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Join date : 2016-05-03

PostSubject: Roleplay Rules    Tue May 03, 2016 8:41 pm

T1

1) Do not god mod; follow the limitation of powers.

Explanation: RP is not about power; it's about skill. Don't simply hand your character so many powers and abilities with so much power that he or she becomes akin to God. Try to stick as closely to your core cannon as possible, and simply do more with what your character already has available to him or her. God moding is not simply attempting to control your opponent's character; it's packing your own character with so much that he becomes a literal god, impervious to damage and capable of doing almost anything. Also, certain powers should be avoided; these powers include but or not limited to: time control, unlimited use of portals, telepathy/mind control, control over all the elements, immortality/..invulnerability...

Example:
Wrong:
-A goddess who can control time and also has the power to control her opponents.
-A DBZ character who controls his/her own dimension and/or is master of all the elements.

Right:
-A goddess who has a number of acceptable powers.
-A DBZ character who has gained the limited use of one element.

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2) Interactions are turn-based.

Explanation: Interactions between two RP characters in the T1 format are turn-based, meaning each RPer takes turns making posts. Whether it's a simple conversation or a heated battle, all RPers must give the other RPers a chance to respond. Unless otherwise determined at the beginning of a battle, it is assumed that each RPer has an unlimited amount of time in which to make his or her post, though this should not be abused to the point of never responding. Each turn is over after the second RPer has made his post. Please note that in situations where there are more than one RPer present in a battl, a clear structure for who posts in what order should be made. In a conversation between numerous RPers, the RP does not always have to be turn based, particularly if one RPer present is inactive or expresses that his or her character wishes to be more observational than conversational.

Example:
Wrong:

First RPer: I throw a punch at you and laugh
First RPer: How do you like that?! I then throw a second punch at you, hitting you in the face.

Right:
First RPer: I throw a punch at you and laughh.
Second RPer: I dodge your punch and smirk. That the best you got?!
First RPer: I throw a second punch at you. Not even close!

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3) Separate speech and action in a clear manner.

Explanation: RP posts should be written in a clear manner, and separating action from speech feeds into this. When your actions and speech are bled into each other, it can become difficult to figure out what exactly is going on. It is each RPers responsibility to make each of his or her posts understandable... Typically, it is best to put actions in one of these forms: brackets [[]], dashes --, collons ::::, or stars **. It recomended that you do not use qoutation marks (""), as they are often used for speech and can thus become confusing when used for multiple purposes. It is not required to put your speech in qoutation marks as long as you keep your speech clearly separated, but it is suggested.

Example:
Wrong:

I run at you and then throw a punch at you. So how do you like that?! I hit you again and laugh. Too easy!

Right;

-I run at you and then throw a punch at you- "So how do you like that?!?!" -I hit you again and laugh- "Too easy!"

[[I run at you and then throw a punch at you.]] So how do you like that?!?! [[I hit you again and laugh.]] Too easy!

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4) Use third-person narration when performing actions.

Explaination: When you RP, you're pretending to be a character. This isn't your real self; this is a character you're writing about, and thus saying you're doing something is incorrect; the character you're RPing as is the one doing something. When you perform actions, refer to both your character and your opponent's character by their names or by titles, or simply as "he/she/it" or "his foe/opponent".

Example:
Wrong:
-I run at you and hit you in the face- Take that!
-I run at Billy and hit him in the face- Take that!
-Bob runs at you and hits you in the face- Take that!

Right:
-Bob runs at Billy and hits him in the face- Take that!

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5) Do not auto, or perform any other act which controls your opponent's character.

Explaination: Autoing is the act of announcing that your attack hits your opponent automatically, hence the name "auto". An auto can be anything from a regular punch to a lazer beam to the effects of magic. Attacks may only hit automatically if your opponent fails to respond to it in his or her next post, as any attacks you make that your opponent does not respond to are assumed to have hit and their full effect taken. Also, at no point may your character determine anything at all about your opponent's character, whether it's announcing your opponent's physical condition (ie, bleeding or becoming poisoned) or whether it's announcing their emotional or mental state (ie, surprised or angry). You may hint at these things as polite suggestions or by means of explaining your purpose, but you may in no way state them as fact.

Examples:
Wrong:
-Bob hits Billy, causing blood to gush from his nose-
-Bob jumps towards Billy, causing him to be surprised and making him fall down-

Correct:
-Bob throws a punch at Billy, hoping to hit his nose-
-Bob jumps towards Billy, hoping to surprise him and possibly make him fall down-

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6) Use sub-calculated damage rather than calculated damage when launching an attack.

Explaination: When you make an attack, it is both customary and pragmatic to describe the attack and it's desired effect, but you should not state the effect outright; merely provide suggestions. Stating that an attack will disable, burn, cut, or send your opponent flying is calculated damage, where you determine for yourself what your attack will do. This is wrong; it's up to your opponent to determine the actual effect of the attack. Instead, use sub-calculated damage, where you provide a basic review of what you hope to accomplish with your attack as well as possible effects should the attack connect. This way, you are not determining what your opponent's character does, but you provide your opponent with something to work off of, too keep things running smoothly and quickly.

Example:
Wrong:

-Bob powers up and aims a powerful blast at Billy's chest. This blast soars through the air at high speeds and if it hits, it will cause Billy to be burned and sent flying backwards and into a tree.-

Right:

-Bob powers up and aims a powerful blast at Billy's chest. This blast soars through the air at high speeds, thus giving it a higher chance of connecting. Should it connect, this blast could possibly pack enough power to produce a burn of some sort where it strikes, as well as possibly send Billy flying backwards if he was not prepaired for it. If Billy is hit and sent backwards, there is the possiblity of him crashing into a tree.-

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7) For each of your posts, you should both respond and attack.

Explaination: Each time you post in an RP battle, you should respond to your opponent's previous post. Do not simply ignore what your opponent said and/or did in his/her previous post. If an attack was made, you must show your character's reaction to it even if you choose to allow it to hit or you choose to dodge it completely. If you do not do this, your opponent can assume that the attack hit, and make mention of it on his/her next turn. And when you respond to your opponent's post, actually provide some detail on it. Do not simply state that it hit or missed. Describe, in a logical manner, how you dodged or blocked the attack if it missed, or describe the actual effects of the connecting attack if it connected with you. If you choose to take a hit, be sure to allow your character some damage; don't simply shrug everything off all the time. Upon responding to your opponents post, it is then customary to make an attack or attacks of your own. Remember, be sure to be descriptive in this, should you choose to do so. However, there is no rule stating you have to attack each turn; you can feel free to simply react to your opponents attack, but this is usually not the case.

Example:
Wrong:
First RPer: -Bob throws a punch at Billy, attempting to hit him in the jaw and possibly causng it harm. Afterwards, he would jump backwards and sneer- How do you like that, Billy?!
Second RPer: -Billy would jump at Bob and attempt to knee him in the stomache, attempting to leave him breathless- You suck, Bob!

Right:
First RPer: -Bob throws a punch at Billy, attempting to hit him in the jaw and possibly causng it harm. Afterwards, he would jump backwards and sneer- How do you like that, Billy?!
Second RPer -Bob's punch towards Billy's jaw connects, and Billy his moved backwards as he feels a surge of pain throughout his face. Growling in pain and anger, Billy would then jump at Bob and attempt to knee him in the stomache, attempting to leave him breathless- You suck, Bob!

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Cool Use correct spelling, grammar, and sentence structure.

Explaination: RP is a world of words, and as such, your posts should be treated with the same amount of thought and attention as you would use for homework. Posts that are sloppy and filled with mistakes can be hard to read and understand, and take away from the RP experience. Shortcuts such as "u" for "you" and "4" for "for" should also be avoided, as they unprofessional and annoying. Also, using proper sentences can create an easy flow of reading. If a post is one long sentence, without breaks, or is simply a combination of sentence fragments, this can lead to confusion and both stalls and inhibits RP. It is each RPer's responsibility to make sure his or her posts are clearly understandable... It only takes a few extra moments to do so, and it can make things so much easier.

Examples:
Wrong:
-Bob jumps back 2 ecsepa Billy's attack and then runs striahgt 4 Billy- U r dead!
-Bob is hurt but he don't care he just runs 4 Billy and when he gets close he throws a puch and it misses but then he laughs and throws more punches when he's donw he tries to kick Billy then he runs away climbs a tree and laughs down at Billy and then he shoots at him with his gun-

Right:
-Bob jumps backwards to escape Bily's attack and then runs straight for Billy- You are dead!
-Bob is hurt, but he doesn't care; he just runs towards Billy, and when he get's close, he throws a punch. It misses, but Bob laughs and simply throws more. When he's done, he tries to kick Billy, and then runs away to climb a tree. Upon doing so, he laughs down at Billy and then shoots him with his gun-

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9) Be descriptive and use detail for both your character and your attacks.

Explaination: T1 RP is all about in-depth roleplay. Providing vivid descriptions is a part of this. Do not simple state the name of an attack, or use a minimal amount of description for what you are trying to accomplish. State how your attack works, what it looks like, where it is aimed, what it is supposed to do, etc. And don't simply do this for your attacks; also spend some time describing your character. What does he/she look like, where is he/she, how does he/she feel, what is he/she trying to accomplish, what's going on in his/her mind, etc. The more descriptive you are, the more in-depth and interesting your posts become. However, do not simply state the same facts over and over again simply to provide more information. Refrain from using repetative variation; that is, don't simply state the same thing again and again in a different way.

Example:
Wrong:
-Bob throws a punch at Billy-

Right:
-Bob becomes angered by Billy's treatment of him, and soon it becomes too much. Enraged, Bob launches himself at Billy, throwing a stiff right hook aimed towards Billy's jaw in an attempt to silence Billy. Bob hopes to connect this punch and possibly cause some pain for Billy, and as he attacks him, Bob grins a wicked smile of anticipation and joy for having finally struck back.-

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10) Use paragraph structures for your posts.

Explaination: If your posts are long, fracture your post into numerous, sensible paragraphs. Do not simply have one long, huge paragraph. Attempt to limit one attack or response to each paragraph. This makes long posts easy to read and follow. Long, descriptive posts may be the aim of T1 RP, but if it's confusing or cluttered, it loses it's respectability.

Example:
Wrong:
-As Billy took a swing at him, Bob would jump backwards, putting distance between himself and Billy. Billy's punch would sail through the air harmlessly, as Bob was now out of Billy's reach; and as it was only one punch, Bob did not have to do more to dodge his opponents assault. Bob would then launch himself at his opponent, rage evident upon his face. He had been waiting for this moment for a long time, and now that the battle was here, Bob was ready. Billy was going to go down this time; Bob was going to make sure of it.- Here I come, Billy! -Bob would throw a punch at his opponent as he crashed into him, attempting to use his momentum to add force to his blow. He aimed this punch for the bridge of Billy's nose, attempting to hit him right between the eyes; if this was to connect, it could possibly injure Billy's nose, as well as produce some possible vision problems that would make the rest of Bob's attacks more likely to succeed. Bob hoped that this attack would prove effective, but if not, he was not concerned. Upon making this punch, Bob would then move into an offensive position where he would then throw a series of punches straight for Billy's gut, attempting to use his body as a punching bag. Each punch was swift and hard, and those that connected could possibly cause Billy to lose his breath. Too many connecting punches could prove to be quite harmful. If Bob's earlier punch had succeeded, and the effect he had been aiming for achieved, he would be more likely to connect with a lot of these subsequent punches.-

Right:
-As Billy took a swing at him, Bob would jump backwards, putting distance between himself and Billy. Billy's punch would sail through the air harmlessly, as Bob was now out of Billy's reach; and as it was only one punch, Bob did not have to do more to dodge his opponents assault. Bob would then launch himself at his opponent, rage evident upon his face. He had been waiting for this moment for a long time, and now that the battle was here, Bob was ready. Billy was going to go down this time; Bob was going to make sure of it.-

"Here I come, Billy!"

-Bob would throw a punch at his opponent as he crashed into him, attempting to use his momentum to add force to his blow. He aimed this punch for the bridge of Billy's nose, attempting to hit him right between the eyes; if this was to connect, it could possibly injure Billy's nose, as well as produce some possible vision problems that would make the rest of Bob's attacks more likely to succeed. Bob hoped that this attack would prove effective, but if not, he was not concerned. Upon making this punch, Bob would then move into an offensive position where he would then throw a series of punches straight for Billy's gut, attempting to use his body as a punching bag. Each punch was swift and hard, and those that connected could possibly cause Billy to lose his breath. Too many connecting punches could prove to be quite harmful. If Bob's earlier punch had succeeded, and the effect he had been aiming for achieved, he would be more likely to connect with a lot of these subsequent punches.-


Type 2

(T2) is a speed-based role play combat system. T2 is 7-10-7, each number representing the amount of words required for attack, connect and dodge/evade actions respectively. Also listed are the rules for Royal combat, or RT2.
5 Points Damage
» A battle ends after 5 points of damage are done to either character. In cases of a death match, after 5 pts. of damage only then is a finisher allowed to be executed.
The Basics
Attempt: 7 words
Connect: 10 words
Dodge: 7 words
In/Out of range: 7 words
In range + Attacking: 12 words
Out range + Prepping: 12 words
(Note: Must be in the following order - In/Out of range then Attacking/Prepping)
Prep: 7 words
Weapon withdrawal: 7 words
Counter: 12 words
(Note: Must be in the following order - Dodge then Attack)
Max typo's allowed: 3 max, 4 and up are void
Finisher: 7 words (attempt), 10 words (prep), 12 words (connect)

Energy attacks: Requires 1 prep to draw up energy
Breaking bones: Requires 3 preps, or 3 connections on the same body part
Severing body parts: 3 preps
Escaping/Leaving a fight: 3 lines, 7 words
Attacking
Attempt: The first number of the trio (7) represents the minimum amount of words for the attack. This line must be proceeded and ended with an action mark to be registered as a legal action.

Fighter1: <kicks his leg up from the ground, bringing it towards Fighter2's face>

Note the use of name in the attempt. It must be in all lines of combat. It helps to determine who you are attacking, and is also commonly used as a way to know if someone is cheating or not. In addition, you must also state what you're attacking with, and what body part you're attacking.
Connect: The second number (10) is the amount of words needed to make an attack connect, or to actually do damage to an opponent. Remember, an attack only counts if both an attempt and connect are typed before an opponent defends against the attack. In addition, you must also state what you're connecting with, and what body part you're damaging.

If there was no dodge made to the aforementioned attack, a connect line could look like this:

Fighter1: <his leg kicks Fighter2 in the face bringing the foe to his behind>
Defence
Dodging/Evading: The final, and third, number (7) is the defend/dodge line. There isn't much restriction on this, as it can simply be ducking, jumping, moving to the side, or knocking an attempted attack away. This must be done in the middle of an attackers attempt and connect line. In addition, you must also state what body part you're specifically dodging.

Between the attack and connect already stated, Fighter2's dodge could be something like this:

Fighter2: <puts his hand out to stop the leg from hitting his face>
Counterattack
Counter: The counter attack line requires 12 words. It is basically a mixture of a dodge/evade and an attack. In order to perform this correctly the dodge must be stated before the attack.

Fighter2: <he puts his hand out to stop the leg, using his other hand to swing for Fighter1's face>

Fighter2 would then make a connect as normal.
Killing
Finisher: After 5 pts. of damage you can end the fight by knocking an opponent out, or another action, or even by killing them. 5 normal hits must have been completed before you can kill a character. Killing starts with your average attempt, followed by an extra prep line (10 words) and ends with the final connect. A finisher could look like this:

Fighter1: <swings his fist out-wards for the head of Fighter2>
Fighter1: <tightens the grip of his fist, thrusting his arm faster for more force to Fighter2's head>
Fighter1: <he slams his fist into the side of Fighter2's head, sending the foe to the ground knocked out>
Preparations
Prep: A single prep that is incurred before the attempt, adds 0 pt. of extra damage to your initial attack. (i.e. If you do 1 prep before 1 attempt, it does 0 pts. of extra damage. If 2 preps are done, then 1 pt. of extra damage is added to the attack. If done so at the beginning of a fight, the score would then be 2-0.) This applies to all attacks. Melee/Long Range/Energy, etc. Once any form of attack is used, the prep count drops back to 0.


Royal T2


If you want a more challenging, difficult setting of T2, you can add these rules to do the royal style of T2, called RT2.

» Opponent's name in everything (name must be in attempt/dodge/connection/prep/counter/getting in/out of range/finisher)
» No typographical errors (this includes action keys, capitalization of names, and misspellings [Punctuation and capitalization of anything else not required])
» Word limits for everything are the same, no changes.

T3

T3 is the easiest form of text combat created. Designed specifically for speed it is the most basic out of all the T styles. Note: all speed based styles dictate that they require typing. Copy/paste is forbidden and so is the use of an auto typing program.
Example: ~punches John~
~Dodges punch~
~Slaps John~
~Deflects slap~
~Kicks John~
~Connects~

In order to perform T3 a person must launch an attack, type that the attack has connected before his opponent dodges, and then types to seal the attack

~Punches at player one~
~connects~
~seals~

This is the most simplest form of text combat. I've seen it used primarily within war based fighting. Where there is multiple people within a single battle. It makes for role-playing those long-w

Originally posted by DrakonMacar on the Roleplayer's Bio Central. (Full Credit to him.)



T-4 on AOL: The Abridged History

"In the beginning there was nothing and then Gary Gygax rolled a d20." ~ Proverb of a D&D Fan

Let's keep this to the point, shall we?

T-4 was a step up from the initial T-5 system where persons were weened from savage insta-hits to the first chances of plausible character death.

T-4, depending on RP genre, had players create a mandatory character sheet for their character/monster and introduced them to
the Online Host Dice Rolling System: "//rolls-dice'X'-sides'Y' ".

Character sheets were a common sight among role play at the time as the overwhelming majority of role players were into medieval/fantasy role playing and thus at the time the most familiar and convenient system was Dungeons and Dragons, later exchanged for the finalized form of G.U.R.P.S.; Generic Universal Role Playing System: Based upon d20 dice systems.

Characters and Monsters, depending on races and classes had specific set bonuses to add to their finalized stats of:

Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma

From these stats did new role players begin to learn about character development and progression, as well as dealing with probability, statistics, (virtual) reality and the terrors of death.

Everything followed the same flow as D&D for several years since the inception and reception of T-4 within the America Online Role Playing Community, G.U.R.P.S. being essentially the same thing allowed for a greater flexibility and room for customization for role players.

The reasons why T-4 back then was such an influence in player development was because it was also the first step on the road to building up writing skill and habits by explaining the characters actions in the face of random chance and probability.

So that's the majority of why T-4 was "AWESOME!".


add on the actual system:

* The Rules and Types of Fighting - T4


* T4 is a new role playing style consisting of a mixture between T2 and T3. Many of you may be opposed to this cause it may feel it will be n00bish. This style is designed to be as ethical and fair as it can be made, yet also to be challenging. There are a few rules that will be addressed.


* Countdown: In T4 your standard countdown begins at 15. Also any form of typing for an attack or dodge or counter during the countdown is prohibitited and results in a void.


* Points: T4 is based on a point system, you need at least 5 points to win a match. However since you can get 1/2 points it is ok to go over 5 points. If you wish to kill then you must reach at least 5 points.


* Killing: As in T2 you will need to have at least 5 hits to kill. this does not mean your 5th hit is the kill move. What this means that you make 5 successful attacks, after that you must make another attack to kill. Furthermore you must make a preperation for your killing move, and must connect and seal your killing move.


* Rush/(Assassin): In T2 there is a rush rule which means you may attack someone regardless if the accept your challenge. This same rule is in T4 but there is a stipulation. In order to attack someone validly, they must accept your challenge unless under one of the following circumstances. (There must be at least 5 consecutive valid posts before a kill shot can be attempted)

* IN ORDER TO RUSH YOU MUST STATE THE FACT THAT YOU ARE RUSHING AND THE REASON WHY YOU ARE RUSHING!


* 1: The person you wish to attack plans on causing great harm on someone you love or care about.

* 2: The person you wish to attack has committed a great wrong that deserves punishment.

* 3: The person you wish to attack has been ordered to be killed, and you are fulfilling the duty of carrying out the assassination, (the point system is not needed as long as there is a legal set of moves to carry out the kill)


* Typos: In T2 you are allowed 3 typos maximum, unless you are doing advanced T2, in which case its no typos. In T4 you are allowed a maximum of 2 typos per post.


* Now i believe i should explain why T4 is different, than T2 or T3. In T2 you use 7-10-7-12 as a basis, and in t3 you attack, connect, and seal. In T4 you are required to be descriptive of your attacking, connecting, and sealing. Furthermore T4 is run on a point system. A complete set meaning attack connect seal without your opponent dodging is worth 1 point. If your opponent dodges before your connect then your attack is void. However say you connect but have not sealed, your opponent may make a Endurence move to reduce the attack to 1/2 a point.


* Now to get down to the basics of T4, the elements that make the fight. T4 is an S15 system. This means for every post you must have at least 15 words or more for it to be valid.


* Range: This is the only post in T4 that does not require 15 words. A range post requires at least 7 words and must have your opponents name in the post.

==Example== ::He would rush at the dummy entering its attack range.:: A side note that you dont need a range post if you have a ranged weapon or are using ranged magic. But if you are using close quarter weapons you must be in range to attack.


* Attack: The attack is the first move in a basic set, it must be specific. You must state your opponents name, a specific target on your opponents body, and what you are attacking with. The attack is merely the start of the phase.

==Example== ::He would bring his blade down upon the dummies left shoulder letting his fury roll into the blade.::


* Connect: The connect is what you use to damage your opponent, and in order for your connect to be valid, your attack must be valid, plus you must state your opponents name, and must resolve the damage from the attack.

==Example== ::His blade would now begin to tear through the dummies left arm with a great fury and range.::


* Seal: This is the third part of the set. In order for this to be valid your attack and
connect must be valid plaus you must resolve your connect and have your opponents name stated. The seal is the immeditate effect of the damage from the connect.

==Example== ::His blade would finish cutting through the dummies left shoulder spraying blood everywhere letting the left arm fall to the ground.::


* Dodging and Blocking: Just like in T2, you may dodge and or block an attack. In order for your dodge or block to be valid you must post it before your opponents connection. In addition you must propose a valid way of dodging or blocking the attack and you must state the specific attack and opponents name. Saying you ::rolls to the side of the dummies incomming attack with an incredible ammont of speed and agility:: does not count because it does not specify the attack. Here are examples of proper dodging and blocking.

==Example 1== ::he would sence the incomming slash of the dummy and avoid the action my jumping to the left.:: <--dodge

==Example 2== ::he would bring his sword up to clash with the dummies slash as the two weapons clanked together.:: <--block


* Endurance: So your opponet attacks you and connects, are you screwed? No, you can still half the damage with an endurance move to void the seal. The way to do this is to think of a way to prevent them from completing their intended result of damage, for example if they intended to attack your arm, how to move away or stop the attack before it takess full effect. In order to do this you must state your opponents name and attack, and the attack must have connected but not sealed.

==Example== ::Having the dummies blade cut into his left shoulder he would clasp his hands upon the blade and pull it out before it could remove his arm.::


* Counterattack: In order to do a counter attack, you must either be able to dodge, block, or endure. You must make a dodge, block, or endure plus make a return attack. In the post you must state your opponenets attack and name as well as the target for your return attack.

==Example== ::he would now step to the left of the dummies slash and bring his own blade up into the dummies stomache with rage.::

In order for your counter to be valid you must also connect and seal it like an attack.


T5

It takes a minimum of 5 posts to complete a valid kill. There can only be one action per post and there must be a corresponding completion post for it to be valid. Like I stated there is a minimum of 5 posts with a minimum of 5 words per post for the kill or fight to be valid, here is a breakdown of the posts and what they are expected.

Post #1) the first post of a kill is the intent post. You must show not only that you are going to kill or fight someone but also who the person is you are interested in killing or fighting is. Meaning their character's name not something describing the avatar in which they play.

Post #2) the next post is the moving post, which moves you towards the person you are fighting.

Post#3) the next post is the weapon drawing post, you have to draw a weapon from somewhere to fight if you chose to use one and you have one to use. It can't magically appear from out of nowhere.

Post#4) The post following that is the action post involving ways of in some way shape form of attacking them or harming the person, some kind of action.

Post#5) the post following that is the competition to the action you have taken. This is considered to be the killing post.
Example of how a proper Kill looks.

Post #1) looks at Mac wanting to kill Him
Post #2) rushes at Him with speed
Post #3) pulls sword from its sheath
Post #4) slices at His throat swiftly
Post #5) slices His throat wide open

Keep in mind this is a fighting style that is based in speed. Your opponent may counter your moves. If they move you have to move with them for it to be valid. You have to be realistic in what you do, no super human feats.

Rules for this style
No Copy and pasting; typing is required.
For any T style to be legal the style must be accepted by all parties involved first. (Bystanders excluded)
There must be a reason for the use of the style within character.
All rules regarding a normal T1 kill apply to this style. (This includes any particular requirements of death)
If this style is agreed upon by all parties and then the method of death meets the requirements in order to kill said victim unless there is a reason within the storyline to revive said victim the character cannot be resurrected.

Going a bit more in depth for T5

When T5 is initiated; automatically the person who starts it has the advantage but does not mean that they are guaranteed a win. When it is initiated, the victim has two possible recourses. They can fight or they can flee. If they decide to fight, they have to follow the same formula.

The first step for the assassin: is to state their intent
~Looks at John Doe with intent to kill~

Fight response: Acknowledges the intent to kill (Or something of the likes that states the intent has been noticed. Has to be at least 5 words.)

Flee response: Same thing. The intent must first be acknowledged.

Second step for the assassin: Move/Draw weapon. (The second and third phase can be alternated. The assassin can either pull out their weapon or they can close the distance to the victim.)
~Pulls sword from its sheath~

Fight response:
The victim can either rush to the assassin or they can draw their weapon for defense.

Flee response:
The victim must look for an exit. The victim must use at least 5 words to express that they are looking for a way out. This can be a secret door, this can be a window. (Preferably an open one) If someone was trying to come kill you and you have the flight reflex, your first instinct would be to find a way out. That is what this post is for.

The third step for the assassin: Move/Draw weapon (Since the last post was the weapon, they now have to close the distance to the victim.)
~Rushes toward John Doe to strike~

Fight response:
Same thing, either pull out the weapon for defense or rush towards them. The victim has a third option. They can also just stand there and take the post to prepare to engage. They can use this post to state that they are standing in a defensive position. Must be at least 5 words. This doesn't guarantee that the victim deflects the attack. This just keeps them stationary and fills up the third post requirement.

Flee response
the victim acknowledges their exit.

Fourth step for the assassin: Strike
~brings sword across his neck~

fight response:
The victim needs to deflect the sword. They can do an action of their own and rather than deflect the sword ram theirs into the assassin's chest, but then both parties have been injured.

Flee response:
Get to the exit.

Final step for the assassin: Kill post.
This post is where the assassin acknowledges the death of his victim.
~Watches him fall to the floor dead~

Fight response:
Same thing. This is the kill post. Acknowledge the assassin dead.

Flee response:
Flees out the exit. The victim can now leave the room and it is considered fleeing. The victim also has the option of not closing the room. If they successfully flee, then they can keep the room open if they like, but they are now ooc. This doesn't really happen but...if this is how the rp is played, and then the victim can stay IC and just rp out them running either to search for help or just keep the rp going. If that is the case, then the assassin has the opportunity to give chase. If they meet up with the victim when the victim comes to a stop, then it starts all over. Like I said, I have never seen it done that way but am always an option. I have seen it where people close out of the rooms or just go ooc.

The tricky part and where it goes beyond five lines, is if the posts aren't in sequence. If the victim follows the formula and gets to the strike phase before the assassin does, then they get the strike phase where as the assassin must get to the strike phase. If the assassin gets the strike phase in but the victim gets theirs in before the assassin gets the kill phase in, then the assassin has been hit. It is a race; it is a speed based fighting style.

If the person fleeing gets to their exit before the assassin closes the distance, then the assassin must do another post of chasing before they can do a strike phase.

If a person skips a phase, then their action is void. If it is not done in order to the formula, then the attack is void. Same with the victim, if they do not follow the formula, then their defense is void. If the assassin's strike was deflected, then the assassin must strike again and get it in faster than the victim's strike.

Multiple Assassins’

Yes, it is true, it is possible and it sucks lol. There can be more than one assassin to a single victim. The formula is the same except the victim now has to do it for each assassin. If there are two assassins, then the victim must acknowledge both attempts and go through the formula for both assassins’. I have never seen a victim survive against multiple assassins in T5 when they chose to fight back. This doesn't mean it isn't possible, I have just never seen it. I would suggest the fleeing route. Fleeing is standard and you do not have to do your actions twice. Just notice the intent and RUN. If you manage to flee successfully, then you have successfully fled both attempts.

If there are multiple assassins, they do not have to initiate at the same time. There is no taking turns. Assassin one can attempt when they choose, assassin two can attempt when they choose and so on and so forth. The victim must acknowledge and follow the formula for each of them in sequence as they begin it.

In a fleeing option, the victim only has to acknowledge the first one. They do not have to be aware of the second or third or however many. They realize there is danger and are fleeing from it. The first assassin is that danger.

Multiple Participants in T5

I am guessing that the question posed by (avatar that will not be named) is in regards to guards or bystanders jumping in. Yes it can be done and that is often why there are guards to the royalty. OOC, if you know someone entering the room is an assassin, good for you, you can't act on it. Your character has to know the person who has entered is an assassin for them to have reason to engage or try to remove the person. If they do not know, then they must wait for the initiating post.

Once the initiation post has begun, then guards must follow the formula. They wouldn't be fleeing (I hope) so they would follow the fighting response. They must go through the formula and get to the assassin before the assassin gets to their target. If they get through the formula before the assassin completes theirs, then the guards win and the assassin has been killed.

The assassin now has two recourses. They can either continue on their trek to the target or they now turn and fight the guard. If they decide to fight the guard, then they must acknowledge the guard and go through the formula from the beginning to the guard. If they keep on with the attack to the target, they may be successful and kill the target. If the guard has not killed them yet, then they must act. They now take the position of the victim. They can either fight or flee but they must start all over again.

If the guards know the person entering is an assassin, then rp it out. If a known assassin comes into court without being summoned, then I would expect guards to do what is in the best interest of their royalty. Protection. They would either try to slay the assassin or capture them. Please remember though, unless the person makes an entrance, they are not there and not engaging in rp so they cannot be acknowledged. Even an assassin has to make an entrance into an rp to be counted in the rp. They cannot just enter a room, be silent then begin T5. They have to make an entrance to be engaged in rp, once they are engaged, and then they can attack if that is their objective.
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PostSubject: Re: Roleplay Rules    Tue May 03, 2016 8:42 pm

Rules: 1
1. If you forget to post something in your intro; Power, ability, weapon, trait. You can not use it at any time later in the fight. Those things forgotten are off limits. If they are used, it is grounds for disqualification from the match through the No God Modding tolerance. This is a competition between the knowledge of two minds on how well they know there character.

2. No God Modding. This goes towards those that take a hit in the T1 and get up from it like nothing ever happened. T1 is a competition against two different skills. The first to out smart, and out match their opponent is the winner. The easiest way to winning a T1 is to always keep in mind, the first one that lands a hit wins.

3. No Auto-Attacks. This is the statement that your attack landed without letting your opponent counter/block/dodge/avoid/deflect in there posts after.

4.You must post equal length to your opponents attack post if you are in dodge/counter/block their attack. Anything less then the other's attack section of the post is subject to voiding the move or disqualification. If you get a 5+ para attack post {For example}, you have to fully explain your actions and how your counter/dodge/block in your replying post that measures up to the attack section length that was posted previously.

5. Correct spelling, punctuation, sentence structure and over all quality of your posts is the means of gaining a win. Run-on sentences and poor explanations about your character or anything of the sort, you are subject to disqualification or request to do another post if not acceptable. The more effort you put into your character's post the better and more smoother the fight will go.

Rule: 2
1) You post in turns.

2) All attacks are attempted; you do not post attacking and connecting in the same turn. Attempting and connecting in the same turn is an auto.

3) An interrupt is where Person A reacts before the end of Person B's turn. As an example, Person B might draw his sword, curse, and then run across thirty feet before stopping, jumping, and swinging his sword at Person A's neck. In response, Person A would post drawing his sword and charging at Person B as Person B is running, therefore rendering the neck strike (in that form) having never happened. Interrupts are often regarded as the backbone of melee.

4) A hypothetical is where Person A posts that, should Person A dodge to the West, he will bring his sword across: a hypothetical is a follow-up, a move that will happen if one or more conditions are met. Hypothetical imply forethought, so they can be considered planned moves IC (In character), and therefore do not demand the same conscious considering that would otherwise be demanded; also, hypothetical might account for where a given attack would land if such and such defense were performed, like having a thrust to the stomach being displaced to the neck if the foe ducks.

5) Both interrupts and hypothetical, and, indeed, all elements of T1 must be logical or else cannot happen; if you're interrupting a nearly split-second move, for instance, as you're looking the other way and engaged in some other motion, you won't succeed. Likewise, if your hypothetical is that your 140 pound axe will be swung left into the ribs if it's potent downward blow is evaded, and your enemy is nimble and simply ran to the side at the "last moment," you naturally won't hit him.

6) Meta-gaming is when you use OOC ((Out of character)) information - or information your character does not have - in a fight, bestowing him that information. It can also be posting your character, after a duel is agreed on and a random room made, somehow having placed explosives exactly where your adversary is standing after he posts. An auto, too, but it can very likewise fall under
the "meta-gaming" header.

7) If we post in turns, and there are three of us, and Person 1 preps thrice over the course of 3 rotations whereas Person 3 preps once over the course of 3 rotations, and these two engage in that Person 1 casts a fireball at Person 3 and Person 3 defends with a dispel, the fireball overpowers the dispel and continues on.


T-1 Styles

{For those new to the forum of T1, it is a common logic way of text fighting. Even though it is based off the imagination, logic in life still exists within the T1. Respect, Honor, Trust are all key points needed communication is most important when dealing the starting posts in the T1.}

T1 is a multi-style way of fighting that has been in rp longer then i have been around. First you have the different types:


T1 RM=T1 Realistic Melee. This is the style that is human against human. With real-life limitations. {e.g. Human capabilities of running, jumping, reaction-time, body integrity, vision. ect.}
Ex: Street fighting

T1 UM=T1 Unrealistic Melee. This is Style that is an above average human against human that are capable of using things such as magic, sorcery, Vampire, Werewolf.
Ex: Underworld

T1 MP=T1 Moderate Powers. This is the Style that is commonly used now as a more realistic look towards T1 PC. The characters that have special powers, just not ones that have a power that is capable of destroying an entire planet. Powers such as elemental abilities are acceptable, but if there is a power that is capable of using all elements you must keep that power in a moderate use.
Ex: Bleach, and Naruto

T1 PC=T1 Power Characters This style is the most difficult of them all to learn. The complexity of the characters abilities and powers are what get them called "God Modders". The depth put into one character, with the powers, abilities explanations of terrain, dimension, sub-abilities, character background and traits will lead an inexperienced opponent to believe there is an invincibility about the character.

T1 OP=T1 Over power Characters. (Also known to be God-mod.)
In roleplaying, this means that a player uses cheap tricks in order to win a battle. It is Known as OP for short and is used by many anime roleplayers who takes the role of Saint Seiya, Dragon Ball Z (hence the facts that saiyajin could destroy mountains and cities with a beam and saint seiya characters can't be hit twice by the same tech/spell/jutsu, for example) and most, hellsing and elfen lied based characters, and uses their 10th sense, vectors, and goes to a monster transformation to enter god mode in all around based battle RPGs.
- Stopping attacks or actions without a logical reason, just because the character did it in the manga/anime;

- Constant use of cheap dodging (like utsusemi, the famous replacement by a wood log), force fields that last for absurd amounts of time, or impassable barriers that does not get weak, even if there are conditions that may decrease their effect;

- Some vampire players that are unaffected by the sun without having a logical explanation for it;

- Summonings of monsters that could overhelm an entire planet, like tiamat and cthulhu;

- Naruto characters who portrait Uchihas to use sharigan's tricks.


Those are the Styles of T1's Now this is what you have to post in your T1 intros:

Note: Forgetting information that is needed in your intro, CAN NOT be used later in the fight. This is grounds for disqualification under God Modding,. showing that you will make up anything to win }


Preps of preparations for a stronger move.
These are the steps for a stronger move/attack. With preps, you can either do a power up or a technique with a better outcome in the end. You must either give up your attack attempt, take a hit or both to do this. you must take in step what you are doing in each post.

Posting information for your intro in a T1
{The first posting there intro CAN NOT state an attack. The second to post there intro is advised not to attack their intro, but have that choice to do so anyways!}

1. You have to post what your character looks like. {e.g. Clothing, hair color and style, skin color, eye color, height, weight {optional}, and any armor.}
2. You have to post what the area is that you and your opponent are going to fight in or are in. {e.g. Weather, time of day, type of terrain.}
3. You have to post what type of weapons, powers, abilities, and traits your charecter is going to use in the fight.
4. If you are posting your intro first, do not state where your opponent is, what they are doing, or where they are to begin, until they state otherwise in there post after.
5. Your character, and Only your character is what you are narrating.


Reminder: The reason for T1 is to test yourself against others and make them believe they have been beaten by your character/skill.


T1 Style restrictions:
If the one being challenged requests a specific Style, the one challenging needs to either abide by the request or decline the challenge. If accepted, their character has to stay within the restrictions of the Style being stated.

T1RM: Absolutely no powers, mystic weaponry, no spells, no heightened abilities outside of normal abilities.
Ex: Sight{10ft to see clearly},Speed{30mph tops},Reaction time{1.5 seconds +}

T1UM:Only slight abilities are heightened. No chakra, energy, or spirit force abilities.
Acceptable abilities: Heightened strength{100 body builders}, speed{50mph and lower}, sight{1-2 mile distance}, reaction time{10-15 seconds}, hearing{Slight air ripples}, smell{220 million smell receptors=Hound Dog}, and knowledge{Slight whereabouts of foe}.

T1MP:No powers capable of destroying entire planets galazies or multi-verse. Energy/Chakra based attacks and combos. Basic abilities of energy and powers are acceptable. All elemental control is acceptable as ong as there is one to two elements being used at one time. You can not use all the elements in one massive attack!

Step One: T1 Intro Information and Precautions

Organization and character knowledge are the first steps of becoming a good T1er. Not only do you need a good imagination, but a good memory also. As long as you can create an easy, but skillful character you won't have to rely on pre-written posts. The more you practice with writing up an intro and attacks, the better your posts will get. This is the hardest part of getting started with a developing character.

1. You can write down your powers in the Note Pad, Word Processor, or Word Pad to get a visual of your characters powers, traits, weapons and even looks. To begin your organization and memorization of your characters attributes.

2. Challenge yourself with how you post. Do not over use the "He would" "Would be" and the main word "Would" (Commonly used word, and word combination by beginners that have the mind set on what they want to say, but are limited on the vocabulary to explain it).

3. Remember the key ingredients in the T1 intro "soup". You have to explain your powers, traits, weapons, looks, actions, surroundings, and dialogue. This is giving your opponent the respect of telling them what you are going to use in your "Attacking posts" so there is no confusion or outside source of power coming unexpectedly. For your safety and honor, informing them of these attributes, you can tell your opponent about your character fully and still be able to defeat them in the end. Creativity and combos will be the breaking points between a win and a loss.

4. The major rule and idea you should always keep in mind is always use common Logic and Respect in your posts. If you know you have been beaten, you are to still try; but know this if there is not enough information telling about what you did or how you did it, your post can be voided and the match will either end or you will have to re-do the post if asked.

One more thing you must remember. If you are challenged to a T1 by someone, you have the right to request a certain type of Style of T1 to fight in. This is put so you and your opponent are on an even playing field. This will also keep from, for example: A DBZ character fighting a Vampire character. The gap in powers are way to broad to be fair for the Vampire type character. The different type/Styles of T1 are in our bulletins titled "Improved Rules/Guidelines for T1". that bulletin is a mandatory read for any new comer.


Step Two: Mixing And Creating Your Intro Post


Here is where we throw everything into the melting pot to make our soup smell good. This is when it may get the toughest due to the direction we have to take in order for our character to make actions in unison with our surroundings. The easiest starting point I have found from experience is time and surroundings. The hardest part to any post is the beginning. After that, the ideas just flow from our minds like a waterfall. Also for better organization and presentation for the paras, I advise you keep between 5 and 6 complete sentences making up each para. This will make it cleaner and clearer for your opponent to read and understand instead of posting over-stuffed para that have absolutely no direction at all.

Posting your intro first:
When posting first, this gives you the opportunity to create the area in which you and your opponent are to fight in. This can be your ally in the long run. Thinking about a place where you and yoru foe fight can be, for example, a meadow or a sandy beach. If your character has a special ability that nature can help you with, you can form the arena however you want to give yourself a slight advantage.

Try to blend together your looks and your surroundings at the same time, You might want to explain your plants as you walk down a dirty path.

Ex: "Taking long strides down an unpaved path, the dirt particle from the dust being kicked up with each step, settles in the tightly woven fibers making up Soki's black, jean pants."

Posting Your Intro Second:
Here is when you get to use your opponents ideas to help you get started. They will already have created the arena/surroundings you both will be fighting in, but this gives you the ability of better explaining what your charecter sees in that place. Dive deep into your mind to place yourself in that zone to go along with your enemies imagination, While still adding more to the area.

Think of this as your ladder. This beginning steps up the ladder have been made, all you have to do now is continue creating the beautiful meal that you dish out in the form of your paras. You will still have to explain your powers, weapons, traits, looks, and actions, only thing that is given to you is the knoledge of your foes charecteristics and the beginning point that will get you started in your intro soup.

You will still be needed to blend together all your looks, surroundings and powers to your best ability.

{Note: Explaining your powers as you are explaining your surroundings may be a difficult task so the more practice and insight you have about your character and traits will help you explain them in the future. And always remember Absolutely No Pre-Written Intro's!}
Step Three: Attacking

Now that you have the intro stage pretty much mastered, now comes the hard part. In attacking posts you are to state what powers you will using and what skill you are creating, what combo it might turn into or what prep you will be doing. Much like Intros, your attacks need to follow the same guidelines. Organization, clarity, direction, and actions taking to do such things.

Now, just like domino's, the straighter your tokens are stacked the easier it will be to make them all fall down. Meaning, as long as you keep in a certain direction while attacking you will be fine.

{This is what not to do}C
Ex: Person A attacks full force with his blade of ice in attempt to freeze his foe by slashing at him 12 times in every direction.

With this action taken you need to keep in mind that two slashes at the most can be attempted. And your key word in your attacks is "Attempt". Just because you have a wide based form of attacking all at once, doesn't mean that they will all land or any of them will land at all. There will be defenses, dodges, and counters that will avoid, throw off, or make you look like a flailing fish out of water.

Your attacks are to be planned out, not in effects to your enemy, but with your own actions to make sure you have a chance to abort any actions done just in case. Your attacks are to make sense in both real life and role play. Taking real life into consideration means that if you swing a 50lb sword around, the slashes after the first one will be drastically slowed down because inertia will be pulling the sword to the left if your character tries to swing it in the opposite direction after his entering attempt.

Plan out your movements to make sure you can "dance" elegantly with you blade while attacking or make a move that gives you time to dodge a counter if needed. You will have to fully explain what type of power you will be using, what powers involve your combo if you are using one. What its aimed at. How fast you, yourself are going, and what is trying to be attempted in harming your foe. Keep in mind if you say your attack will slice their arm off if landed or anything of the sort, your enemy has the choice to actually choose what the effect is from your attack.

You are to also tell the time span of how long actions take to perform. Say your speed allows you to move quickly being able to close a 20ft gap in three seconds. Information like that will be needed in making actions that your foe will need time to perform their move, may it be a dodge, counter, or block. Each movement must be stated as to how long it takes to make is what I am getting at.

<>

==Within the Battou Jutsu stance, Hanzo presses the front of his right foot down to the ground in an effort to push himself forward into a dash. Less than a second after the foot press, the young warrior dashes using the Flash Step technique, traveling in a single-crescent path of travel to his left side. Reaching the front left side of his opponent, the Hanzo performs a sliding halt with both feet and his once leaned-forward upper body is now slightly straight up in posture. Both his sandals press to the ground, creating a scratching and crunching sound as the fine dirt and pebbles grinds with the out soles of his footwear from the sliding halt. He is about 3 feet away from the enemy's front-left side when he stopped==

==Already has his right hand on top of the sheathed sword he has in his left side, Hanzo's right foot is about 1.5 feet in front and 5 inches to the right of his upper body. He has the right knee bending about 2 inches down. He has his left foot extended to his back and slightly to the left, bending his left knee about 1.5 to 1.8 inches down and pointed to the direction of his right foot. The upper body is once again leaning forward about 2 to 2.5 inches. The look on his face expresses a slight glare yet shows a focus in his dark green eyes==

= Hanzo reaches for the handle as he gently slams his palm towards the clothing fabrics of the handle. Winthin 0.20 to 0.70 seconds after lightly touching the sword's handle with his right palm, the next set of events occurs. He grips the sword's handle tightly with his left hand, roatating it slightly downward to make the sheathe in a slightly horizontal position. He releases the sword from its sheathe with a velocity of 450 to 500 mph. The sword's path travel is about 150 degrees to the right from its original draw point. The forces of the blow is about as 6,000 square inch of pressure. The sword is extended to his left, bending the air as the nearby aerial element is absorbed towards the path of the travel that the attack is taking, sucking what's in front of it towards it during the attack in a heart beat for as the slicing and crushing pressure will take care of the opposition.=

=The left foot slides about 100 degrees to the right as he twists his right foot to the right, as well. He grunts in a battle-related fashion as effort is being put within the attack. He takes it into account that his right arm will slightly suffer a strain from the quick draw attack that he performed. Feeling the stress that was in his right arm, especially the upper part of it, Hanzo can't help to think but to know what the result of his attack did to his opponent. The portions of seconds ended in a blink of an eye, as the attack ended its path of travel.=



Step Four: Attack Defense

Some of you don't understand the meaning of Attack Defense because you rather just attack and hipe it lands. But in actuality when you attack, you attempt your attack still before you say your character left the attacks and is now in a different area. Your opponent has the right to state their counter before you say you jumped 30ft away in a matter of seconds after your attack.

When you attack, you must keep in mind that as you're attacking your opponent still has to avoid/block/or dodge your attack. So you stating you have attacked with your blade then jumped back to a safe distance cant be done until your foe has replied to your attack. So what you need to do is use an attack that will give you a proper escape point from a counter-attack. This meaning if you attack with your blade, and you leave an open spot, saying you full force swung your sword at the persons head, they can say they ducked it and thrust their blade at your exposed stomach, your continuing post wont hold up with that actually happening.

Ex: Increasing his power by manipulation his energy within his blade it gave him an added amount of pressure causing the blade to being able to slice though a sheet of titanium metal. Second later Person A ran at Person B, closing the gap of 10ft to only 2ft, then with a might swing, Person a's blade sails to the ribs of Person B, then after Person A jumps into the air and lands 20ft away hoping his attack landed.

Ok, that example is what I am referring to. You see, Person A stated all his actions in the post along with his attack but left numerous amounts of openings that person B, in their post, can attack. Just because Person A stated they jumped 20ft away after his attack doesn't have to be followed by Prson B because now you are telling them they cant attack you because you are already in a safe zone. This is what I mean:

Ex: Increasing his power by manipulating his energy within his blade it gave him an added amount of pressure causing the blade to being able to slice through a sheet of titanium metal. Seconds later Person A ran at Person B, closing the gap of 10ft to only 2ft, then with a mighty swing, Person A's blade sails to the ribs of Person B, then after Person A jumps into the air and lands 20ft away hoping his attack landed.

Ok, that example is what I am referring to. You see, Person A stated all his actions in the post along with his attack but left numerous amounts of openings that Person B, in their post, can attack. Just because Person A stated they jumped 20ft away after his attack doesn't have to be followed by Person B because now you are telling them they cant attack you because you are already in a safe zone. This is what I mean:

Continue EX: Seeing the power increase of Person A, Person B tool hold of his own blade, waiting till Person A came within range to do his move. Seconds pass as Person B takes the time to change his footing to allow himself more maneuverability in doing his next action. Seeing the blade sailing at this ribs, Person B knew the increase in pressure will throw his foe off balance due to its over exertion with effort. Dropping down forwards, to land on all fours, avoiding the colossal blades strike making it gracefully flow above his back unharming his well being, but at that very instance as the blade was out of a dangerous point in time, Person B looked up at the exposed belly of Person A, and lunged forwards with his blade tip, regaining his footing, still in a crouched down manner, and attempted to stab the open area.

As you can see the dodge/counter allowed Person B the time to avoid then attack his foe, not having to go by Person A's statement of him not being there. You must be able to attack and give yourself time or an escape route just in case counters like Person B did won't have such huge effect on you. What Person A should have done was:

Ex: Increasing his power by manipulating his energy within his blade it gave him an added amount of pressure causing the blade to being able to slice through a sheet of titanium metal. Seconds later Person A ran at Person B closing the gap of 10ft to only 2ft, then with a might swing, Person A's blade sails to the ribs of Person B. Never over powering his movements to toss himself off balance, he moved his left hand to his wakizashi blade handle, creating a spinning motion to the left, since the attacking blade will increase his twist allowing himself the opportunity to draw his blade at the same time to perhaps block a counter attack that may cause serious damage to Person A's form, and life.

This example is the meaning of Attack Defense. If you close openings, or make your movements easy to get out of, or make them a continuing motion, you will be able to not leave gaps in your attack that your foe can ultimately capitalize on in their posts.

Length is not the answer

Prancing along the sight of him was most amusing. Chibi at last, Soki only stood about 2ft and 11 inches tall. Quite tall for his age, he gazed on with candy coated eyes. Full of sugar and tea, but the hazel color hid that. "HeHe, what a pleasant surprise!" A squeak of words hummed from his lips on the approach of a gardenie person. Such creatures did exist for the most part, but Chibi Soki never faced one. With his array of colors within his energy, the young lad's ability of elemental manipulation was his greatest ally.

By giving 2% of his energy, in a strand like form, it latches onto the most lush of elements there. Be it earth, wind/air, fire, water or even gravity. The usage of gravity was in a flight and close range effect. Having his long gown swaying in the suns rays, the black color looked to fade some, then resonate back. Enchanted some may think, but no, it was just pretty. Along his feet area, were clouds of black smoke. Bubbling up from the group in replace of his feet, Soki halted ina redwood forest area. Filled with trees that rivaled sky-scrapers.

Massive trunks break forth from ground and reach high as the eye can see. The branches close in on each other, creating the look of an enclosed area. A bed of dried twigs and crumbled leaves fill the ground, with the intense humidity of the nights rain. Phantom fog lightly covers the flooring as well, moving as majestic as the sea itself. Breaking its ties together, Soki took a few hovering steps forwards, then stopped again. Grinning with his white teeth, the K-9's show brilliant as though he grinds them to a point. The cyclonic boy looks on into the abysmal darkness that cuts from the soft rays of the sun that break through from the tops of the canvassed trees.

"Alas, this should be fit for our scuffle." A voice of gruesome shrills combine to words of cheering tongue. Pail white in complexion, Soki's skin turns cold with desire for the exhibition fight at hand, as his spiked purple hair gently bends forwards from the chilled breeze that flowed curiously from behind his form. From his core soul, the energy within his body can be manifested into what he feels will aid him in battle. so thus, the time moves on, as the waiting should, wait to commence.


Characterization Basic Elements


"Well, here is the main point of the topic... to help a fighter last for a longer period of time within a battle. Here is a list of the following that may be taught. None of these are real and none of them have taken place."

--Energy Conservation--
Energy conservation can be easily taught by using the surroundings to your advantage. Spotting trees and using the direction of the wind can help out a lot and even change the outcome of a battle. Using the area as part of your technique will save a lot of energy and your stamina will not drop so swiftly.

EXAMPLE:[////:: Dust flew up from below Kenji's feet as he moved with speed. His flash step blurred his movements. Each step he took left only dust slowly rising up into the air. A chill reached the area as Kenji appeared in front of a tree and ice particles began to form around the blade of Tenrai-Urufu. Kenji swung his Zanpakutou's blade towards the ground and sent up countless dirt clumps into the air. He struck another blow against the dirt clumps and they were sent flying towards the tree. The ice whipped out like a vine and struck the dirt clumps, freezing them into sharp ice shards. the ice shards flew at an incredible speed, from within Kenji stood and the tree was, the distance was approximately twelve feet.::////]

--Elemental Control & Manipulation--
Elemental control and manipulation. The ability to control an element and the ability to manipulate an element are actually two different concepts. Controlling an element allows you to wield an element to your own needs. Manipulation of an element is allowing an element to be created and roam freely as if it were it's own being. Your body flows with the element, and you're not just using it to protect you or for attacks.

EXAMPLE:[////::The ice around the blade danced graceful, majestically forming around to make a chain. It sparkled in the shining light and wallowed to the ground. Beams were attracted to the ice chain as Kenji swiftly swung the blade, allowing the ice chain's motion to twirl around him and seem to glitter as it danced.::////]

--Combination Techniques--
Combination techniques may be occasionally very difficult to use, simply because it is easy to power mind without consent of what you are combining together. Combining techniques can lower energy exponentially, so using basic combinations are requested to be used more often and it will still be effective. But if in a dilema, combining techniques that involve elements and abilities would be extremely helpful, but requested to only be used when you are really into the battle.


Example:[////;;Kenji gripped the hilt of his Zanpakutou tightly in his hands and released it from its sheathe. The blade swung down on Soki's shoulder and Kenji had his left leg aiming his knee to Soki's stomach.;;////]

--Two-Post Combination Technique--
Two-Post combination techniques is probably one of the very hardest to successfully obtain control of. It is where you post a technique or an attack and you have a second post to go along with it, but your opponent must first fall for the first post. You must have a creative mind to use such a powerful force and you must acknowledge what the outcome may be. Obtaining this certain type of strength allows you to gain victory very easily.

EXAMPLE:////::Behind his four ice walls, Kenji released a total of seven ice dragons heading towards Soki. One ice dragon headed towards his chest, a second one to his exposed backside, another at the direction of his left side, another to his right, and quickly one head above Soki along one tagged along right after the one comming in from above::////]

|;;|Soki formed multiple hand signs and created, within milliseconds, a giant fireball intensely surrounding his entire structure and wait untill the dragons had melted.::////]

[////;;Kenji smirked as there were only six Soki destroyed and he smiled. The final seventh ice dragon dug up from under the ground directly it erupted beneath Soki ::////]

Of course correct description of these posts must be made, this is just a quick sample. Note that the battle had to actually take place for the example post to make complete sense.

OLDER 2005 RULES T-1



Additional rules can be added, such as an extra post for preparations and projectiles.

T1: Paragraph, turn-based fighting.

Someone post an attack, another defends. The pattern could continue like that, but I myself do like this, Bob VS Tim.

Bob: Attacks!
Tim: Defends/avoids/takes-the-hit, counter attacks.
Bob: Same thing.

That's how I fight, so the battle isn't completely one-sided and the defender is constantly not given the turn to attack.

Fighting with someone like Gaara, you wont have to attack each turn. Gaara defends most of the time, as that's his fighting style. Neji is patient and when attack and defend when necessary. Lee will attack most of the time, with his fist. FIGHT AS THE CHARACTER FIGHTS. Lee CANNOT use ninjutsu or genjutsu! You CAN Make up attacks, ninjutsu, genjutsu, taijutsu, but make it so they fit the character.

Now, sneaky ninja fighting. All I can say is HINT what you're doing. If Shino's going to set a trap with his bugs, HINT it. Make it subtle, make it vague. "Shino ran, bipedalling with haste as the eyes beyond dark shades focused upon the target. Within him, something stirred. The Kikai were readying their assault under the command of their hive." There, it is hinted that shino is about to use his bugs. In what way? Well, it could just be mistaken for an attack the next post, but that could pass as a hint. Hints are the key for ninja traps.

Genjutsu: If you can catch someone in a genjutsu, you have control of what happens. You can let them move, make them believe whatever is happening is real, and then mess with them. Like Itachi did. He made it seem like he sent a Kage bunshin at Naruto, and then things happened. When Naruto hit what was suppose to be the real Itachi, he split into a murder of crows. He then proceeded to mess with Naruto, having Sasuke appear on the right side of his face and control Naruto's hand to choke him, Sakura appeared on Naruto's chest, Kakashi on his shoulder, Gaara on his hand. He had them say saddening things to Naruto. You must remember, genjutsu can be immobilizing and rendering the person motionless in reality, while all this plays in the mind of the victim (Itachi vs Naruto), or it can be incorperated into actual combat (Kurenai VS Kisame and Itachi). Kurenai became invisible and had a tree grow, making Kisame believe he was caught by a tree. Itachi countered this with his Sharingan, thus releasing both himself and Kisame from Kurenai's binding spell, and made Kurenai experience it. This is a very Mind over matter thing, and the mind always wins. If you are affected by a genjutsu, you have multiple ways of breaking out of it. Look into the series and find out, otherwise... You'll die...!

Ninjutsu: Use seals and chakra preps for these. Sasuke for example. To use his fireball jutsu, he makes the proper seals and breathes in, concentrating his chakra in his mouth and expelling his breath and chakra as a flame. Make the prep decent and the execution good. Use the ninjutsu like a ninja.

ALL FIGHT STYLES!!!
Here are ALL the Tech fighting styles. We will be learning them ALL. These are ALL from IMVU website so there will be no doubts!!
-T1
T1 is also called Turn Based (TB for short) by some people. This particular style is built around cleverness rather than speed, in an almost chess-like way. You take it in turns, one after the other, making moves that will hopefully trap your opponent so that he cannot move and there is no way out, or is fatally wounded. There are 4 main rules:
1> You must use proper grammar and punctuation.
2> No typos allowed. Your post is void if you typo or misspell; it is then the other person's turn.
3> All moves must be written in the future tense. Nothing done, only suggested.
4> Your post must be over one paragraph long.
5> You cannot block then start an attack in the same move. However, counters are allowed.
You can make moves as long as you want; there is no limit.
To begin a duel you do a prep post. This post is done to describe where you are standing, what you look like, and what weapon you have, etc.
Example:
*[X] would stand in a field of wheat, the breeze would make the stems sway back and forth in a ripple about his feet. He would be clad in varying shades of brown that blended smoothly with the land, making him seem part of it. There would be a scabbard strapped over his right shoulder, this being the resting place for his long-bladed sword, which had seen him through many battles. His piercing blue-grey eyes would be lightly fixed upon [Z], almost seeming to delve into the other's very soul.*
[X] is representing your name, and [Z] your opponent's name. You don't have to do such a long prep but detail is half the fun of T1, so why not? After you've both done a prep, the person whose go it is would then post whatever he/she felt like. Let's say it's your go first. You could attack your opponent, or give them an evil stare. What you do is up to you, so long as you follow the rules above. I'll give an attack example here as any other post is, in essence, the same as the prep.
Example:
*[X] would break out into an all-out run at [Z], dashing into a sensible distance between them. He would draw closer and upon doing this he would reach up and grasp the hilt of the sword strapped over his shoulder. He would fluidly slide the blade from the scabbard, to then hold it raised above his head in his right hand. Jumping slightly he would swing the blade down forcefully towards [Z]'s neck, the blade would come in at a slight angle so as to cut through the neck and into the very centre of the chest.*
The only necessary components of an attack are these: You need to suggest the attack and the damage it would do if it hit. Now, to dodge a downward sword stroke is not hard, so you need to be creative with your attacks, positioning, using all your wits to out-wit your oponent into a situation he cannot escape from. I'll do a dodge and block example now, following on from the attack above. This time I'll do it from [Z]'s perspective.
Example:
*[Z] would see [X] running toward him, and act accordingly. Reaching his hand down to his left hip, he would draw forth his steel-fibre whip, uncoiling it and letting the folds flow down onto the ground. As this would have taken but a moment, the other person's downward strike was just beginning. He would flick up the coils of the whip forcefully towards the other's sword. The contact of the whip on the sword would knock the sword aside and back up, thus he would block the blow.* (Block) *[Z] would spring into action as his oponent ran towards him. Watching carefully for the other person's movements, he readied his own body to move. As the other person's blade would swing down for his neck he would duck down, tucking his left shoulder and rolling away from [X]'s blade. He would come back up to his feet lithely, turning quickly to face his opponent once more.* (Dodge)
As you can see, block or dodging a simple sword stroke is not so hard. But keep your wits about you, think about what you're doing and you will overcome any oponent. Practice will of course help, as in anything. T1, compared to the speed-based styles, is fairly easy to pick up. In T1 there are only 4 basic rules, making it much easier to get the hang of than T2 etc. The last thing about T1 is its brother style, T1 - Logic. Also known as TBL (Turn Based Logic). The only difference with this form of T1 is that all the moves done must follow logically, and be possible in real life and within your limitations. In normal T1, though, magic can be used, special powers, necromancy. . . Whatever you like. Have fun!
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