• So many newbies lately! Here is a very important PSA about one of our most vital content policies! Read it even if you are an ancient member!
cooltext197158985693860.png


(Gotai for short)
= Made and designed by Fieryfly and Gerontis =



Short notice :

Gotai is based off on Pro-Bending, shaped to fit in the alternative universe of the RP that has and follows the foundations of the Naruto universe. So don't expect to see any form of Avatar bending. Instead we use the Pro-Bending sport in a more Naruto-friendly universe style.



Introduction :

While there is a general distrust among the majority of the populations, there are only a few who protest against seeing shinobi battling it out with ninjutsu to claim fame and prizes (money) in the arenas designed for the violent sport. This is a sport that has seen many gain fame and have them rise up on the social ladder, earning respect and money for their skill in the respective arena. Or fall down as the 'sport' isn't without risks. In the past, there have been enough participants that had to quit their Gotai career due to injuries.



The Teams/Leagues:

As expected only those who've mastered and trained control over an element can participate. To prevent that those with an active military record in the Shinobi corps can gain unfair advantages there are several playing leagues. Ranks are in the same spirit as the shinobi ranks going from genin to chuunin, specialised jounin and to full-fledged jounin. Those outside of the military service are often judged on their capability and often have to go through several official tests to determine in which league they can play.
Teams are made up of three participants. Each participant is allowed to field only one element that they can control - with each element having its own rules. Only the five basic elements (fire, water, lightning, wind, and earth) are allowed and the use of any advanced elements or Kekkei Genkei will result into the respective participant to be removed from the game - forcing his team to fight with 2 vs 3.
It is required that the participants have a sponsor as the military doesn't contribute any side-payments for participants. The sponsors are responsible for paying player fines and damage to the arena, which might sound counter-productive from supporting a team. The opposite is, however, true. Sponsors who have a good or renowned team can expect fans to pay visits to their shops and as such see an increase in their income. That is as long as their team manages to secure victories. If not then a sponsor is likely to be ridiculed as his/her team will be.
As can be expected, each league can field more experienced and capable participants. Before a team participates in a match they are required to fill in a form stating that they themselves are accountable and aware of the potential injuries and risks of participating. In order to try to prevent injuries, each participant is required to wear the official protective gear - without the glass/plastic of the helmet. It is designed to not hamper the wearer, but able to take a punch or two - though it is safe to assume that it won't be reliable if too much damage has been taken nor is it able to prevent bruising or other injuries ( as there have been records of broken bones of matches).



Playing field and how it is done:

The playing field is hexagonal, split into two sides, with a team on each side. Each side is divided into rings/sectors as one can view the image :

7435834570_1006193737.jpg

At the start of the match, each team must remain within the first zone nearest to the centre of the arena. Once a competitor is knocked into zone two by someone from the opposing team, he or she must stay there and cannot return to zone one. The same rules apply if he or she crosses over to zone three. If a player is completely knocked off the back of the ring, they cannot return to the field in that round, but they can return for the next round if there is one.

If all three members of one team are knocked back into zone two, the referee will invoke a pause and the opposing team can advance into zone one on the other side; if they do this, they cannot move backwards into their own zone.

If a team manages to knock all of the opposing team members into zone three, another short pause will be invoked, and they can advance again into zone two. However, if a team that has been pushed back manages to push the other team back a zone, they can advance forward one zone. The main objective for both teams is to push the other team back, thereby gaining territory.

Each match consists of three rounds of three minutes each. The team that has managed to gain the most territory within the time frame wins the round. This means that even if two players from one team have been knocked out, that team can still win if the remaining player manages to gain the most territory by the end of the round. If both sides have not gained any territory, the team with the most players left wins. Otherwise, the round is a draw, resulting in a tie-breaker.
At the beginning of the tie-breaker, the referee flips a coin, with each side of the coin corresponding to one team, either blue or red. The team that wins the coin toss decides the element that is challenged. If the winning team chooses "fire" for instance, the fire style users fight it out; the winner of the one-on-one wins the round. The tie-breaker is conducted on a raised platform positioned at the very centre of the ring.
An alternative method to win is to complete a knockout, where all three players of the opposing team are knocked out of the ring during the same round. A knockout results in an automatic win of the match, regardless of whether or not the opponents won more rounds.
Game play only continues if any given player manages to return to the playing field before being forced out of the arena, either by hanging onto the edge of the arena and returning to the surface or by helping another team member return to the arena - depending on how the arena is build up as many variations exist.



Elemental style rules :

Next to the former rules, there are specific rules with each element one will use in the field. Each element has three techniques that basically exist out of a light and heavy attack and a block. There is room to use the three techniques to use in a creative manner or attempt to create combinations with other elements - though one has to consider if this will be more or less effective as there are only three participants allowed while there are five basic elements.


Water style :
[spoili]
Name of Technique: Water Style : Light Water Ball
Type of Jutsu: Offensive ninjutsu
Rank: D
Range: Short
Nature Type: Water
Handseals: Rat -> Horse
Description:
The user weaves the two respective hand signals to convert his/her chakra into water and spits out a ball (at the size of a soccer ball) of water towards their victim. The small ball of water travels at the speed of a thrown shuriken and can pack a good punch against light fire attacks. It also can serve to weaken a fire block quite well.
Weakness:
Earth attacks can easily slam through water light attacks and the light water attack doesn't do much against earth blocks.

Name of Technique: Water Style : Heavy Attack
Type of Jutsu: Offensive ninjutsu
Rank: D
Range: Short
Nature Type: Water
Handseals: Rat - Horse - Bird - Ram - Ox - Rat
Description:
A much more powerful and bigger version of the Light Water attack technique. The water ball is double in size, though slightly slower in speed. It can go through fire blocks and weaken lightning blocks. It is also obvious to assume that the punch behind the heavy attacks will be much more powerful.
Weakness:
The speed is slower, making evading them easier. They aren't really efficient against earth blocks.

Name of Technique: Water Style : Water Block
Type of Jutsu: Defensive ninjutsu
Rank: D
Range: Short
Nature Type: Water
Handseals: Rat - Ox - Bird - Horse.
Description:
The user weaves the hand signals to convert chakra into water, which will be forming a brief shield against attacks.
Weakness:
The shield isn't large, covering only the body from the front - which means that curving attacks and attacks from angles can still land a hit.

[/spoili]

Fire Style :
[spoili]
Name of Technique: Fire Style : Light Fire Ball
Type of Jutsu: Offensive ninjutsu
Rank: D
Range: Short
Nature Type: Water
Handseals: Ram-> Tiger
Description:
The user weaves the two respective hand signals to convert his/her chakra into fire and spits out a ball (at the size of a soccer ball) of fire towards their victim. The small ball of fire travels at the speed of a thrown shuriken and can pack a good punch against wind light attacks. It also can serve to weaken a fire block quite well.
Weakness:
Water attacks can easily slam through fire light attacks and the light fire attack doesn't do much against water blocks.

Name of Technique: Fire Style : Heavy Attack
Type of Jutsu: Offensive ninjutsu
Rank: D
Range: Short
Nature Type: Water
Handseals: Ram - Tiger - Bird - Ram - Ox - Ram
Description:
A much more powerful and bigger version of the Light Fire attack technique. The fireball is double in size, though slightly slower in speed. It can go through wind blocks and weaken other elemental blocks. It is also obvious to assume that the punch behind the heavy attacks will be much more powerful.
Weakness:
The speed is slower, making evading them easier. They aren't really efficient against water blocks.

Name of Technique: Fire Style : Fire Block
Type of Jutsu: Defensive ninjutsu
Rank: D
Range: Short
Nature Type: Fire
Handseals: Ram - Ox - Bird - Tiger.
Description:
The user weaves the hand signals to convert chakra into a fire, which will be forming a brief shield against attacks.
Weakness:
The shield isn't large, covering only the body from the front - which means that curving attacks and attacks from angles can still land a hit.

[/spoili]

Lightning Style :
[spoili]
Name of Technique: Lightning Style : Light Lightning Ball
Type of Jutsu: Offensive ninjutsu
Rank: D
Range: Short
Nature Type: Lightning
Handseals: Dog-> Monkey
Description:
The user weaves the two respective hand signals to convert his/her chakra into lightning and throws out a ball (at the size of a soccer ball) of lightning towards their victim. The small ball of lightning travels at the speed of a thrown shuriken and can pack a good punch against light earth attacks. It also can serve to weaken an earth block quite well.
Weakness:
Wind attacks can easily slam through Lightning light attacks and the light lightning attack doesn't do much for wind blocks.

Name of Technique: Lightning Style : Heavy Attack
Type of Jutsu: Offensive ninjutsu
Rank: D
Range: Short
Nature Type: Lightning
Handseals: Dog - Monkey- Bird - Ram - Ox - Dog
Description:
A much more powerful and bigger version of the Light Lightning attack technique. The water ball is double in size, though slightly slower in speed. It can go through Earth blocks. It is also obvious to assume that the punch behind the heavy attacks will be much more powerful.
Weakness:
The speed is slower, making evading them easier. They aren't really efficient against wind blocks.

Name of Technique: Water Style : Lightning Block
Type of Jutsu: Defensive ninjutsu
Rank: D
Range: Short
Nature Type: Lightning
Handseals: Dog - Ox - Bird - Monkey.
Description:
The user weaves the hand signals to convert chakra into lightning , which will be forming a brief shield against attacks.
Weakness:
The shield isn't large, covering only the body from the front - which means that curving attacks and attacks from angles can still land a hit.

[/spoili]

Earth Style :
[spoili]
Name of Technique: Earth Style : Light Earth Ball
Type of Jutsu: Offensive ninjutsu
Rank: D
Range: Short
Nature Type: Earth
Handseals: Serpent-> Boar
Description:
The user weaves the two respective hand signals to convert his/her chakra into the earth and kick or grab out a ball (at the size of a soccer ball) of earth towards their victim. The small ball of earth travels at the speed of a thrown shuriken and can pack a good punch against light water attacks. It also can serve to weaken a water block quite well.
Weakness:
Lightning attacks can easily slam through earth light attacks and the light earth attack doesn't do much against lightning blocks.

Name of Technique: Earth Style : Heavy Attack
Type of Jutsu: Offensive ninjutsu
Rank: D
Range: Short
Nature Type: Earth
Handseals: Serpent- Boar - Bird - Ram - Ox - Serpent
Description:
A much more powerful and bigger version of the Light Earth attack technique. The earth ball is double in size, though slightly slower in speed. It can go through water blocks. It is also obvious to assume that the punch behind the heavy attacks will be much more powerful.
Weakness:
The speed is slower, making evading them easier. They aren't really efficient against lightning blocks.

Name of Technique: Earth Style : Earth Block
Type of Jutsu: Defensive ninjutsu
Rank: D
Range: Short
Nature Type: Water
Handseals: Serpent- Ox - Bird - Boar.
Description:
The user weaves the hand signals to convert chakra into the ground, which will be forming a brief shield against attacks. It also remains for a short period - one minute - intact if it isn't destroyed by an attack.
Weakness:
The shield isn't large, covering only the body from the front - which means that curving attacks and attacks from angles can still land a hit.

[/spoili]

Wind Style :
[spoili]
Name of Technique: Wind Style : Light Wind Ball
Type of Jutsu: Offensive ninjutsu
Rank: D
Range: Short
Nature Type: Wind
Handseals: Bird -> Hare
Description:
The user weaves the two respective hand signals to convert his/her chakra into wind and spits or throws out a ball (at the size of a soccer ball) of wind towards their victim. The small ball of wind travels at the speed of a thrown shuriken and can pack a good punch against lightning light attacks. It also can serve to weaken a lightning block quite well.
Weakness:
Fire attacks can easily slam through light wind attacks and the light wind attack doesn't do much against fire blocks.

Name of Technique: Wind Style : Heavy Attack
Type of Jutsu: Offensive ninjutsu
Rank: D
Range: Short
Nature Type: Wind
Handseals: Bird - Hare - Bird - Ram - Ox - Bird
Description:
A much more powerful and bigger version of the Light Wind attack technique. The wind ball is double in size, though slightly slower in speed. It can go through lightning blocks. It is also obvious to assume that the punch behind the heavy attacks will be much more powerful.
Weakness:
The speed is slower, making evading them easier. They aren't really efficient against earth blocks.

Name of Technique: Wind Style : Wind Block
Type of Jutsu: Defensive ninjutsu
Rank: D
Range: Short
Nature Type: Wind
Handseals: Bird - Ox - Bird - Hare.
Description:
The user weaves the hand signals to convert chakra into wind, which will be forming a brief shield against attacks.
Weakness:
The shield isn't large, covering only the body from the front - which means that curving attacks and attacks from angles can still land a hit.

[/spoili]

Yes, a character will still need to learn the techniques. Instead of the regular rule, we can assume that higher ranked and more experienced characters have an easier time to learn these quite basic techniques. Those without much or any experience in elemental techniques will have a harder time, but don't be too tough. The techniques are quite mild and not that super difficult.


It is safe to assume that elements that don't have a strong-weak relation will even each other out. It is not allowed to use any other techniques, will result in a penalty. Neither is it allowed to use a technique in a 'stream' fashion or aim at the head of an opponent during a match.
 
redhead_by_yojiih-d4v30n0.png

"Poof - gone in a flash!"

xclv9d.png


Name:
Sayuri Cho
Nickname:
-/-
Gender:
Female
Age and date of birth:
Year 461, 21st of March
Aged 15

Age Appearance:
15

Sexuality:
Straight
Grandparents:
(optional)
Parents:
(optional)
Siblings:

None

Length and build:
169 cm tall, slim build
Weight:
56 kilograms
Favorite weather and season:
Sayuri's favorite weather is a partially cloudy, windy sky in the Spring, making it also her favorite season.

DN3p4.png


Village/Nation:
Empire of Akino
Birthplace:
The Village Hidden in the Leaves
Organization:
The Cho Clan

Clan/Bloodline:
The Cho Clan
Jing Lineage
(meaning 'gold')

Rank:
Genin

Chakra Nature:
120px-Nature_Icon_Wind_svg.png~c200

Wind Release
(Affinity)

vmspdd.png


Appearance:
The appearance of Sayuri Cho
In the picture above, we can see Sayuri's combat outfit - she tends to zip up her jacket during most missions. Also, her hair color is red.



23msj6g.png


Personality:
" Fly like a butterfly, bite like a dragon. "

The quote above perfectly describes Sayuri. Being an optimistic, cheerful and kind hearted girl allowed Sayuri to have many friends in her childhood. She can be approached by any problem and always does her best to offer advice or help of any kind. She is very respectful and humble when in the presence of her clan members and other important persons in her life. When in the presence of her friends and peers, she is relaxed and talkative, often joking and trying to avoid tension in the group she is a part of. At the same time, she can be a pretty sharp person who is not too picky in her language and methods in achieving her goals - but Sayuri never crosses certain boundaries, no matter what the situation is.

Sayuri can blush very easily, when complimented or in presence of boys she likes and/or has a crush on them. She gets a bit nervous in their presence, but does her best to hide that fact. She often puffs her cheeks when with her friends, and she does it in several different situations, and she does it so often it became one of her trademark expressions.

In combat, she is always focused on the situation at hands, but at the same time, she tries to keep a certain degree of dettachment from the fight - that way, she can gain an advantage that she will try to keep. The protection of herself and her comrades are very important for her and she will always find a way to combine protecting her friends with carrying out the orders given. Though her concentration is not always solid, as she can be shaken when her comrades get hurt or are in grave danger despite her giving it all she can.

DN3p4.png


History:
Sayuri was born into the Cho Clan with the current clan leader, Aiko Cho - Hon as her aunt. Since her parents and Aiko were on good terms, Sayuri often spent time with the clan head, and Aiko greatly inspired the young Cho girl. Sayuri was notoriously known for her inability to sit calmly in one place - tag and hiding were her favorite games, whether her parents were playing or not. Climbing trees was also one of her favorite activities. She also had a pretty sharp tongue, but never to the point of disrespecting others. She spent her childhood in a loving and caring environment, leading her to develop a positive personality as described above. She started the training of her ninja skills at the age of six, with the aid of her parents and sometimes even Aiko. After three years of training with her family, Sayuri joined the academy. There, she made several friend and her progress seems to be a bit stalled.

This led to the point that while Sayuri could efortlessly graduate at the top of her class, her results were only average. Her nature was too wild for the academy and she made it clean on several occasions. Her teachers described her as a "rather smart girl with zero ability to focus". During her Academy years, they found out that her elemental affinity was not Water, as thought before, but Wind. This surprised her parents, as Water Release was very widespread among the Cho Clan and they themselves thought to be Sayuri's affinity as well. This realization, together with her graduation made her to become more serious and has taken on her responsibilities with her full capacity, earning her some praise from her family and friends.

At some point in her life, Aiko Cho - Hon became the single greatest influence in her life. In the few days between her graduation and assignment to a team, she trained almost without pause. When asked why the sudden burst of training sessions, she kept repeating that she did not want to disappoint her " auntie Aiko " and that she wanted to avoid bringing dishonor to her team. But not everything went as she expected.

When she was first assigned to a team, her parents thought she is not yet prepared and upon consulting with the people responsible, they withdrew Sayuri and continued to train her for two years. Sayuri did not like this very much, but she knew her parents had the right reasons to do so. It took her two years of home training, but her parents were finally satisfied and allowed her to request anz assignment to a team.


Theme Song:
Dragon Rider



2h5tkk2.png


Weapons/Items
Name of Weapon or Item:
Dragon's Bite

Description:
Sayuri´s weapon of choice is the sword she calls Dragon´s Bite - a gift from Aiko Cho - Hon to Sayuri being promoted to the rank of a Genin. Sayuri trained a lot in the art of Kenjutsu from her early years and this gift is the one she cherishes the most. She quickly mastered the unusual features of the sword and managed to further improve her Kenjutsu proves with it. The blade was made by the finest blacksmiths that could be found and the qualities of the blade reflect this fact - it has survived several harsh training sessions, but is yet to be tested in true combat.

The blade is usually worn in a strap on Sayuri's back that allows her to unsheathe it quickly should the need arise.

Appearance:
T64065-2.jpg


DN3p4.png


Name of Weapon or Item:
Konoha earphone communicator

Description:
A convenient communicator that enables better communication in and between teams. The communicator is small and designed to not cause any irritation for the user. It has some stations, each for a specif group.
The range/radius to which messages and communication can be held with the use of the communicators is about 2.5 km wide.
Channel A :
Is for the team, thus everything that is said in station A will only be transferred and heard by those within the team.
Channel B :
Is for every other team in the 2.5 km radius. It will enable and provide communication to Konoha teams and thus enables better teamwork for when two or more teams are in each other radius, which can lead that more missions will have a higher chance of success.
Channel C:
This is only available for Jounins and leaders of teams. The C station provides communication for leaders of teams, without thus the problem that can be caused if the students also talk through the communicator. It will mostly be used for leaders of teams to direct their teams better in a synchronized attack or movement etc.

Appearance:
-/-

DN3p4.png


Name of Weapon or Item:
Standard Shinobi Tools

Description:
The standard equipment for most Shinobi. Sayuri carries three kunai with her, and has some decent skills with them. She also carries five regular shuriken and three Fuma Shuriken. She is also carrying 15 meters of wire string with her for the purpose of preparing traps of improvisation with her sword. Next in her pouch are three smoke bombs, two exploding and flash tags. Her pouch containing the string, bombs and tags is attached to her waist, while the one with the kunai and regular shuriken is attached on her right leg, together with the pouch containing the Fuma Shuriken.

Appearance:
As seen on the pictures above.


15qxeus.png

Skills/Abilities
Sayuri possesses a decent skill in Kenjutsu, thanks to her training since her youth. While her skills could have been greater, she can hold her own in a fight. She is somewhat of a quick thinker, being able to come up with ideas even when under pressure. Some of her ideas are rather unorthodox, showing that she can also think outside the box.

On the other hand, Sayuri possesses very little skill in Genjutsu and her Taijutsu is inferior to her Kenjutsu. Her skill in Ninjutsu is decent, despite her learning only one technique so far. She is quick to grasp the basics of the things she learn. Her chakra reserves are rather average, but her chakra control is rather good, thanks to her training with her parents.

DN3p4.png


Special Traits
Speaks Chonobi
Good Chakra Control
Decent Stamina
Nimble and agile


DN3p4.png


Kekkei Genkai
-/-

Name of Kekkei Genkai:
-/-
Clan :
-/-
Description:
-/-


DN3p4.png


Jutsu
Knowledge and decent skill in all Academy Techniques

[ur=[URL]http://naruto.wikia.com/wiki/Manipulated_Shuriken_Technique]Manipulated[/URL] Shuriken Technique[/url]


DN3p4.png


Custom Jutsu

Name of Technique:
Wind Release : Wind Senbon
Type of Jutsu:
Offensive
Rank:
D Rank
Range:
Close to Medium
Nature Type:
Wind Release
Handseals:
Horse
Description:
Upon weaving the Horse seal and kneading the chakra in her hands, Sayuri performs a throwing movement that shoots out focused bursts of air that behave like senbon.
Weakness:
Sayuri lacks mastery over this technique - lack of focus can results in the air currents cutting and slashing her own hands. Even if the technique succeeds, the bursts of air created by the technique are inferior to real senbon both in their piercing power, speed and distance they can travel.

======================

Name of Technique:
Space - Time Technique : Red Flash : Seal Stage - Target
Type of Jutsu:
Supplementary
Rank:
D Rank
Range:
Close
Nature Type:
-/-
Handseals:
Tiger
Description:
By gathering chakra in her palms and forming the Tiger seal, Sayuri can then apply the Seal Stage of her Red Flash technique. The seal itself is applied with her right palm being slammed onto the object in question. The Target seal acts as a beacon for the Space Time Technique.
Weakness:
To apply the seal, Sayuri needs to be in close combat - this is exposing her to the attacks of her enemies. The time it takes to gather the chakra, perform the technique leaves her completely exposed.

======================

Name of Technique:
Space - Time Technique : Red Flash : Seal Stage - Object
Type of Jutsu:
Supplementary
Rank:
D Rank
Range:
Close
Nature Type:
-/-
Handseals:
Ram
Description:
Gathering the required amount of chakra while holding the Ram seals allows Sayuri to apply the Object Seal onto any object. With the activation of her Red Flash technique, Sayuri teleports the object marked with the Object Seal to the object marked with the Target Seal.
Weakness:
As with the target seal, during the gathering of chakra and applying the seal, Sayuri is completely exposed.

======================

Name of Technique:
Space - Time Technique : Red Flash
Type of Jutsu:
Offensive, Defensive, Supplementary
Rank:
C Rank
Range:
Close
Nature Type:
-/-
Handseals:
Seal of Confrontation
Description:
By forming the Seal of Confrontation and gathering enough chakra, Sayuri can transfer objects marked with the Object Seal to the Target Seal in the blink of the eye.
Weakness:
The Red Flash is a technique very early in development, and it has several limitations. The largest object Sayuri can teleport at her current level is a kunai, and only once per combat. Anyting larger is guaranteed to fail and in addition, it will greatly exhaust Sayuri. The range of the technique is severely limited as well - the best Sayuri can do is to teleport a small object to a distance of about six meters.


DN3p4.png


Summons
Until the date, Sayuri has no summon available to her.


Just for preliminary reviews - anything is subject to change according to the notes that will be posted. If Les and Little Sister could take a look at this and give me some feedback, I would be very very happy.​
 
Last edited:
Last Sunday I had made a post about the poll. Over the past few days, I've gained pm's over skype and Iwaku of people wishing to vote for their top three characters. I have been asking around for why some people picked for those three and it was quite interesting to learn about the motivations of the choices. Here are the results :

Meisa Ichi
Reyna Azuma
Kensuke Nimatsu


Aiko Cho-Hon
Kiyomi Homura
Midori Sato


- Midori Sato
- Kiyomi Homura
- Koike Hon


Aiko Cho-Hon
Kiyomi Homura
Koike Hon


Saki Yamanaka
Koike Hon
Hisoka Uchiha


1. Hisoka Uchiha
2. Koike Hon
3. Zakito Hon


1. Kiyomi Homura
2. Midori Sato
3. Aiko Cho-Hon


Katsu Uchiha
Koike Hon
Kazumo Sarutobi



Results :

( Do note that the % are rounded up to full numbers. This might be less accurate, but is nicer to read - in my opinion.)

[tabs][Tab | Individual score |]
Koike : V (19 % of the total score)
Kiyomi : V (19 % of the total score)
Aiko : IV (16 % of the total score)
Midori : III (11 % of the total score)
Meisa : II (7 % of the total score)
Hisoka : I (4 % of the total score)
Saki : I (4 % of the total score)
Reyna : I (4 % of the total score)
Kensuke I (4 % of the total score)
Hayate : I (4 % of the total score)
Zakito : I (4 % of the total score)
Kazumo : I (4 % of the total score)
Katsu : I (4 % of the total score)
Total score of : 24 = 100% of the score.

[/tab][Tab | Clan score |]
Total 'clan' score (How much did each clan score with this poll?) :
(Kiyomi score will add up to the Hon and Sato clan score)

Hon clan : 11 points 41%
Sato clan: 8 points 30%
Cho clan : 4 points 15%
Uchiha clan : 1 point 4%
Hyuzu clan : 1 point 4%
Nimatsu clan : 1 point 4%
Yamanaka clan : 1 point 4%
Azuma clan : 1 point 4%
Sarutobi clan : 1 point 4%

[/tab][Tab | Nation score |]
Region score is based on the origin of the realm that each character serves in currently :

The Empire of Akino : 23 - 85%
The Lightning Country : 4 - 15%

[/tab][/tabs]
 
My, my, congrats to ya'll on 4 years coming up if my memory's good
 
- mum voting for me is instant infinite votes-
 
Merci, though 12 days too early. It is Roro's b-day, not of the RP.


;____;
We're blessed, bruh!

Super blessed! Mum knows all!
 
  • Love
Reactions: Gerontis
249b0ba4a778de43ae0df94fa4ed5f73.jpg

For the Republic.

  • xclv9d.png


    Name: Taishiro Kanai
    Nickname:
    Gender: Male
    Age and date of birth: 14 07/02/462
    Age Appearance: 14-15
    Sexuality: Straight

    Grandparents: Dead af
    Parents:
    * Kaneki Kanai (Father)
    * Tohka Kanai (Mother)
    Siblings:
    * None

    Length and build: 1.75 Meters, Atheltic Build.
    Weight: 58.Kg
    Favorite weather and season: Clear Skies and Springtime

    DN3p4.png


    Village/Nation: Kirigakure
    Birthplace: Kirigakure
    Organization: Kirigakure Shinobi Forces


    Clan/Bloodline: N/A

    Rank: Genin

    Chakra Nature: Water Release
    120


    vmspdd.png


    Appearance:
    Taishiro is an atheltic boy, who is quite in shape though he isn't exactly overly-muscular. He has a light complexion with jet black hair, and deep brown eyes. He stands around 5' 7, a bit on the tall side. Taishiro usually wears darker colors, such as deep blues and black. He, more often than not, also dresses mostly in long-sleeved clothing despite what the weather may be. Causing his skin to be a bit paler than it should be.


  • 23msj6g.png


    Personality:
    Taishiro has always been a pretty outgoing person, seeking to establish a strong bond with those around him. The boy has been known to have a rather kind heart, trying to see the good in people and help those in need. He also does have a tendency to come off as a bit of a flirt towards others, though only occsionally is he actually making an attempt to flirt with them. The boy is fiercly loyal to both the people and the Republic itself, as he has seen the improvements it has brought to many lives in comparsion to the times of the Oppression.

    Taishiro is also a tad bit protective over his friends, and would not hesitate to lend a hand to help protect a friend or ally. While he will occsionally act without thinking to help others, Taishiro is usually rather intelligent and thoughtful about his actions. Taishiro has, in recent years, had to do a bit of growing up. As his mother died only a year ago, and his father in ailing state; the boy has been forced to take up a more responsible role. The results of this being that Taishiro gained a newfound respect for the work others do in their lives, and a great amount of patience thanks to having to wait on his ailing father.

    DN3p4.png


    History:
    Taishiro was born to two loving parents, and grew up an only child. They took good care of the boy and taught him the values he holds dear today. As a young boy, he would often roam around the city he called home, talking to others and making friends. From here, the boy would begin to see the roots of his undying loyalty take root. During the Oppression, Taiahiro found it hard to simply back down and give up what he was being trained to do. His parents, both having been shinobi, struggled to find work. As they ran out of money, the boy watched the growing depression in his parents and hated every second. Wanting desperately to do something to help out his family, as well as all of those he saw suffering from the oppression. During this time, his mother fell horribly ill. Taishiro watched as she fell apart, unable to do anything on her own and needing constant care. Whenever they sought help, none came for his mother. Not long after she passed away after succumbing to the disease. The anger that the boy felt at how nobody would help his poor, dying mother flooded through and was something he could never forget. When they lifted the ban on the shinobi arts, Taishiro was happy to see his own situation, but moreso that of others lift as a result.

    As he grew older his bonds and loyalty to others would only grow stronger, and when the Republic had dawned he saw a chance for those he cared about to prosper. In the Republic, Taishiro saw a chance for all those around him. What he saw, was a chance for something that would not see ailing citizens go completely ignored; and even denied help. It was a place where his mother would've lived, and to Taishiro... that was something worth upholding. During his time at the academy, Taishiro's father fell ill. The difference this time being that his ailment had no cure, unlike that of his mother's. Because of this, Taishiro has had to step up and start taking care of his father in his waning days. Upon graduation, Taishiro was gifted the Ninjato his father had used in his career. A gift from a dying man to his son, a weapon passed down to the next generation. Having oracticed both Kenjutsu and Taijutsu with his father when he was younger, Taishiro was confident he could use the weapon well. As a gift from his dying father, Taishiro values the weapon greatly because it will forever carry the memory of the parents he loves so. With his weapon, and determination to make father proud, Taishiro felt he was ready to set out into the world. Ready to prove himself as a valuable person to the Republic, and to protect the people he has come to care about.

    Theme Song:
  • 2h5tkk2.png


    Weapons/Items
    Name of Weapon or Item: Father's Ninjato

    Description: Taishiro's Ninjato that he holds dear, it was handed down to him by his dying father. It is just a standard Ninjato, with the his family name engraved into the handle.

    Appearance:
    Ninto.png


    DN3p4.png


    Name of Weapon or Item: Basic Shinobi Kit

    Description:

    Appearance:


    15qxeus.png

    Skills/Abilities
    * Good Kenjutsu
    * Good Chakra Control
    * Good Speed
    * Novice in Silent Killing
    * Average Strength
    * Average Taijutsu
    * Average Agility
    * Average Chakra Reserves
    * Poor Stamina
    * Poor Genjutsu

    DN3p4.png


    Special Traits
    * Quick Reaction Times
    * Quick Movements (I.e. He swings a sword or punches quickly).
    * Good Eye for Detail
    * Very Patient

    DN3p4.png


    Kekkei Genkai

    Name of Kekkei Genkai: N/A
    Clan : N/A
    Description: N/A

    DN3p4.png


    Jutsu


    DN3p4.png


    Custom Jutsu

    Name of Technique: Water Shield
    Type of Jutsu: Defensive/Support
    Rank: D
    Range: Short-Range
    Nature Type: Water
    Handseals: Four handseals ending with Dog
    Description: The user launches a ball of water that turns into a water shield which can prevent small attacks from reaching the user. (I.e. Shrukien will likely get caught in the water, and the resistance from the water will stop it.)
    Weakness: High Powered attacks, Lightning Release, Earth Release, Fire Release can dissapte the shield if used enough (because steam).

    ====================

    Name of Technique: N/A
    Type of Jutsu:
    Rank:
    Range:
    Nature Type:
    Handseals:
    Description:
    Weakness:


    DN3p4.png


    Summons
    Name: N/A
    Species:
    Age: (If applicable)
    Size: (Small, medium, large. The size and strength dictate the chakra cost.)
    Unique Traits: (Just like the one for you character. This can mean flight for birds, or swimming for fish.)
    Jutsu:
    History:

 
Last edited by a moderator:
@Jason Diabolus

Your CS looks fine, except that the custom technique has no rank.