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Oct 28th, 2016
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  1. 1. No Godmod/powerplaying. Examples include, but are not limited to instantaneous attacks(attacks that dont cover distance or time), Black holes, reality warping, metagaming, etc.
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  3. 2. Scaling is in play: It doesn't matter if your character is a god from the eighth dimension; If they end up against a character clearly weaker than them, they are expected to power down accordingly. In short, simple and proper rp etiquette. Of course, on the other hand, characters are always expected to be able to adequately defend themselves at the set meta, meaning the rule applies both ways. We want to see tactical engagements, not power contests. For all intents and purposes, 'district busting' is the general power term in use for this engagement(s).
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  5. ​3. Preps. Matter. For most of you, this changes nothing. But for those of us who use them, they add an extra layer to the mental chess game that is combat role play. The more time or energy a character places into an attack or defense, the stronger said attack or defense can be assumed to be. Of course this does not remove common sense or throw physics out of the window. Preps will never trump logic, but are still important. A prep may only 'mature', or grow in power from +1 to +2 and so on, after it has been set into motion for a full post. This means a prep began in a post cannot be considered full until the start of the following post.
  6. For a prep to be counted or considered fair, a clear intention to prep, or 'prep phase' must be properly substantiated. In other words, you couldn't use "The wind rustled the grass" to count as the start of your wind prep thats about to become s full blown tornado. This is far too ambiguous, as no hint or sign was mentioned it as explicitly coming from, or being caused by the character.
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  8. 4. As all fights are mandatorily based in fantastical elements, science can be bent, but within the realms of logic and reason. Do not totally break reality with nonsense science, please.
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  10. 5. Posting time limit is <X hours>. Failure to post within this time limit will count as a willful forfeiture, and thus a loss. Extentions can be made due to outstanding circumstances, but this is not to be abused.
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  12. 6. Npc limit set to <appropriate number>. NPC's are viewed as full characters unless clearly indicated otherwise through description or intention, and must be attempted to be struck or affected like any other character. However 'fodder', or field npc's can be auto'd as any other inconsequential Npc can be.
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  14. 7. There is no arbitrary limit to the number of attacks a character can perform, logic withstanding of course. Though obviously, stringing together more than one attack a post may leave one open to Interrupts -- as the name implies, 'interrupting' an action, or chain of actions with logical reasoning. Interrupting is not to be confused with, or used like Timelining, which falls under rule 1. Interrupts are logical reactions to actions being performed against them, not cheap methods for time travel. Ultimately, the nature of interrupts falls onto the players to agree upon, or a neutral judge to interpret.
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  16. 8. No Hat-Tricks. If it isn't on your sheet or hasn't been relayed in one form or another at the time of the start of the conflict, you can't use it.
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  18. 9. The stipulation/wager is Mock Deathmatch/Deathmatch/Exhibition/Etc. Victory is achieved through incapacitation, death, fleeing, or forfeiture.
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