers together on either hand, other fingers folded down. The tips of his fingers start to glow with an orange-red shade. From there, he simply moves his fingertips along one of the scar’s surfaces. For that day, this allows him to regulate the chakra held within it back into his body for usability in other applications. Obviously, since the energy no longer resides there, the scar(s) that become targeted cannot be used for their original purpose. Draining the abdomen scar produces the most chakra yield; limbs less so.

Name: Flame Kaiser ― Shift!
Rank: D
Handseals: -
Type: Ninjutsu
Element: -
Description: This is a simple technique that allows Takeo to instantly change his clothing and hairstyle. He focuses, seeing the two personalities clash within his head in different-colored shades, choosing the one to envelop the formless void his mind creates. Through a sudden cloud of red smoke — mostly for a momentary presentation and not much else — Akamatsu emerges wearing a durable garb of red and brown, with shorter and lighter, double-shaded hair. These changes allow for unobstructed fighting. The smoke disperses very quickly and doesn’t interrupt anything, serving as neither a help nor a hindrance to concealing the user and opponent. The change is necessary for the traits of the Flame Kaiser to emerge within Takeo’s physical form.

Name: Norishiai: Hana Ichi Monme
Rank: -
Handseals: -
Type: Fuuinjutsu
Element: -
Description: Norishiai is a game that simply creates an area know as the Senjou (戦場) and a set of rules called Housoku (法則). Once the Senjou is set and all Housoku displayed to all the participants, each of these participants is required to select specific number of these Housoku, each picking one Housoku in an alternate fashion, for example the Ippatsuya picks the first Housoku, another participant picks the second Housoku and the Ippatsuya picks the third Housoku and so on. Once a Housoku is selected it becomes a Teisoku  (定則), once all Teisoku are selected each participant has up to three minutes (up to Two Posts) to prepare, unless all participants chose to start immediately. Once the game begins, one must follow the chosen rules, the Teisoku, or they will be punished.

Hana Ichi Monme like all Norishiai possess a set of rules that will be chosen by the participants but it also has one rule that is permanently active. Hana Ichi Monme is based on the children's game of the same name which consists of two teams, each team will select a representative which will play Rock-Paper-Scissors with the other representative, the wining team can then select a member of another team to join theirs, this is done until one team has no more players. The Norishiai version is very similar, instead of having teams everyone plays their own representative who will have to play Rock-Paper-Scissors with other participants. The winner of RPS can choose to either attack or allow some other participant to attack another participant. For example if A wins against B, he can either attack B or allow player C to attack player D instead. Winning the game of RPS is the only way one is capable of attacking without receiving a penalty counter, those being attacked cannot counterattack, only block the incoming attack any way they can that will not harm the attacker directly. Ippatsuya user selects the first two to play if there's more than two players.

Housoku:
- No Ninjutsu Allowed;
- No Taijutsu Allowed;
- No Genjutsu Allowed;
- No Weapons Allowed;
- No Elemental Jutsu Allowed;
- Only Ninjutsu Allowed;
- Only Taijutsu Allowed;
- Only Genjutsu Allowed;
- Only Weapon Attacks Allowed;
- Eyes must remain shut during attack phases;
- Every attack fully blocked will give a Penalty Counter to the attacker;
- Each participant is awarded a single do-over on the current RPS game (only once per Norishiai activation);

Name: Norishiai: Fukuwarai
Rank: -
Handseals: -
Type: Fuuinjutsu
Element: -
Description: Norishiai is a game that simply creates an area know as the Senjou (戦場) and a set of rules called Housoku (法則). Once the Senjou is set and all Housoku displayed to all the participants, each of these participants is required to select specific number of these Housoku, each picking one Housoku in an alternate fashion, for example the Ippatsuya picks the first Housoku, another participant picks the second Housoku and the Ippatsuya picks the third Housoku and so on. Once a Housoku is selected it becomes a Teisoku  (定則), once all Teisoku are selected each participant has up to three minutes (up to Two Posts) to prepare, unless all participants chose to start immediately. Once the game begins, one must follow the chosen rules, the Teisoku, or they will be punished.

Fukuwarai like all Norishiai possess a set of rules that will be chosen by the participants but it also has one rule that is permanently active. During this game all participants must keep their eyes closed at all times, should their eyes open a Penalty Counter will be awarded per post they keep them open.

Housoku:
- No Ninjutsu Allowed;
- No Taijutsu Allowed;
- No Genjutsu Allowed;
- No Weapons Allowed;
- No Elemental Jutsu Allowed;
- Only Ninjutsu Allowed;
- Only Taijutsu Allowed;
- Only Genjutsu Allowed;
- Only Weapon Attacks Allowed;
- Participants are not allowed to touch the walls (1 penalty counter is awarded every time one makes direct contact with a Norishiai wall);
- No Speaking or verbal noises allowed;

Name: Norishiai: Onigokko
Rank: -
Handseals: -
Type: Fuuinjutsu
Element: -
Description: Norishiai is a game that simply creates an area know as the Senjou (戦場) and a set of rules called Housoku (法則). Once the Senjou is set and all Housoku displayed to all the participants, each of these participants is required to select specific number of these Housoku, each picking one Housoku in an alternate fashion, for example the Ippatsuya picks the first Housoku, another participant picks the second Housoku and the Ippatsuya picks the third Housoku and so on. Once a Housoku is selected it becomes a Teisoku  (定則), once all Teisoku are selected each participant has up to three minutes (up to Two Posts) to prepare, unless all participants chose to start immediately. Once the game begins, one must follow the chosen rules, the Teisoku, or they will be punished.

Onigokko like all Norishiai possess a set of rules that will be chosen by the participants but it also has one rule that is permanently active. This game is basically a game of Tag but with a little twist. Every time a participant touches another participant with his/her hands, the other participant will immediately receive a Penalty Counter.

Housoku:
- No Ninjutsu Allowed;
- No Taijutsu Allowed;
- No Genjutsu Allowed;
- No Weapons Allowed;
- No Elemental Jutsu Allowed;
- Only Ninjutsu Allowed;
- Only Taijutsu Allowed;
- Only Genjutsu Allowed;
- Only Weapon Attacks Allowed;
_____________

~History/RP Sample~

History/Background Story:

Code:
Takeo was born into a rather strange family from Konohagakure. His mother was the daughter of the Uchiha clan Leader that left her clan to marry a Jounin named Shien Kotonashi. Due to her love of her husband, she abandoned her clan and her father’s hopes that she would marry an Uchiha. Instead she married the famed Kotonashi known as “Shien the Sealer” due to his extensive knowledge of Fuinjutsu. His name demanded respect even from the Uchiha, so when his mothers brother became the clan leader, he didn’t object and welcomed Shien into the family. Despite the warm welcome, Shien and Lianni remained largely disconnected from her clan and lived in the village instead of the clan grounds. For most of his life, Takeo was happy. He was an only child so, as a toddler he got most of what he wanted and was incredibly spoiled in his early childhood. Takeo remembers his parents as very warm and kind. He doesn’t remember them every shouting or being strict on him and despite her Uchiha blood, Lianni was able to leave her position as a Jounin and raise Takeo and clean the house full time. Life was great at that point for him.

Takeo joined the academy at the age of six, like most children. At the academy he received nothing but phrase for his ability in ninjutsu and his agility, but his grades in the illusionary techniques did earn him so scolding from his mother, who was an Uchiha that specialized in illusions. But, Shien was pleased with what route Takeo was taking and decided that it was the best time to start teaching him techniques and about seals. Despite his early age, Takeo was really interested in learning about the various seals and sealing methods. Everyday after school, his father would take him to the training ground and teach him about sealing. Aside from teaching him a lot about sealing, Shien attempted to teach his son a number of techniques, mostly those that he had archived from his missions to other countries, but Takeo wasn’t that skilled in those techniques yet and ultimately ended up failing most of the time. Despite his age at the time, Takeo quickly mastered the basics of sealing and learned a bit of advanced seal knowledge. Such type of training from his father continued until Takeo was nine. His life was great until then; he had everything, loving parents, cousins and friends. He was one of the top academy students and was going to become a genin in a few years. It seemed like nothing could go wrong. But, one night a tragedy struck the village, the likes of which no one had seen. The nine tailed demon fox appeared out of nowhere and attacked at night. Takeo woke up only to see his father taking a big scroll with him and leaving, but not before telling Takeo to go back to sleep. His mother stayed with him, but Takeo rushed outside to see what was going on. When his mother caught up to him on the rooftop, they saw the massive demon in the distance.

Lianni quickly told Takeo to go back home and rushed to help Shien. Takeo stood there in awe, watching as hundreds of shinobi tried to push the demon back. As it fired a massive attack to the village, Shien sealed the attack and got knocked away by its force. Takeo saw the seal and knew that it was his dad. He screamed “dad!” and quickly rushed towards the demon. As it roared another platoon of shinobi got killed and he could only pray his parents were amongst the ones that got killed. As Takeo arrived to the battle, the Hokage appeared and carried him away from the demon. As Takeo tried to rush back the Hokage could only knock him out and give him to the ANBU to carry him to safety. He used the paralyzing technique and with his last glimpse of light Takeo saw his father getting ready to perform some kind of seal. He woke up in the hospital, along with many other shinobi. He quickly looked around for his parents; who were neither in the hospital nor were they visiting him. A shinobi who was lying in the bed next to him informed him that Shien Kotonashi died helping seal the nine tailed demon and Lianni Uchiha was killed by one of its techniques. Takeo at first didn’t believe him and started screaming that he’s lying, but quickly came to the harsh realization of the truth and fell to tears.

He was released from the hospital a day later to go and see his mother’s funeral. They didn’t even find his dad’s corpse, or some speculated that there was nothing left of him to find. While Takeo wasn’t really close to his other side of the family (the Uchiha) he did know he was related to them. And for the first time he saw most of them, his one year old cousin Shana and his aunt Kari Uchiha. He was familiar with his Uncle, Fujisuke Uchiha the clan leader. His Uncle frequently visited and discussed something’s with Lianni, his mother describe her brother as a big softy inside, just trying to act cool and calm. This was the first time in the nine years of his life, that he saw his uncle sad. He didn’t cry, but he had a frown and his face spoke more then a thousand words, he was sad that his sister had died. Takeo of course fell to years and was crying during the whole ceremony. All of the Uchiha would constantly look at him, as if questioning if he was in the right place, he didn’t even look like an Uchiha, and more or less he wasn’t even an Uchiha to begin with. After the funeral, he left and didn’t return to the hospital. Instead, he returned home and sat down in a corner, having decided that he won’t be leaving. He sat there for a few hours until a woman from the orphanage came and wanted to take him there; he didn’t want to go and didn’t budge an inch. Finally, his uncle came into the house and told the matron that Takeo can stay here if he wishes. She only agreed, bowed and left. His Fujisuke was the new hokage, his word was law, but Takeo was full out outraged that his uncle came there.

He started screaming on his uncle, asking why he didn’t save his parents if he’s so strong and asking what was the point of all that sacrifice if everyone was going to live on like nothing happened. That day, Fujisuke thought a lesson to Takeo. He told Takeo that everyone died protecting the village because they had something to protect, for his parents it was Takeo and they died trying to make sure he lives happy life and that the village is safe from harm. Takeo realized what the real duty of a shinobi was that day. Their duty was to protect the village, but more then that, their duty was to lay the foundation for the next generation and protect them as well. Takeo then asked the hokage if he’ll be taking him to the orphanage and the hokage allowed him to live alone. Life was slowly returning to the norm. Takeo was once again going to the academy, studying like never before to become strong enough to protect the village. Despite him being only an academy student, Takeo had found his path and decided that he’ll grow up to become the hokage, to be respected by everyone and to protect those that matter to him. He lived mostly alone, he ate at the ramen shop most of his days and would occasionally get visits from Fujisuke who would see how he’s doing. His aunt also came to visit him a lot, mostly with Shana. Takeo saw something incredibly motherly about her, not only the warm motherly feeling, but the personality of one as well. So in short, Takeo’s life was getting back on track.

But, that void of emptiness left behind by his parents wasn’t really filled that well. Despite getting the occasional visits, Takeo was for the most part alone. He would eat alone, live alone and train alone. There was no one to help him when he needed help in training and there was no one to teach him new things. But, living alone gave him the character to survive. He learned quickly to how to prepare a meal, how to clean and how to do everyday routines. And a stroke of luck hit him, once when cleaning the basement he found a trapdoor. When he opened it he found an entire armory, but not just filled with weapons and armor, but scrolls and techniques. Takeo quickly began reading through most of them. A lot of them were techniques, some not even belonging to the leaf village and some were seals, powerful ones. Along with that he found some very high leveled seal instructions and ancient seal scrolls. Not to mention he found his fathers notes, that were basically a whole guide about sealing and ways to seal. And once again, after school Takeo would return and go to the armory to learn about sealing, just like his father wanted. Takeo learned many sealing techniques by the time he became a genin and was slowly, but surely on the path to become a great sealer like his father. Time passed as this became his regular routine; academy, training, academy, training, visit from Uncle and Aunt.

He graduated from the academy at the age of 12 and became a genin. He was put into a genin team like all the other children, his team consisted of two girls and one boy (Takeo being the only boy). One girl was named Muegi and the other was Tachira, their sensei was a jounin named Toirestu. The three got along just great; at least that was what Takeo thought for the most part. Due to Takeo’s intelligence and calm attitude he had become somewhat of an anti social kid. He rarely spoke to his team mates and when he did they were either briefing for a mission or training. While this wasn’t something that made the team weaker, Tachira always wanted for Takeo to be more social and act like a man while Muegi thought his silent attitude is the perfect personality for a shinobi. So, while they weren’t doing D ranked missions, Tachira always tried to take Takeo out somewhere, while Muegi tried to get him to train more. Takeo soon realized what they were doing and lashed out on his team-mates. He explained to both them and their sensei that he doesn’t believe in friends or socializing and that a shinobi is a tool to protect the weak. And he considered himself a weapon and not an actual kid or civilian.

This greatly diminished the team’s teamwork, despite their sensei’s attempts to teach them to be unified like an iron fist. Eventually, after almost five months of doing D ranked missions, the squad was given a C ranked one. Most of the things that happened to him in his Genin years were unimportant. When they first got a C ranked mission Takeo thought that this was going to be the ultimate test for him. They were to escort a caravan, pretty simple and basic; there were no real dangers besides a few bandits and thugs. But the caravan ran into a missing ninja. The squad fought bravely. Tachira was the first to go down in the fight and Takeo was injured and knocked aside as well. Despite his high level of Fuinjutsu, Takeo proved to be nearly useless in a fight. Muegi was injured heavily as well, it seemed like they were all going to die that day.But their sensei died landing a killing blow at the missing shinobi. Takeo tried to heal his sensei with supplies from the caravan, but his sensei knew this was the end and gave words of wisdom to his pupil, to Takeo he advised to be more gentle, calm, forgiving and he told him that shinobi are not weapons, but keepers of peace, they protect those who are close to them because they choose to, not because they are tools. After he died, Takeo took the injured Muegi, placed her in a cart and escorted the caravan to their destination. Muegi died in the Konoha hospital a few days later.

For a large chunk of time Takeo blamed himself. He thought if he had been a better friend and team mate they would still be alive. He changed drastically, not wanting the same fate to befall his next team. He became a very gentle, friendly and still calm kid. His new team was fresh out of the academy at that point. So besides their Jounin, Takeo was the groups second in command. They were sent on a few C ranked missions and eventually the chuunin exams came. Takeo passed and became a chuunin at the age of thirteen. That was considered a young age to become one and Takeo was praised for his genius among his peers to have risen so high in such a short amount of time. What helped him in the chuunin exams was his new determination, his Fuinjutsu and Ninjutsu that he learned and of course, his team-mates. To this day, he believes that if not for them, he would have never achieved the rank of chuunin. Takeo was sent on a few missions nearly instantly, acting a team leader on most of them, which gained him some renown. At the time, Takeo was becoming known as a great strategist, but his failure in the fields of genjutsu and Taijutsu led to the nickname of “The Wannabe Uchiha” due to his relation to the clan.

Despite that, the visits from his uncle and aunt were either incredibly rare or non existent nowadays so he believed they decided to abandon him for good. But, an ANBU messenger came to Takeo’s house and handed him a scroll from the Hokage who wanted to see him at the Uchiha estate. Takeo immediately went there, only to be met by his uncle’s raging glare at him. After a quick talk, he revealed that Takeo is by far the weakest chuunin he has ever seen. Being part of the clan, though barely, Fujisuke could not allow him to make the Uchiha look like weaklings. He began training Takeo everyday. He first wanted to teach Takeo some powerful Taijutsu moves, but quickly realized that he was too scrawny and skinny to do something like that. So, the next best thing was to use his small stature to his advantage. The hokage gave him massive weights and attached them to his whole body, ordering him to do a hundred laps around Konoha by the end of the month. The weights were incredibly heavy, so Takeo was kind of flabbergasted at first. He could barely do two laps before collapsing. Fujisuke trained him day and night, not only with weights, but with other heavy objects, weapons and ninjutsu. Takeo learned how to use Fire techniques due to his uncles training in Ninjutsu. After a month of training under his uncle and hundreds of laps around Konoha, Takeo finally completed the task of the hundred laps. But, Fujisuke thought this wasn’t enough, he started forcing Takeo to wear weights to his missions as well. When he called someone to spar against Takeo, even in already bad odds, Takeo would be ordered to wear the massive weights during the fight. He also thought Takeo endurance, Takeo was forced one to hold his arms up in the sky (while holding a giant barrel filled with oil) and not move an inch for a day. It was a rainy day and Takeo was constantly bending his knees, so to make the training harsher, the hokage set a small fire behind Takeo, if his knees bent even an inch he’d get burned. But, his body was protecting the fire from the rain, so it was quite the task.

If he had dropped the massive barrel of oil he would have set himself on fire without a doubt and died. He became fast, enduring and incredibly skilled in hand to hand combat. He had also become a master ninjutsu user, due to the training he had gotten from Fujisuke, Takeo was finally able to understand a lot of scrolls in his father’s armory and learn them. Not to mention, Fujisuke taught some techniques to Takeo as well. Slightly over a year’s time, Takeo had become incredibly fast and skilled in fighting and ninjutsu, something which greatly impressed Fujisuke. But, Takeo didn’t know that, Fujisuke never showed any emotions besides disappointment, when Takeo would do something even a little wrong (carry 50kg around the village instead of 60g) Fujisuke would calmly double his training and punish him. Unknown to Takeo, many Uchiha began to question the reasons why Fujisuke was teaching an outside, someone who has no real connection to the clan. Fujisuke identified Takeo as family and that was enough, he had promised his sister that he’d look after her whole family and Takeo was no exception. Takeo was on his way to greatness, not only because he was getting trained by the Hokage, but also because he was studying from his fathers scrolls and growing faster and faster everyday. He would constantly get his training doubled and hardened, just to make him stronger, but Takeo never really knew why, he jus though his uncle wanted to teach him some kind of respect of just anger him for some reason, because his expectations were getting ridiculous. He would put the same massive weights on Takeo and order him to dodge shuriken and Kunai (thrown by Shana in her shuriken training).

Another year passed with this kind of harsh training and Takeo eventually lashed out and shouted at his uncle stating “This is ridiculous, I can’t carry these heavy weights everywhere, THIS DOES NOTHING TO ADVANCE ME” Fujisuke calmly frowned and walked over to Takeo. He ordered him to Takeo off the weights. When Takeo took them off. Fujisuke sent a fast punch to his face; Takeo quickly reacted and in untraceable speed caught the fist. This proved that the Hokage wasn’t kidding around, Takeo was getting the most brutal and affective training to date. Takeo smiled and thanked his uncle for his training, stating that he’ll gladly accept it again. Fujisuke tripled his training and ordered him to do a hundred laps around Konoha everyday while carrying ridiculously heavy weights. Though Fujisuke acted heartless, he greatly cared for Takeo, proven time and time again by his orders to the clan to stay away from Takeo. Of course, this sort of training continued until Takeo reached the age of seventeen. Still a chuunin, Takeo was incredibly powerful and could take on Jounin’s if needed. He would still get sent on missions with weights, but he ever complained. Even when he did the most amazing tasks, Fujisuke would only nod calmly and never say “Good job” or “Nice work” or phrase him in anyway possible. On his seventeenth birthday, the hokage gave Takeo a present; he let him into the secret scroll vault, where he learned the shadow clone technique and how to explode it.

Once, while finishing his laps up, Takeo returned to the clan grounds. Before he could read the estate, a couple of Uchiha Jounin stopped him in his tracks and didn’t let him pass. They told him that this is Uchiha property and that an outside has no business here. They knew who he was, they just didn’t tolerate that an outside was allowed to learn Uchiha secrets. He tried to explain that he was simply training, But they pushed him and got ready to fight. Takeo quickly dodged a few of their attacks and threw his weights off. He dodged every attack the Uchihas threw at him, then they finally realized that he was too fast for them and activated their sharingans. Then the real fight began. Takeo focused on their feet as to not look into their eyes and moved in full speed. Their eyes could barely keep up with him and they couldn’t. Even when they saw him coming they weren’t fast enough to dodge or block. In a few minutes Takeo beat them up and knocked them unconscious. Exhausted both from training and fighting, Takeo fell to his knees, gasping for air and noticed that Fujisuke was watching the whole thing. The emotionless hokage kept his calm expression and walked past him. Takeo frowned, thinking that he just dishonoured himself in front of everyone, but Fujisuke patted his head and simply stated “Nice work, you’re fast”. Not only did this prove how much Fujisuke cared, but that even he was surprised how fast and strong Takeo had gotten in the time span of three years. Well, despite his growth, he was still training under his uncle and was constantly learning new things.

At some point, nearing his eighteenth birthday, Takeo tried to create a contract with a summon. But, upon misreading his father’s notes, Takeo sent himself to the plane of apes. Here, he wandered for days until he met the monkey sage Ichidai, who deemed him worthy and signed a primate contract with him, giving him access to a bunch of primates and monkeys including him. He gained access to a large number of summons, many of which deemed him worthy as well and bowed their heads to him. Takeo helped the Hokage and Shana sign this contract as well, giving them the ability to summon primates. He was slowly becoming an incredibly skilled shinobi. His knowledge of Fuinjutsu and Ninjutsu were so high that he was considered to be the strongest ninjutsu user and sealer since the Hokage. At the age of eighteen he declared himself the fastest shinobi in Konoha due to his even greater speed then before. He had grown to be an impeccable shinboi, but lacked that “Uniqueness” that most had. So he attempted to create a technique that would carry him to the top of the Shinobi charts. He spent nights in his father’s armory and created a formula for a perfect, soundless, quick summon. This wasn’t really a secret, but then, Takeo applied the seal to a few pieces of wood and placed them around his armory. He attempted to summon himself by simply thinking it. The formula needed massive corrections and eventually it was perfect. Takeo summoned himself from plank to plank, without moving an inch himself. He began to apply this formula to a Kunai, which ended up requiring him to request a special kunai to be made, heavy and large enough to place the formula on it. But, attempting to make it silent enough, Takeo noticed that his technique manipulated the space and time continuum. This technique had endless possibilities because of that. Takeo quickly learned to use his markers to transport other objects and sense those around it. He was 19 when this formula was perfected and hadn’t told anyone about it. But, the hokage was quickly shown the technique by Takeo when Takeo requested that the hokage taught him how to train his aim better.

Aside from the Hokage, only a remote few know that Takeo can “Manipulate” the space time continuum and that he has that technique. The legends from the missions he’s gone to say that he is simply untraceably fast, without an explanation how. But, due to the growing number of people knowing about this technique and his unexplained speed, Takeo had gained the moniker “The Flying Rocket Of Konoha” or simply “The Rocket of Konoha”. Takeo was promoted to Jounin at the age of 19 as well, both due to his growth and to his new technique, which was indeed something incredible. Takeo continued his weighted training and aim training until he reached the age of 21, he then deemed himself fast and precise enough to get a break from the brutal training sessions. Nowadays, he mostly goes on missions and helps the hokage with errands and what now. He has put a custom Kunai in his armory so he can go there in a flash without anyone noticing his disappearances.

[list]
[*]Time Regression [Maton]
[/list]

The time release is a special series of jutsu that seemingly allow a person to control reality relative to time. However, that truly isn't the case and it isn't really a special release, merely a collection of highly forbidden and forgotten techniques passed down through the ages throughout the Uchiha clan. Since controlling time is extremely difficult, if not impossible and beyond the realm of what a shinobi could be able to do, this series of ninjutsu had been created. It allows the user to manipulate a person's perception of time, rather than manipulating time itself. By manipulating neurotransmitters in either their own brains or the brains of others, they are able to control one's perception of time. Either making it seem like time has slowed down, almost like a single second lasts for ten minutes or making it seem ten minutes seem like ten seconds or anything in between. Highly useful, yet highly dangerous as well. Since it deals with manipulating neurotransmitters such as dopamine and adrenaline, overuse has its affects on the body which struggles to keep up with this alteration in one's perception of time and could ultimately lead to death which is why all time release jutsu are labeled as kinjutsu. The misnomer is something that is used as an intimidation tool, in order to make their enemies believe that can truly bend time to their whim.

Roleplay Sample:

Code:
Silence; only the faintest of sound could be heard by Katsu's acute ears. Imprinting the soft trickle of a petite stream running behind his closed eyes and the sound of the frail breeze swaying the rustling trees around the open field he sat in. Suddenly, the chirp of hunger chicks flourish the silence surrounding Katsu. Opening his eyes, he inhaled the slowly burning pale cigarette hanging between his lips. As a burst of sudden spiritual pressure blasted from the East Gate of the Soul Society. Masses of hollows erupted from the large garganta which opened from the East. Their for special privileges, Katsu was enraged that his duties were to be prolonged by these scum of creatures called Arrancars. He took a puff of his cigarette, blew the smoke and observed it with purposeless acuteness. The amorphous whips trailed lively throughout the air, diffusing and thinning out of existence. His eyes were half opened in a sheepish manner, yet his stale glare into oblivion signified his mind searching for answers. In a single strong breeze, Katsu's ill-placed cigarette suddenly lifting into the vast sky.

(Sighing)"I guess that's it then? It's decided, today begins my path to achieving greater power. As a Former Shinigami I cannot sit by any longer, my only hesitation is forcing you out of this world. I wish there was an easier way to do this."

Katsu's thumb pressed tightly on the hilt of his Zanpaktou, lifting from the depths of it sheath. Placing within his lap, his hand gently touch the engraved steel of his blade. His half opened eyes once again folded close into darkness, concentrating. The feeling of his reiatsu seeping into his blade, absorbing it like a sponge. Katu's eyes cringed, he could feel the hollows presence grabbing a hold to his reiatsu. It was only a matter of reeling the line in, however in this case they wanted out just as badly as Katsu did. The sudden rush of reiatsu retracting back into his body; a sensation describe by the tingling of the skin. Katsu's concentrated eyes began to loosen, a massive reiatsu was released from his blade. Opening his eyes, the sound of screams drowned out the silence.

Crushing the minuscule hollows which choose to bother him on this of all days. Using Shunpo, Katsu traveled to the far off east corner of the Seireitei, coming to a stop he visualized the three Arrancars who stood before him. "Leave now or DIE, you may strike me now but your fate will only be sealed."
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PostSubject: Re: Takeo Kotonashi Ippatsuya -- A Game of Chance   Sat Jul 23, 2011 10:22 pm

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PostSubject: Re: Takeo Kotonashi Ippatsuya -- A Game of Chance   Sun Jul 24, 2011 12:16 am

M..hm. Clan is a big no-no there.

Secondly, remove the jutsu I've asked you -three- times now to remove, thank you.
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PostSubject: Re: Takeo Kotonashi Ippatsuya -- A Game of Chance   Sun Jul 24, 2011 4:48 pm

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PostSubject: Re: Takeo Kotonashi Ippatsuya -- A Game of Chance   Sun Jul 24, 2011 8:30 pm

Eh. Keep ignoring me then, won't get you anywhere. ^^
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PostSubject: Re: Takeo Kotonashi Ippatsuya -- A Game of Chance   Mon Jul 25, 2011 12:50 am

I'm not bumping it for you to see. I'm bumping it for a better mod to check it.
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PostSubject: Re: Takeo Kotonashi Ippatsuya -- A Game of Chance   Tue Jul 26, 2011 12:29 am

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PostSubject: Re: Takeo Kotonashi Ippatsuya -- A Game of Chance   Wed Jul 27, 2011 4:35 am

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PostSubject: Re: Takeo Kotonashi Ippatsuya -- A Game of Chance   Wed Jul 27, 2011 4:37 am

Now, quick thing.

Can you give us a quick paragraph explaining exactly what the clan does; I don't want to read alllll of that just to learn what it does.
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PostSubject: Re: Takeo Kotonashi Ippatsuya -- A Game of Chance   Wed Jul 27, 2011 4:41 am

Read the first paragraph.

"Norishiai is basically a seal that allows one to initiate the game of the same name. Norishiai is a game that simply creates an area know as the Senjou (戦場) and a set of rules called Housoku (法則). Once the Senjou is set and all Housoku displayed to all the participants, each of these participants is required to select specific number of these Housoku, each picking one Housoku in an alternate fashion, for example the Ippatsuya picks the first Housoku, another participant picks the second Housoku and the Ippatsuya picks the third Housoku and so on. Once a Housoku is selected it becomes a Teisoku  (定則), once all Teisoku are selected each participant has up to three minutes (up to Two Posts) to prepare, unless all participants chose to start immediately. Once the game begins, one must follow the chosen rules, the Teisoku, or they will be punished."

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PostSubject: Re: Takeo Kotonashi Ippatsuya -- A Game of Chance   Fri Jul 29, 2011 2:56 pm

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PostSubject: Re: Takeo Kotonashi Ippatsuya -- A Game of Chance   Fri Jul 29, 2011 3:37 pm

Okay, well, the thing is..you can't really force somebody to play this random game. So, from what I can see the clan is useless in theory.
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