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The Omikami Clan: Ōgon no Taiyō

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Inside the outskirts of Uzugakure live the ninja of the Land of the Sun, these ninja have incredible power that rival even the Uchiha clan. 

Tags: Naruto, Roleplay, Omikami, Clan, Akatsuki 

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Jingu Omikami
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PostPosted: Fri Apr 23, 2010 8:13 pm


Knowing your elements

Elements have their natural strengths and weaknesses. One element can dominate another element, but be weaker against another. Knowing the elements, strengths and weaknesses, is a good way to gain the upper hand in battle, by allowing your opponent to use up chakra on an ineffective attack. Combo elements tend to have less weaknesses than the parent elements that they are formed from. (Example: Katon is vulnerable to suiton, but enton and zoton aren't)

Parent Elements:

Katon - the element of fire. Katon tends to involve destructive attacks over mid to long range. Katon rarely is ever concentrated into a small amount but attacks over spreads over wide areas. Katon's natural weakness is suiton, but can dominate over futon

Suiton- the element of water. Suiton is rarely concentrated and is usually spread over some wide areas. Suiton tends to go from mid to long range. Suiton, in use by a inexperienced shinobi, is manipulated, not generated, like a master would be able to. Suiton's natural weakness is doton, but can dominate over katon.

Fūton- the element of wind. Futon is generally sharp and thin, with chakra transformed into wind that acts as blades. Futon is generally short to mid-range. Futon's weakness is katon, it dominates raiton.

Raiton- the element of lightning. Raiton can hit most ranges, but is usually used from short to mid-range. Raiton is generally concentrated, using vibrations to increase sharpness, and is the fastest element. (example: a blast wave or raiton will reach its target before a blast wave of katon.) Raiton can also have the effect of numbness and paralysis, causing a target to become less nimble. Raiton's weakness is futon, it dominates over doton.

Doton- the element of earth. Doton can be used defensively or offensively by manipulating the earth. It often allows its user to travel underground much quicker than usual, which is useful in avoiding sound. Doton can also be generated from the user's body, rather than just being manipulated. Doton's weakness is raiton, it dominates suiton.

Combo Elements:

Enton- the combo element known as blaze. Enton is formed through the combination of katon and meiton elements, thus forming inextinguishable black flames. Enton is usually used by a user who has ocular kekkei genkei (example: Sharingan, Wujigan) Unlike, normal katon, enton is generated usually by sight rather than through the mouth. Enton also does not have a weakness to suiton, but loses its advantage over futon.

Zōton- the combo element known as solar. Zoton is formed by combining katon and hikatan elements, thus forming unquenchable white flames which give off an usual but radiant light. Zoton, like enton, is generated from ocular kekkei genkei, is not weak against water but does not have an advantage over futon anymore. However, the light given off from zoton is blinding, so even if it doesn't connect with its target, the target can be blinded or temporarily blinded.

Yōton- the combo element of lava and a kekkei genkei in its own right. Yoton is formed by combining katon and doton. Yoton cannot be beat by suiton, but cannot best futon, like it would if it were katon. Yoton's range and concentration properties are similar to suiton, but since yoton is lava, it is much less viscous, thus rendering it a rather slow element.

Mokuton
- the combo element of wood. Mokuton is formed by combining doton and suiton. Mokuton can be generated and manipulated from anywhere on the user's body. Mokuton still holds its vulnerability to raiton and its power over suiton. Mokuton is also vulnerable to katon but has an advantage over futon. After Mokuton is generated, it can be used as a source of growth for plants and life, but is a rare element to see in a shinobi.

Ranton- the combo element of storm. Ranton is formed by combining raiton and suiton. Ranton tends to be bright beams of explosive electricity that flow as if it were water. However, ranton does not always hold those properties. Ranton has no weakness to any of the parent elements as well as no dominant strength over any of the parent elements.

Hyōton
- the combo element of ice and a kekkei genkei in its own right. Hyoton is formed by combining suiton and futon. Weak hyoton based techniques tend to be weaker against katon release. Hyoton, when used by a master is less vulnerable to most katon attacks, but can still be melted away by an advanced katon technique or by zoton or enton. Hyoton is mostly generated or manipulated by willpower. In the hands of an amateur, hyoton can only be used in the presence of water, while a more mastered hyoton user can generate hyoton through thin air.

Futton- the combo element known as boil and a kekkei genkei in its own right. Futton is not to be confused with futon. Futton is formed through the combination of katon and suiton. Futton is usually mid to long range, forming a vapor that can melt most objects. It doesn't have a natural weakness or strength.

Advanced Elements:

Meiton- the element of darkness. Its opposite is hikatan which cancels out with it. Meiton has no weakness and no dominant strength. Meiton tends to be ominous, reacting to the user's chakra, as well as the target. It is often used to absorb a targets chakra, or decrease it from within, for a limited time. Other properties of meiton include its destructiveness. Meiton is never bright, radiant, or elegant, and often used to strike fear into the target.

Hikatan- the element of light. Similar to meiton it has no weakness or dominant strength. Hikatan tends to be brilliant, often blinding a target or creating a reaction with a target's body on a cellular level. Though hikatan can be destructive, it is sometimes accurate and always holds some elegance to it, never turning from its radiance.

Shōton- the element of crystals. Shoton is often generated or the user can manipulate crystalline structures. Shoton, however, cannot crystallize raw energy, thus it can be countered by elements such as futon, raiton, katon, enton, or energy based elements.

Kōton- the element of steel. This element cannot be generated, just manipulated by using crystalline structures in the earth. Koton is vulnerable to enton and zoton and dominates suiton and hyoton.

PostPosted: Fri Apr 23, 2010 8:15 pm


Advanced Godmodding Techniques (Be on the lookout for them)

Auto-hitting and auto-dodging aren't the only ways one can godmod. There are other ways that the godmodder may not even be aware of. In less advanced roleplay, these are carelessly overlooked. In advanced roleplay these either need to be moderated (as in, it cannot be used at a certain level) or are entirely restricted.

Time-manipulation- in less advanced roleplay, it is often overlooked. Since this guild attempts to teach the fundamentals of advanced roleplay, this cannot be overlooked. This guild allows extremely moderate time/space/dimension manipulation, though it is discouraged because most advanced roleplay guilds restrict it entirely and classify it as godmodding. Why is it allowed in this guild? It is common to see characters with these powers, and having to change all of a character's powers is bothersome. When it comes to time manipulation, the user cannot automatically slow time in the entire area or around the target. That kind of skill must also be done in attempt. The user cannot also alter time to go back to the point where he/she is undamaged, or move forward to the point where the target is weakened. Time may be manipulated in any way ONLY in a genjutsu. The user cannot create a time rift that will pull the target in from any distance. The max distance any time rift can pull is 15 feet (5 yards) and can only last for 2 turns, by the third turn it ends. Using any form of time manipulation will also take a HUGE toll on chakra. Only, extremely mild time manipulation can occur, otherwise it'll be classified (in this guild) as godmodding.

Space-manipulation- Likewise, spacial manipulation must be extremely mild. Spacial rifts can only pull a target from 15 feet and can only last for 2 turns. The user cannot create an overwhelming vacuum of space. The user cannot teleport whenever he/she feels like it. Teleporting can be done once every 3 turns, and takes a HUGE toll on chakra as well as any other form of spacial manipulation.

Dimensional-manipulation
- also must be taken VERY MILDLY. Manipulating dimensions should take a HUGE toll on the user's chakra. Again, no teleporting at will. Dimensional rifts can only pull from 15 feet and last for 2 turns. The user cannot manipulate the dimensions of a target to permanently alter their structure. The user cannot travel to an alternate dimension and attack the dimension at which the target exists, thus making himself/herself, invulnerable to any attacks, while being able to damage the target.

Time/Space/Dimension manipulation is again strongly discouraged as the guild is to attempt to teach the fundamentals of roleplay, and manipulating time, space, and/or dimensions is restricted in most of the really advanced roleplay guilds.

Aether- Aether is the manipulation of more than one element, separately, all at one time (Example: Using fire, water, and wind all at once but not in one form). Many believe that when using an aether technique, they are using several elements while using a chakra quantity that only amounts for one. Because of this, they believe that just because they are using one technique with several separate elements, it can dominate over any single element technique and only use the chakra it takes to use a single element technique. Aether techniques use the amount of chakra that is the sum of all the elements involved.

Bad example:
Godmodder saw the incoming fireball jutsu and used fireball jutsu, water dragon jutsu, and windstorm jutsu all at once, easily overpowering the fireball jutsu and saving Godmodder from damage. Godmodder's attack was also headed towards Target, with extreme power, and Godmodder had barely used up any chakra for he released an amount equal to that of a fireball jutsu.

Good Example:
Model RPer saw the incoming fireball jutsu and used fireball jutsu, water dragon jutsu, and windstorm jutsu all at once, easily overpowering the fireball jutsu, and saving Model RPer from damage. Model RPer's attack was also headed towards Target with extreme power, but Model RPer was somewhat exhausted after using so much chakra all at once.

Aether techniques can be used in combat, and can be useful in battle, but they should exhaust chakra equal to the sum of the chakra of all the attacks being used at once. A max of three elements can be used at once.

Meta-Gaming

Meta-gaming is allowing your character to gain information that he/she shouldn't be able to get. For example, if your character knows something that another character was THINKING, than you are meta-gaming. No, meta-gaming is not a good thing. Another way to meta-game is when your character somehow knows something from another character's rp profile, such as the specific weaknesses to all of the opponent's attacks (not including elemental advantages), knowing beforehand what elements the target can use, or all of the target's weaknesses. Meta-gaming also applies when after you get hit, it is JUST revealed that it was a clone all along even though no sign of a clone jutsu had been made beforehand. This implies that you knew your opponents move before it happened. Or, if you had somehow set up a mine or some version of attack right where the opponent had stepped or moved in his/her last post, again implying that you knew where he/she was going to move before the actual motion.


Placing limits

You place limits, when you automatically describe yourself as better at something than your target, thus forcing the target to fight with certain stats below your own standards. An example of placing limits is saying:
"As Godmodder saw Target sprint away, Godmodder sprinted right after him. Because Godmodder was faster and more nimble than Target, he quickly caught up." This forces, "Target" to consistently be slower than "Godmodder" throughout the entire fight. This rule applies to summonings, clones, etc. A summoning or clone cannot be described as better at something than its target, forcing the target to be limited to certain stats lower than the summoning or clone.


Jingu Omikami
Vice Captain

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Jingu Omikami
Vice Captain

5,900 Points
  • Alchemy Level 1 100
  • Beta Citizen 0
  • Beta Gaian 0
PostPosted: Fri Apr 23, 2010 8:16 pm


Advanced In-Battle Roleplay Techniques

Hypotheticals

It's impossible to be able to dodge and block every attack in a battle. This is where hypotheticals become handy. A hypothetical is when your character moves to avoid damage in a more important spot. For example, if an attack is targeting your stomach, you can duck so that the attack targets the neck instead. Or if an attack is targeting the heart, you can shift left so that it targets just the chest. Hypotheticals are effective for lessening damage from attacks.


Preps

Preps are what the name suggests. A prep is a period of preparation for a stronger attack. During a post, you may usually just go from defense to attack. It is also possible for a post to go from defense to attack prep. If an attack is started and unleashed in the same post, then it is a LVL 1 attack. If an attack has one post with a prep and unleashed in the next post it is a LVL 2 attack. With two posts of prep and unleashing in the third post, it is a LVL 3 attack. LVL 3 is the highest level the attack can reach after prepping. In case of elemental advantages and disadvantages, if a LVL 2 katon technique is unleashed against a LVL 1 suiton technique, then they cancel each other out. Because suiton has the advantage over katon, katon's LVL is reduced by 1. However, if a LVL 2 meiton technique clashed with a LVL 1 meiton technique, then the LVL 2 meiton technique will overcome the LVL 1 technique and continue towards the target. Preps are useful in battle, but it can leave you vulnerable, so its best to use a technique before hand that will allow you some time to prep. Prepped moves can also last for more turns than unprepped moves. For example, a LVL 3 chidori can be used for 3 turns. One turn at LVL 3, the next turn it goes down to LVL 2, and on the last turn it is LVL 1. So with each turn a move is used, its prep level decreases by one.(Note: Certain jutsu cannot be prepped. For example: Summonings cannot be prepped or jutsu similar to Susano'o)
PostPosted: Fri Apr 23, 2010 8:17 pm


Being Realistic

Just because you have powers and special abilities doesn't mean that everything you do defies the laws of science. Things such as gravity, inertia, and friction still take effect amidst a battle. As well, it is not possible to freeze lightning, wind, fire. You can't hammer fire with wood. Water will not create steam by hitting an icy blast. As well, you cannot stop fire and water from making steam when connected (Amaterasu and Byakko flames form the only exceptions so far). You still have human respiratory systems and need to breathe (unless you are a puppet). As well you have regular nervous, circulatory, muscular, and skeletal, integumentary systems. Remember, even though you have inhuman abilities, nature and the some laws of science will act the same.

Examples:

1. You have a large 70lb sword. If you swing once to your left, you will swing a lot slower if try to swing back right, because inertia is pulling your sword left while you're trying to pull right.

2. You jump over a large explosion. The explosion is slow and you have reached the height of your jump. Gravity will pull you down to the ground faster than you pulled yourself up for the jump. You will not float in midair or descend slowly, without a way of flight.

3. Your running at incredible speeds. You need to stop however. As you attempt to stop running, your forward momentum will try to pull you forward as you attempt to pull back, causing friction. Without some ability or reason overcoming this, you will still be affected by friction.



Lack of Description and Detail is an Epidemic!

A lack of detail when attacking your opponent will generally cause your opponent to use lack of detail in his/her next post. Like a disease, lack of detail will spread throughout a battle, probably even if there is just one post lacking detail. You throw a punch towards the target, without stating where on the target you are aiming. Your target may be forced to dodge by saying something like "I dodged" or "I teleported" because of the previous post's like of description. Lack of detail is a form of godmodding. It even keeps your target from describing how he/she got hit by an attack if it connects, having to say, "I got hit" or "I took damage from the attack"

Attacking

Attacking in T1 roleplay is different from attacking in T2 and T3 roleplay, which are more of speed posting. Remember, the point of a battle in T1 roleplay is to outsmart and defeat your opponent. Since time is not as urgent in T1 roleplay, you can take time with your posts. (Usually 1-5 days, depending on the rules placed, if no rule is placed, then it is understood to be 5 days). Also knowing that 1 liner posts are unattractive, bothersome, and don't show much effort, T1 roleplay has a special rule in attacking. 2 attacks can be done at maximum each post, BUT only if you are posting in paragraphs. Otherwise saying, if you want to attack twice, you need two paragraphs in a post, each with a SINGLE attack. Any posts that are run-on sentences with a bunch of "ands" cannot have more than one attack. The same goes for one liner or even one paragraph posts. Therefore, the most you can do in a post is defend against the last attack(s) and then attack back twice. Always keep in mind that even though you can be posting two attacks in one turn, they BOTH must be done in attempt. It is also proper T1 etiquette to keep your attacks until the LAST SENTENCE of a paragraph.

Jingu Omikami
Vice Captain

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