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  1. •The General Rules of RP
  2. T1 or Tier 1
  3. Paragraph, turn-based fighting.
  4. T1 is a type of fighting style generally used by people in chats or forums (threads). These people are generally the more advanced RPers. Average time to learn T1 can take anywhere from two weeks to two months, depending on the time spent learning and perfecting the form. It is based off the idea that the paragraphs you use should appear to come out of a book using detailed descriptions so that the people watching can ‘see’ what is happening in chat to make Role Playing a more enjoyable experience.
  5. T1 is turn-based, so you have to wait for your opponent to finish typing his/her attack. It is also paragraph fighting. In a T1 match, your opponent can strike you. You have the ability to reverse the attack or take the hit and come back with one of your own. In T1, you can only type one attack each paragraph. If you type more than one attack in a paragraph, you will be disqualified.
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  7. T1 URM = Unrealistic Melee
  8. This is a style that is an above average human against human that are capable of using such things as Jutsu, Aura/Ki/Energy Manipulation. Human abilities are enhanced slightly enhanced. All of our "powers" are Aura based and should be explained through the use of Aura.
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  10. Races/Species
  11. This Roleplay is strictly HUMAN.
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  13. •General Rules of RP
  14. 1. If You forget to post something in your Entrance Post; Clothing, Weapons, Magic Items/Relics, etc. You CAN NOT use it at any time after in that fight or RP. Those things forgotten are off limits are considered not on your person. If something not mentioned in your Entrance, the post will be VOID.
  15. i) You have to post what your character looks like (ex. Clothing, Hair/Skin/Eye color, Height, Armor, etc.)
  16. ii) You have to post what the area that you are in (ex Weather, Time of day, Terrain, etc.)
  17. iii) You have to post what type of weapons and skills and abilities your character is currently in possession of and plan on using.
  18. iv) You are narrating only for your character(s)
  19. v) You can not attack in an Entrance
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  21. 2. No God-Moding. This goes towards those that take a hit in the T1 and get up from it like nothing ever happened. Being invincible, overpowered, or unable to take damage is all considered God-Mod.
  22. 3. No Auto-Attacks. This is stating your attack has landed, without allowing your opponent to dodge/counter/block/respond to your attack.
  23. 4. No Meta-Gaming. This is when you use OOC (Out OF Character) information a.k.a information your character DOES NOT have in a fight or RP. This depends if the information is agreed upon.
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  26. 1.) 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.
  27. 2.) An INTERRUPT is where Person A reacts before the end of Person B’s prior 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.
  28. 3.) 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. Hypotheticals imply forethought, so they can be considered that would otherwise be demanded; also, hypotheticals 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.
  29. 4.) Both INTERRUPTs, HYPOTHETICALs , and, indeed, all elements 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 its 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.
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