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    1. Prince 12 yrs ago

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Actually, yes.

Sai created his Cursed Seals for a different reason than Orochimaru. A Cursed Seal, normally, is created in an attempt to control its target. Sai never let anyone know about that effect, which is how he killed his mentor, half-brother and best friend. The purpose of that was actually to keep them from abusing them, as during his initial creation of them, he was leery of just giving them away, and for good reason.

Sai made various Curse Seals, much like Orochimaru had various ones, but they all did have the same 'stages'; however, Sai's had a twist. Their Stage I release simply gave them a slight strength boost via nature chakra, as did the original seals, but their Stage II was different. Instead of giving them a complete Sage Transformation (although it could), it gave them one of two things: a weaker version of any Kekkei Genkai that Sai could recreate or a new chakra release. Sai could take the DNA of any person and create a weaker Kekkei Genkai from it. He did this with his extensive medical background and his personal Kekkei Genkai, which was the Jugo Clan Kekkei Genkai. Sai contained the DNA of Senju, Hyuga, Uchiha, Hon, Uzumaki and himself, thus could give seals for a weaker Mokuton, Sharingan, Byakugan, or simply empower them since the Uzumaki nor Hon had a Kekkei Genkai, thus only leaving the Jugo Clan Kekkei Genkai. Thus, the seals came in five possibilities: a weaker Sharingan, a weaker Byakugan, a brand new chakra element (no advanced natures), Mokuton (only advanced nature) or a full Sage Transformation. However, because they required at least a little DNA of Sai, each seal literally had a portion of his DNA in it. That is why purging those with the seal was so important.

Edit: Yes, Sai had several implanted Sharingan; he used them to control the five Bijuu in his body. No, he never had the Rinnegan and to the knowledge of this roleplay it has never exist. Neither has the Eternal Mangekyou Sharingan.
I do not mind if you stick around, but I would much like the IC to pick up.
I've seen a million faces... AND I'VE ROCKED'M ALL!

Anyway, use whatever you want. I know just about every jutsu back and forth in English, Viz Media and Japanese.

Yes, using those jutsu would be preferred. Granted that he is seventeen, you can squeeze by embellishing what he can do with them slightly. Even without jutsu, a seventeen year old can generally kick a twelve year old's ass.
Your Jounin may aptly return when in need if no one else wants to, and I will offer you priority over anyone else asking to make a Jounin, but I do want to keep a 1:1 ratio for now.

Your Hyuuga presently should not even know his nature release. During the Reign of Sai, he was most likely in hiding and training, which is why he is a rather old genin. Chances are, he probably didn't even know most basic ninjutsu; just trained with the Byakugan and Gentle Fist. The Hyuuga, due to their doujutsu, were hunted down extensively, as were the Uchiha. There also is no shame in not having a full roster of jutsu. I put in six as a limit because I know there are those who would push it, but reality is 3-4 is a decent amount. Look at canon:

Shikamaru essentially only knew Shadow Neck Bind; Chouji only had the Human Boulder and Size manipuation; Ino just took over minds. Effectively, they each had one or two hiden, then just academy jutsu. Neji, a prodigy, only knew the Byakugan based abilities. Hinata knew the same ones, just significantly weaker.

Just focus on your Hyuuga being a Hyuuga.Make him a strong character for the setting, not a strong character for an arena.
I am right about to leave for college. Upon my return, I will make efforts to respond adequately to everyone.

Pertinent notes:

-LillyDove will be returning after a set amount of time.
- The Hatake line never existed in this roleplay. Kakashi and Sakumo were never born. This does not mean you can't be a Hatake. It means that the Raikari never existed. I would greatly prefer you to create your own new, unique jutsu to fulfill its role until I find a way for it to be re-entered into the roleplay.
- I'm not letting a Byakugan user that also uses Gentle Fist have nature release as a Genin. Genin in general should not have Nature Release yet; it is advanced chakra control. The Hyuuga dedicate their time to learning to use their Byakugan and the Gentle Fist fighting style.
- This applies to everyone: Keep in mind what Neji and Sasuke could do. They were prodigies. Your character should not be near theirs from the first arc.

@Beta: Presently, I believe I need one Jounin. I would prefer that Marrow start with one character, and it be a genin for now. This is not a shot at Marrow; this is simply me attempting to keep the very beginning of the roleplay evened out. Multiple characters is fine for when the IC is stable, but for now I just want to get things going. If you would like to create a Jounin meant to lead the next set of genin coming in, which would be Marrow, Lilly and whomever else, that would be fantastic. I just need to keep the jounin-genin ratio even.
My statement was on the assertion my logic is true. You can accept or deny it as you please. Not my RP.
Even if it is, people still have to accept the simple fact that PK'ing can happen, whether they want it or like it.
Yep. I was being flamed for a little while, so I decided to make another account for Chance. All from the same creator.
Topic: Character Death
Sides: Allowed Player Killing, Player Consent Required
Conflicts: Player Rights, impact on setting, impact on plot, OOC influence on IC

Side One: Allowed Player Killing

Allowing player killing adds several elements to a roleplay, including depth, character motivation and realism. The depth it adds is through many facets: emotional impact, time lapse and character development. It motivates characters and players themselves because both know they have the chance of dying. It also adds reality to a character and player if they are not completely safe. A player will roleplay a character a lot more realistically and character traits will be more obvious. A brave character will have better rewards and consequences for his actions. A timid character will often be more safe. A calculating character will have a higher success rate while a brash one will simply roll with the punches. The chance for death, in addition to getting hurt and other negative side effects, highlights character personalities, roleplayer skill and roleplay styles.

Side Two: Counter-argument

Allowing player killing may add more depth, but it may detract depth as well. By giving characters the ability to kill, it can derail a character by making them a tool for power. Additionally, more powerful characters are given too many advantages when their power can result in simply ending another character during conflict. Allowing player killing simlpy creates a system to be abused within a roleplay, regardless of the depth it may add. Brash characters will die faster. Timid characters will be boring. Calculating characters will just kill who they can, then hide. It will become less of a roleplay and more of a 'game'.

Side Two: Player Consent Required

Forcing players to consent to their character death, first and foremost, promotes out of character interaction, which is just as important to a roleplay as in character interactions. Everynone should be on the same page with the same understanding and no single player should have their rights infringed on. It is not fair that anyone more powerful than their character can just swipe by and kill them, ruining all of their hard work and development. Players often develop an emotional connection to their character and an abrupt, unwanted end can leave them with remorse and no catharsis. These negative feelings can be a detriment to a community, thus forcing character consent can prevent such grievances.

Side One: Counter-Argument

By allowing players the right to deny their character death, they can influence a roleplay greatly from the out of character. Whereas it may be vastly unfair to have a character die without a proper end, it is also vastly unfair to force another character to act out of character in an in character situation because of an out of character decision made by someone completely arbitrary to the character and the player. While it is important to preserve peace and encourage interaction out of character, it is also important to preserve the integrity of a setting and plot. By allowing players the ability to deny a justified action, the system can be abused and thus negatively influence the roleplay.

Observations

Both arguments create a system that can be abused.
Each system promotes different aspects of the roleplay; plot depth and strength vs. community strength and bonding for apk and rpc respectively
Each argument seems to defend one side of a situation, e.g. allowed player killing defends someone who killed a character properly while required consent defends someone who died unfairly

Primary Conflict

After analysis, the primary conflict is simply that both systems can be abused and work on the assumption that someone will abuse it. Thus, it is only logical to create a situation where no single party is at fault.

Scenario

Player A roleplays RPC A properly. RPC A is a very brash, confident character who is willing to fight a shinobi above their skill level alone. Player B roleplays RPC B properly. RPC B is calm character that abides by the rules of his village and is more powerful than RPC A. RPC A engages in a fight with RPC B and loses. RPC B is faced with killing RPC A. The rules of his village are to kill enemy shinobi if possible. RPC B kills RPC A. The fight was fair, entertaining and each RPC was played to the best of their respective players' abilities with each party playing fairly.

Conclusion

If Player A does not wish for their character to die and only claims it was within their character to act as they did while also providing evidence, is it fair for Player B to skill kill them? Does Player A deserve the right to say "No, you may not kill my character," when there has been no fault on either party and force Player B to break their character to do so.

Logically, no. Giving Player A that right is infringing on the right of Player B to properly roleplay a character. No player inherently deserves the right to tell another player they cannot act within the given confines of their logical actions.

Solution

Even with the conclusion that no player deserves the right to tell another player that they may not do something that their character can, could and should do in a situation like the aforementioned scenario, it was not that conclusion that brought forth the argument. It was the worry of abusing a system set forth. Thus, if the logical solution is to allow player death, developing methods to avoid system abuse for allowing it are needed.

Overall solution, look for methods to avoid instances where players can abuse their right to kill others and create numerous ways to avoid said player-killing. If a Player wants to simply kill others, remove them. If a Player breaks character to kill another, remove them. A player should play their character to play their character, interact with others and develop their character and the story, not kill others. A character should not be designed to kill others. A system should be set forth to avoid player killing. Leaders of the roleplay should guide characters away from situations that cannot be manipulated to avoid said player killing. In the event that player killing happens, it should be known that it is acceptable and it should have to be justified. Before it is finalized, attempt to "retroactively continue" aka retcon a situation to avoid the player death.

Overall Solution

Create good leadership, create strong bonds in the community, avoid players who wish to abuse their rights in ways that will negatively effect others and potentially allow a retcon if both parties accept. Retcons can NOT force players to roleplay a scenario that results in a certain way. That is not roleplay. It should only be used if both players wish to avoid player killing.
I was merely talking about my personal philosophy on character death and combat. Actually, I'm pretty sure that I presently have no influence or affect on this roleplay; I'm just bored.
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