- Invitation Status
- Posting Speed
- 1-3 posts per day
- One post per day
- 1-3 posts per week
- One post per week
- Writing Levels
- Adept
- Advanced
- Preferred Character Gender
- Primarily Prefer Male
- Genres
- A lot. Can't really pick a few out as it depends on the lore etc. etc. etc.
(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 :
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.