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First of all, we'd like to thank you for registering on our site and joining us here at Shinobi Reality. Since you've joined us, we would like to say that we very much appreciate you doing so and we welcome you here to RP with us. This site is a Text-Based Role Playing Game, or better known as RPG. Unlike normal RPG's, this does not include cool graphics and your favorite Final Fantasy character, what you will find here is a elaborate and massive story. This story includes the life of the character you wish to create and the other characters in this RPG.
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 Ippatsuya 一発屋一族

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Sorata
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PostSubject: Ippatsuya 一発屋一族   Ippatsuya 一発屋一族 EmptySun Sep 18, 2011 6:27 pm

Ippatsuya Clan
一発屋一族


"Gambling is our Life!"


Name: Ippatsuya
Founder: Takara Ippatsuya
Location: Wanders

History:

The Ippatsuya's have a shady background to say the least, their origins are long forgotten and few in the clan show any interest in uncovering the families past. What little is known comes not from the clan itself but from the Yakuza families that share deep bonds with the Ippatsuya, from records kept by some and piecing together pieces of information from each family. What is certain about the past is how the Ippatsuya became such highly respected individuals in the underworld. In fact the Ippatsuya are so respected by these criminal organizations that hurting a Ippatsuya leads to sever consequences and the act of killing a clan member leads to what the Ippatsuya call Gokudou no Kumiai Abare (極道ユニオン暴れ) or Underworld Union Rampage where several where entire Yakuza families join and rampage through the area looking for the killer, eliminating him along with everyone close to him. Gokudou no Kumiai Abare no long continues in this day and age and stories about it seem exaggerated but even today the Ippatsuya are protected like royalty to the point of several assassins being hired to simply eliminate possible threats to a Ippatsuya's life.

The reason for this began a little over 200 years ago when the clan was still simple family with plenty of children, most of the older boys were low tire members of the local small time Yakuza group, Kurokumo-gumi, while the girls worked as maids here and there and even in brothels, using their bodies when they had nothing left to pay with. The Ippatsuya were no different than most poor families of the time, until Takara was born, her older brothers called her a cute little devil, the friendlier yakuza called her "Tanuki", a nickname that stuck for the rest of her life. When Takara turned 9 a war between Kurokumo-gumi and a rival group broke out and all but one of her brothers was left alive at the end, though a cripple, he was left behind by the Kurokumo, no long of any worth to them. The family soon went on a downward spiral, her brother could not work, her mother was getting old, her father left them and her sisters began looking out for themselves, leaving Takara, her older and little brother and her mother to fend for themselves. Since he was crippled and mostly stuck at home, Takara's brother began teaching her simple gambling tricks, to him it was a way to pass the time but to Takara, it was much more. Meanwhile the Kurokumo-gumi began to grow stronger and stronger, the new head ended up marrying one of Takara's eldest sisters, the family was overjoyed and quickly the siblings began to come together, still looking out for themselves, but the day of the wedding a simple nod from the sister crushed the families hopes and dreams for a better life. Guards pushed them away, taking them as far back from the wedding as possible before delivering a message from their new Aneki, a message that simply stated that she didn't know them, that filthy people should be kept away from her so not to dirty her clothes. Everyone was either enraged or broken, with the exception of the little 12 year old girl who simply asked one of the guards that knew her since her birth, to pass a message to her sister and her husband "In 3 years, Kurokumo will fall." Naturally everyone laughed, a 12 year old girl saying something like that was pathetic, but the man that heard the girl didn't laugh, in fact he felt a chill down his spine as the girl's eyes confident, an unnatural confidence.

Three years passed and Kurokumo kept growing stronger until one day a representative of a rival group proposed a harmless gambling match between the groups best gamblers, the stakes would be high and the winner would take quite a hefty sum, a sum so high that losing was not an option, the head of the family was a fool to agree. When the day of the match arrived and the head of the Kurokumo-gumi could not stop laughing, before his best player was a girl, a teenage girl he barely remembered as his sister-in-law, it had to be a joke, to thing a Yakuza group would send a girl to play in such an important game, but it was an opportunity he could not pass up and so he agreed. Laughter soon died as the game went on, the Kurokumo's money started moving to Takara's side while non of the money on her side was touched. they went as far as to play several different games but apart from a few loses here and there, the girl seemed blessed by the God of Gambling, her luck seemed unnatural, but what surprised everyone was her skill and the fact that not even the most experienced players seemed to catch any sight of foul play, she was just that good. Eventually it became a completely one-sided victory for Takara, humiliated the head of the Kurokumo demanded that his money was returned to him, not only was it a joke for the girl to be playing but she had to be cheating. Before another fight broke loose Takara proposed a simply game of dice, if she won than she would take double the amount she had won, if she lost than the Kurokumo would not only get their money back but also take control of the rival Yakuza group. Many members of both sides protested but the head of Kurokumo agreed rather quickly, but no one was expecting the head of the other Yakuza group to agree as well.

The game was simple, each throw a pair of dice 5 times, the one with the highest score wins. To make it fair and prove that Takara wasn't cheating the head of the Kurokumo would play AND he would provide the dice. The end result, Kurokumo scored 47 while Takara scored 58. When asked why the other head approved of such a risky bet he simply said that for 3 years the girl played every single day and she never lost once, in fact that girl had won so much money that she was actually richer than both his group and Kurokumo combined. The loss was to much, the money that they lost in a single game ended up ruining Kurokumo and there are no records of what happened to the head and his wife.

Now no one knows how much of this story is the truth but one thing is for certain, if the Ippatsuya want to, they can take down a group simply through gambling, and there is nothing they can do to stop it. However the Ippatsuya do not "rule" through fear but rather through respect, like Tamaki Ippatsuya, a well known member of the underworld society and former formal head of the Ippatsuya Clan, used to say "A wounded dog may fear you, but the second you turn your back it'll strike." and taking these words to heart the Ippatsuya created ties with various Yakuza groups that last through generations. Simply put in exchange for their services they are protected and because they are not only capable of easily bringing in large sums of money but also capable of raising the group's status to new heights they are sought out by many "younger" groups as a way to compete with the older, bigger and well established groups. Because of this demand the Ippatsuya will never aid groups if it means directly harming another group they share ties with unless they are sure the benefit will outweigh the consequences, as they are by no means saints.

Another important 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.

Special Info:

  • Population:

The clan itself could be considered a D-Class due to the number of actual pure blood Ippatsuya but because of their connections with many Yakuza groups, some of which very old, very big and very powerful, the Ippatsuya view these groups as family and expect the groups to view them in the same light. It is not uncommon for clan members to be seen amidst Yakuza even at younger ages, many clan members even live in some Yakuza main houses and many end up marrying daughters of Yakuza heads or other high ranking officials. Physically there are no prominent similarities that hold throughout the generations but every clan member carries the kanji for Dice (采 ) somewhere in their clothing or even in tattoos. The one thing that is always present however is the love and skill towards gambling, all clan members not only love to gamble but they learn every trick in the book early on, becoming incredibly dangerous players even at young ages, it actually became normal to see children of the Ippatsuya at gambling parlors watching or even playing sometimes.

  • Political Structure:

Gamblers of course, though the clan itself already has more money than needed for living in wealth for many generations, the clan keeps earning more and more money through gambling. Because of their skill they are usually sought by Yakuza groups to serve as their players, bringing in tones of money to the groups and of course for themselves. Usually a Ippatsuya is given a certain amount of money to use in their gambles, they then set the % of earnings they wish to receive before using the money, when the negotiations are set, then they go use the money and earn as much as they can in a set amount of time.

Requirements: Born into clan
Current Members:
Takeo Ippatsuya

Name of the Kekkei Genkai: Unshin & Norishia
Type of Kekkei Genkai: Ninjutsu
Rank: -

Description:

Unshin
運神


Sometimes called the Lucky Gods, the Ippatsuya really seem to have been blessed by the gods with good fortune. However though they may really be lucky, they are also gifted with an incredibly unnatural 6th sense. When used for their main livelihood, gambling, they actually feel when they should play, keep playing or quit and other things like knowing when someone is lying, hiding something, when someone is cheating among other things. In battle this 6th sense helps them prevent sneak attacks from opponents of the same level and weaker, preventing feints, traps and so on, there have been reports of some Ippatsuya fighting with their eyes closed and still be capable of avoiding attacks with ease simply by feeling the incoming danger.

Norishiai
典試合

Norishiai is basically a seal that allows one to initiate the game of the same name. This seal is given to every infant of the Ippatsuya clan by the elders as they are born and as they grow up they quickly become skillful users of the game, eventually creating their own games with their own sets of rules. 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.
(For more information on the game please check the my application)


  • Lucky Bastard

Ippatsuya 一発屋一族 Shingan_by_takahata014

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: -
Clan Special Characteristics: -
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Caranore
S-Rank Criminal

Posts : 140
Join date : 2011-04-02

Ippatsuya 一発屋一族 Empty
PostSubject: Re: Ippatsuya 一発屋一族   Ippatsuya 一発屋一族 EmptySun Sep 18, 2011 11:44 pm

Unshin: Denied due to extremely high chances of metagaming.

The rest of the clan will essentially be denied for the same reasons. With the rules, you can deny the opponents the ability to use their specialties. If they have a bijuu, you can remove their bijuu capabilities. You can remove the ability to utilize their elements. All of that would be considered metagaming, since your character would not have the knowledge of what they use or their elements, but you would still negate those in battle.

Overall, this clan would be something you would expect in a video game, like Ultimate Ninja, where you have specific requirements that you must adhere to to move on to the next level. Based on that, you could easily god mod around the opponent utilizing the rules to your benefits.

Good idea, but we cannot allow it.
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Iavas
Iavas
Kumo Chunin

Posts : 187
Join date : 2011-02-01

Ippatsuya 一発屋一族 Empty
PostSubject: Re: Ippatsuya 一発屋一族   Ippatsuya 一発屋一族 EmptyMon Oct 03, 2011 5:23 pm

Archived.
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