RavenDevine

Roleplaying Etiquette

Nov 12th, 2020
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  1. Roleplaying Etiquette.
  2. By Thranduil Graywolf of Tel'Mithrim.
  3.  
  4.  
  5. Role-playing can be both fun and frustrating. These are some general rules of thumb that help cut down the frustration.
  6. This really shouldn't need saying, but it seems like one of the more common problems...stay In Character (IC) at all times.
  7.  
  8. Do not drop Out Of Character (OOC) unless you are in a private conversation out of sight from others (the Whisper option is ideal for this.) If you absolutely must say something OOC in the presence of people who are IC, then enclose the OOC comment in parenthesis.
  9.  
  10. Never use OOC information IC in any way. The best example I can give is...just because you can see someone's name hanging over their head in the game, your character wouldn't know that character's name unless someone had told you in-game.
  11.  
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  13. Never assume someone will react in a certain way just because you think they should. Always give others the chance to react in their own way, and don't get upset if the reaction isn't what you expected.
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  16. Any action you perform on someone else's character, no matter what the action might be, should be phrased as an attempt. By making an attempt instead of just doing it outright, you give the character's player the chance to consent to the action or avoid it if it's something they'd rather not have happen to their character.
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  19. Be considerate of the role-playing mood of others. If you come into a situation where other characters are already engaged in some RP, don't just leap in with a radically different mood unless you get permission (Either IC or OOC, depending on the situation and whether you have any way to contact them OOC). As an example...say there is a couple sitting at a table discussing a recently deceased character and you jump in acting like a court jester and spill their drinks in their laps while telling bad jokes. You aren't going to make friends like this if your actions offend the players behind the characters.
  20. Don't try to be the center of attention all the time. Be polite and share attention with other characters. You aren't the only one there to have fun, give everyone their turn in the spotlight.
  21.  
  22.  
  23. Give others time to react to you. One of the strangest things I've noticed in graphical online RPGs is impatience. People will walk up, say something, wait about 0.0001 seconds and run off. The person they talked to would barely have had enough time to read what they said, let alone respond to it. This also happens in conversations. People will say something, wait a very short amount of time, then keep going as if they think the person they were talking to didn't hear them or isn't going to respond. In most cases, the other person was going to respond but simply wasn't as fast as expected, and loses the chance because the conversation has moved on without them. There's no need to hurry so much, just relax and enjoy the interaction.
  24. Avoid god-like abilities for your characters. RPing isn't about who can make up the best super powers for their characters, it's about the personalities of the characters. Any character that is ridiculously powerful or has a perfect personality is going to be fairly boring to RP with and will end up being mostly ignored by others.
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  27. It is generally considered rude to just up and attack someone out of the blue. If you and your target are not part of some planned combat event, get OOC consent from the player before you attack their character (This can be done IC if you make your meaning clear enough and you can't contact the other players OOC). If there's no good way to get this permission, at least give them plenty of IC warning that you might attack, and if they seem to approve IC, then go ahead. If they don't seem willing to fight, or you can't tell one way or another, it would be best not to attack them to avoid OOC troubles.
  28.  
  29.  
  30. Never include someone else's character in a written story that didn't actually happen exactly as you wrote it without letting that character's player proofread and approve the story before you post it.
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  32.  
  33. When writing up a story about combat that happened in-game, don't be literal. Gaming engines invariably have the loser of a fight "die". Since no one likes building characters over and over, there's always some way to get raised from the dead. But just because you killed someone's character and chopped up their body in the game doesn't give you the right to write this up exactly as the combat engine portrayed it. There's two reasons for this...either the character that lost has to get resurrected and put back together, or the character is permanently dead or maimed. It gets very old having people die all the time and getting dismembered only to show up the next day just fine. It would also get old if people had to waste their character development by killing off their character due solely to something that happened based on the combat engine of the game (which we all know is much less than fair due to lag and computer crashes) and not on RP. So it's polite to alter events a little bit. If the combat was a large battle, mention casualties but don't give names to the dead. Just assume the two sides had several no-name extras along for the fight that can provide convenient dead bodies. If it was a duel, then have it be to first blood or to loss of consciousness...unless of course a character's true death was agreed upon OOC ahead of time by the character's player, but these situations will be very rare.
  34. T1 Rules & Guidlines for the modern day role player
  35.  
  36. Introduction
  37.  
  38. {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.}
  39.  
  40. 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:
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  42.  
  43. 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.}
  44. Ex: Street fighting
  45.  
  46. 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, Vampirism, Werewolfism.
  47. Ex: Underworld
  48.  
  49. T1 MP=T1 Moderate Powers. This is the Style that is commonly used now as a more realistic look towards T1 PC. The charecters 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.
  50. Ex: Bleach, and Naruto
  51.  
  52. T1 PC=T1 Power Charecters This style is the most difficult of them all to learn. The complexity of the charecters abilities and powers are what get them called "God Moders". The depth put into one charecter, with the powers, abilities explanations of terrian, dimension, sub-abilities, charecter background and traits will lead an inexperienced opponent to believe there is an invincibility about the charecter.
  53.  
  54. Those are the Styles of T1's Now this is what you have to post in your T1 intros:
  55.  
  56. Note: Forgetting information that is needed in your intro, CAN NOT be used later in the fight. This is grounds for disqualification under God Moding,. showing that you will make up anything to win }
  57.  
  58.  
  59. Preps of preparations for a stronger move.
  60. 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.
  61. Posting information for your intro in a T1
  62. {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!}
  63.  
  64. 1. You have to post what your charecter looks like. {e.g. Clothing, hair color and style, skin color, eye color, height, wieght {optional}, and any armor.}
  65. 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.}
  66. 3. You have to post what type of weapons, powers, abilities, and traits your charecter is going to use in the fight.
  67. 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, untill they state otherwise in there post after.
  68. 5. Your charecter, and Only your charecter is what you are narrating.
  69.  
  70.  
  71. Reminder: The reason for T1ing is to test yourself against others and make them believe they have been beaten by your charecter/skill.
  72.  
  73. Rules
  74. 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 Moding tolerance. This is a competition between the knowledge of two minds on how well they know there charecter.
  75.  
  76. 2. No God Moding. This goes towards those that take a hit in the T1 and get up from it like nothing ever happened. T1. T1ing 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 allways keep in mind, the first one that lands a hit wins.
  77.  
  78. 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.
  79.  
  80. 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 yoru replying post that measures up to the attack section length that was posted previously.
  81.  
  82. 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 explantions about your charecter 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 charecter's post the better and more smoother the fight will go.
  83.  
  84. T1 Style restrictions:
  85. 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 charecter has to stay within the restrictions of the Style being stated.
  86. T1RM: Absolutely no powers, mystic weaponry, no spells, no heightened abilities outside of normal abilities.
  87. Ex: Sight{10ft to see clearly},Speed{30mph tops},Reaction time{1.5 seconds +}
  88.  
  89. T1UM:Onlyslight abilities are heightened. No chakra, energy, or spirit force abilities.
  90. 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}.
  91.  
  92. 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!
  93.  
  94. Rule 2:
  95.  
  96. 1) You post in turns.
  97.  
  98. 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.
  99.  
  100. 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 freet 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.
  101.  
  102. 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. Hypotheticals imply forethought, so they can be considered planned moves IC, and therefore do not demand the same conscious considering that would otherwise be demanded; also, hypotheticals might account for where a given attack would land if such and such defense were perfomred, like having a thrust to the stomach being displaced to the neck if the foe ducks.
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  104. 5) Both interrupts and hypotheticals, 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.
  105.  
  106. 6) Meta-gaming is when you use OOC 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
  107. the "meta-gaming" header.
  108.  
  109. 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.
  110. Step One: T1 Intro Information and Precautions
  111.  
  112. 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.
  113.  
  114. 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.
  115.  
  116. 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 conbination by beginners that have the mind set on what they want to say, but are limited on the vocabulary to explain it).
  117.  
  118. 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 betweeen a win and a loss.
  119.  
  120. 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.
  121.  
  122. 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 "Imporved Rules/Guidlines for T1". that bulletin is a mandatory read for any new comer.
  123. Step Two: Mixing And Creating Your Intro Post
  124.  
  125.  
  126. 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 charecter to make actions in unison with our souroundings. 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 oponent to read and understand instead of posting over-stuffed para that have absoutely no direction at all.
  127.  
  128. Posting your intro first:
  129. 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 charecter has a special ability that nature can help you with, you can form the arena however you want to give yourself a slight advantage.
  130.  
  131. 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.
  132.  
  133. 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."
  134.  
  135. Posting Your Intro Secound:
  136. 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.
  137.  
  138. 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.
  139.  
  140. You will still be needed to blend together all your looks, surroundings and powers to your best ability.
  141.  
  142. {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 charecter and traits will help you explain them in the future. And always remember Absolutley No Pre-Written Intro's!}
  143. Step Three: Attacking
  144.  
  145. 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.
  146.  
  147. 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.
  148.  
  149. {This is what not to do}
  150. 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.
  151.  
  152. 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.
  153.  
  154. 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.
  155.  
  156. 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.
  157.  
  158. 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. Informatino 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.
  159.  
  160. <<ATTACK>>
  161.  
  162. ==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 outsoles of his footwear from the sliding halt. He is about 3 feet away from the enemy's front-left side when he stopped==
  163.  
  164. ==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 kneww bending about 2 inches down. He has his left foot extended to his back and slightly to the left, bending his left kneww 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==
  165. = 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.=
  166.  
  167. =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.=
  168.  
  169.  
  170.  
  171. Step Four: Attack Defense
  172.  
  173. 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.
  174.  
  175. 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.
  176.  
  177. Ex: Increasing his power by manipulationg 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.
  178.  
  179. 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:
  180.  
  181. Options: Reply
  182. 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.
  183.  
  184. 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:
  185.  
  186. 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 dangerouse 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.
  187.  
  188. 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:
  189.  
  190. 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.
  191.  
  192. 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 ulimately capitalize on in their posts.
  193.  
  194. Length is not the answer
  195.  
  196. 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 manimpulation was his greatest ally.
  197.  
  198. 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.
  199.  
  200. Massive trunks break forth from gound 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.
  201. "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 cuiously 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 soulds, wait to commence.
  202.  
  203.  
  204. Characterization Basic Elements
  205.  
  206.  
  207. "Well, here is the main point of the topic... to help a fighter last for a loger 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."
  208.  
  209. --Energy Conservation--
  210. 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.
  211.  
  212. 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.::////]
  213.  
  214. --Elemental Control & Manipulation--
  215. 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.
  216.  
  217. EXAMPLE:[////::The ice around the blade danced gracefuly, majecticly forming around to make a chain. It sparkled in the shining light and willowed 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.::////]
  218.  
  219. --Combination Techniques--
  220. Combination techniques may be occasionally very difficult to use, simply because it is easy to powermind 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.
  221. 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.;;////]
  222.  
  223. --Two-Post Combination Technique--
  224. 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.
  225.  
  226. 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::////]
  227.  
  228. |;;|Soki formed multiple hand signs and created, within milliseconds, a giant fireball intensely surrounding his entire structure and wait untill the dragons had melted.::////]
  229.  
  230. [////;;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 ::////]
  231.  
  232. 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.
  233. T2: High-paced fighting style. 7 words to attack. 10 connect. 7 dodge. 12 counter-attack.
  234.  
  235. Additional rules can be added, such as an extra post for preperations and projectiles.
  236.  
  237. T1: Paragraph, turn-based fighting.
  238.  
  239. Someone post an attack, another defends. The pattern could continue like that, but I myself do like this, Bob VS Tim.
  240.  
  241. Bob: Attacks!
  242. Tim: Defends/avoids/takes-the-hit, counter attacks.
  243. Bob: Same thing.
  244.  
  245. That's how I fight, so the battle isn't completely one-sided and the defender is constantly not given the turn to attack.
  246.  
  247. 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.
  248.  
  249. 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.
  250.  
  251. 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...!
  252.  
  253. 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.
  254.  
  255. ALL FIGHT STYLES!!!
  256. 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!!
  257. -T1
  258. 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 oponent so that he cannot move and there is no way out, or is fatally wounded. There are 4 main rules:
  259. 1> You must use proper grammar and punctuation.
  260. 2> No typos allowed. Your post is void if you typo or misspell; it is then the other person's turn.
  261. 3> All moves must be written in the future tense. Nothing done, only suggested.
  262. 4> Your post must be over one paragraph long.
  263. 5> You cannot block then start an attack in the same move. However, counters are allowed.
  264. You can make moves as long as you want; there is no limit.
  265. 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.
  266. Example:
  267. *[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.*
  268. [X] is representing your name, and [Z] your oponent'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 oponent, 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 escence, the same as the prep.
  269. Example:
  270. *[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.*
  271. 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.
  272. Example:
  273. *[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 oponent once more.* (Dodge)
  274. 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!
  275. Tech 2 is a speed based system, in which there are many variations. Basic is the main system, the rest are just different word count and typo variations. Basic consists of the word limits of 7-7-10-7-12. And has a typo limit of 3 words per post. There are 5 different parts of T2 Basic; Range, Attack, Connect, Dodge/Block, and Counterattack.
  276. The Layout of T2 basic is as follows, fighters charge and attack each other until one has reached 5 points. For close combat fighting you must be in range of your opponent at all times, if you get separated you must range again. For ranged attacks, such as magic, you do not have to be in range. Both people fight till one reaches 5 points, at which point the winner may either call game or attempt to kill. If the match was a spar then killing is not allowed. The type of game must be declared before it starts. There is to be a countdown for every match, if you type during the count down your post is void.
  277. EACH POST IS ALLOWED 3 TYPOS MAXIMUM!!!
  278. Range: At the beginning of the match, fighters are said to be automatically out of range of each other unless stated otherwise from previous role play. Range is simple enough, you just make a post of 7 words or more stating you come close to your opponent.
  279. ~Example~ -Lance would run swiftly to be in front of Jak.-
  280. Attack: In order to win you must make successful attacks. For most attacks you must be in range of your opponent, unless you are using a ranged attack. In order for an attack to be valid it must have the following components; The name of your opponent, the type of weapon you are using, and where on your opponent you are striking. An attack must be done in a minimum of 7 words.
  281. ~Example~ -Lance would swing his blade to Jak's left arm.-
  282. Preps: You may make preparations for battle such as power ups and what not, this is just a post of 7 words preparing yourself.
  283. ~Example~ -Lance would draw the Destiny Blade from his back and slide into his sword fighting stance.-
  284. Magic Attacks: There is some controversy to magical or energy attack, but they work the same as normal attacks. You are allowed to make a prep and an attack in the same post, or you can make them in different posts.
  285. ~Example 1~ -Lance would gather energy in his left hand and fire it at Jak's torso.-
  286. ~Example 2~ -Lance would bring his left hand up and gather energy in his palm.-
  287. -Lance would aim his left palm to Jak's torso and fire the energy.-
  288. Kills: After you score 5 points you have the option of making a kill. In order to make a kill you need 3 posts; Prep, Attack, and Connect. The prep is to prepare your strike, and then you attack and connect it.
  289. ~Example~ -Lance would bring his blade up over Jak's neck.-
  290. -Lance would sling his blade down to Jak's neck.-
  291. -Lance's blade would slice through Jak's neck beheading him and killing Jak.-
  292. Connect: In order to score a point you must connect your attack. This is done in a minimum of 10 words. In order for the connect to be valid it must have the following components; The name of your opponent, the type of weapon your using in the attack, and it must resolve the attack itself.
  293. ~Example~ -Lance's blade would come in fast at Jak's left arm hacking through it with ease as it fell to the ground.-
  294. Dodge and Block: First off I have to make one thing very clear. YOU MAY NOT USE A RANGE TO DODGE AN ATTACK!!! -Jak would walk away from the range of Lance.- or any action like that is void. A dodge or block must have the following components in at least 7 words; Your opponents name, the attack you are dodging or blocking, and a valid way of doing so. You can not roll to the left if your in a corner.
  295. ~Example 1~ -Jak would slide his body to the right avoiding Lance's slash.-
  296. ~Example 2~ -Jak would bring his blade up to deflect Lance's slash.-
  297. Counterattack: In order to make a successful counter attack you must present a dodge or block combined with an attack of your own in at least 12 words. After you make the counterattack you must connect it in 10 words like a regular attack. In order for a counterattack to be valid it must have the following components; the opponents name, the opponents attack that you are avoiding, the type of weapon you are using to attack, and the location of your opponent your attacking. This must be done in at least 12 words.
  298. ~Example~ -Jak would duck and slide to the left avoiding Lance's slash while jabbing his blade for Lance's solar plexus.-
  299. Rushing: Different forms of T2 use different rules, and some rules are controversy. The "Rush" rule is one such rule. Rush allows one person to attack another regardless of the fact that they denied a challenge. Normally in T2 you must present a challenge before attacking someone, however if they deny your challenge, you may still attack them validly if you state the following; "You have denied my request for battle so I am stating a rush upon you."
  300. T3 is a variant on Freestyle and is pretty simple. To attack you need a post of one word or more, then another post to connect, then another to seal.
  301.  
  302. Example:
  303. *kicks*
  304. *connects*
  305. *seals*
  306.  
  307. That would make one hit. To block or dodge you need to do the same thing, but with a dodging or blocking word instead of an attacking one.
  308.  
  309. Example:
  310. *blocks*
  311. *connects*
  312. *seals*
  313.  
  314. You can make posts as long as you want, or as short. No typo limit and no rules apart from the ones above. It's a disrecpected style and not used much.
  315.  
  316. T4 is a new role playing style consisting of a mixture between T2 and T3. Many of you may be opposed to this cause you may feel it will be n00bish. I assure you i design this style to be as ethical and fair as i can make it, yet also to be challenging. There are a few rules that i would like to address first of all.
  317.  
  318. 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.
  319.  
  320. 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 preparation for your killing move, and must connect and seal your killing move.
  321.  
  322. Rush: 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. IN ORDER TO RUSH YOU MUST STATE THE FACT THAT YOU ARE RUSHING AND THE REASON WHY YOU ARE RUSHING!
  323.  
  324. 1) The person you wish to attack plans on causing great harm on someone you love or care about.
  325. 2) The person you wish to attack has committed a great wrong that deserves punishment.
  326.  
  327. 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.
  328.  
  329. 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 Endurance move to reduce the attack to 1/2 a point.
  330.  
  331. 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.
  332.  
  333. 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.
  334.  
  335. ==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.
  336. 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.
  337. ==Example== ::He would bring his blade down upon the dummies left shoulder letting his fury roll into the blade.::
  338. 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.
  339. ==Example== ::His blade would now begin to tear through the dummies left arm with a great fury and range.::
  340. 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 immediate effect of the damage from the connect.
  341. ==Example== ::His blade would finish cutting through the dummies left shoulder spraying blood everywhere letting the left arm fall to the ground.::
  342.  
  343. 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 incoming attack with an incredible amount of speed and agility:: does not count because it does not specify the attack. Here are examples of proper dodging and blocking.
  344.  
  345. ==Example 1== :: he would sense the incoming slash of the dummy and avoid the action my jumping to the left.:: <--dodge
  346. ==Example 2== :: he would bring his sword up to clash with the dummies slash as the two weapons clanked together.:: <--block
  347.  
  348. Endurance: So your opponent 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 take your arm, how to move away or stop the attack before it takes full effect. In order to do this you must state your opponents name and attack, and the attack must have connected but not sealed.
  349.  
  350. ==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.::
  351. 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 opponents attack and name as well as the target for your return attack.
  352. ==Example== ::he would now step to the left of the dummies slash and bring his own blade up into the dummies stomach with rage.::
  353.  
  354. In order for your counter to be valid you must also connect and seal it like an attack.
  355. The S stands for speed. So this style could be called Speed Tech 20.
  356. S20 is a variant on the T2 system, meaning it is incredibly similar, but with a few variations. I will however, treat it as a new style and go through a complete explanation.
  357. There are five types of posts in S20:
  358. [Preparation]
  359. [Range]
  360. [Attack]
  361. [Connect]
  362. [Counter]
  363. The rules:
  364. You must not typo in your posts.
  365. All posts must be 20 words or more long.
  366. Each post must contain your enemy's name.
  367. These are the basic rules. There are more, and I will state them in context when I explain the different posts.
  368. I'll begin with the 'Prep' type of post. This has two uses:
  369. One use, is at the beginning of a fight to introduce your character and his weapons/abilities/looks/surroundings. Not many people bother doing this before a fight, but some like to.
  370. Example:
  371. -X stood upon the grassy hill, clutching his straight-sword in his right hand and looking down the small slope at Z, waiting for him to be ready.-
  372. That above example is obviously introducing your character.
  373. The other use, is to prepare a killing blow. I'll go into this in greater depth when I cover 'Killing' later on.
  374. The 'Range' type of post is used to get within striking distance of your enemy. I like to compare this to walking up to someone in real life, before hitting them. Obviously, you can't hit them if you're ten metres away, so you have to get closer. Also, 'Range' can be used to back away from the enemy, and get out of their range.
  375. Example 1: -X ran forwards at a great speed, soon coming into striking distance of his enemy Z, now within melee range.-
  376. Example 2: -X jumps backwards quickly, landing a few metres away from Z, skidding to a halt far out of Z's attacking range.-
  377. We can see in Example 1, that X has moved forward into Z's range, and is now able to attack in close-quarters. In Example 2, he has moved back from Z, and is no longer able to be hit by melee attacks. You can not range after the enemy's attack. If you do by accident, it is void and the opponent's attack is valid. To avoid an opponent's attack, you must 'Block'.
  378. Now the 'Attack' post. This is used to, obviously, attack an enemy. But this is only the act of sending the attack, it does not mean that the attack will connect.
  379. In an attack post, you must say how you are sending the attack, and in the case of hands, legs, etc. which side you're using. Eg. right or left or both. You must state what the attack is, and what area of the enemy you are attacking, as well.
  380. Example: -X swings his right hand forwards, bringing his sword around in a slicing motion to Z's chest area, to cut his skin.-
  381. You see here, that X is sending the attack with his right hand, and that the attack is his sword, which will strike Z's chest. If you do not say how you are sending, what you are sending, and to where, your post is void.
  382. Now on to 'Connect'. This post has to be used after an 'Attack' post. As is obvious by the name, this connects the attack to your enemy. You have not successfully hit your opponent until you have done an 'Attack' followed by a 'Connect' in sequence, without the attack being blocked.
  383. In 'Connect', you must say what is connecting, and to what part of the enemy's body. These both have to be the same as in the attack post. Example: -X's sword cuts deep into the chest of Z, leaving a large gash across his soft flesh with blood beginning to trickle down his body.-
  384. We can see here that X's sword, which he started to use in the attack, has connected with Z's chest. This would mean he has successfully landed a hit on his enemy. If you do not say what connects and to where, or you say something different to the attack, you are void.
  385. A 'Block' post must be used after your enemy's 'Attack', and before the 'Connect'. It is obviously used to block the enemy's attack, and save yourself from harm.
  386. In a 'Block', you must say how you are blocking, what you are blocking, and with what.
  387. Example: -X quickly brought around his right hand, using it to turn aside Z's left fist which had been aimed at his face.-
  388. Pretty self-explanatory here. X used his right hand to knock away Z's left fist. If you don't say how you are blocking, what you are blocking, and with what, you are void.
  389. 'Counter' is a combination of both 'Block' and 'Attack' in one. Obviously used to somehow block and at the same time attack your enemy in the same move.
  390. You must first block or dodge the enemy's attack, and then attack yourself afterwards. You cannot attack the enemy, and then block his attack. If you do, you are void. The same rules apply here for both 'Block' and 'Attack' posts, in that you must say with what, how, and to where. If you don't, void.
  391. Example: -X swiftly brought his right hand to block Z's right knee, at the same time his left fist moved to Z's face.-
  392. After you have successfully countered, you must then 'Connect' the counter like an 'Attack' post.
  393. 'Sparring'. A spar is essentially a practice fight between two people, where the damage of the fight is healed at the end. A spar normally goes up to 5 hits; the first to reach 5 wins the spar. A 'hit' is defined by an 'Attack' and a 'Connect' being landed successfully upon the enemy.
  394. 'Killing'. To kill someone, you must first challenge them to a Death Match. If they accept, you may continue. If they do not accept, you'll just have to live with that. In some chat sites a 'Rushing' rule is legal. Rushing is to basically attack someone without their acceptance, and kill them. Mostly, however, this is not legal.
  395. To kill someone successfully, you must land 5 hits upon the enemy, and then perform a special finishing move. This is where the second use of 'Prep' comes into play. To do a killing move, you must prepared it first. You can, in fact, prepare this at the beginning of the fight, though most people would not. You do not have to prepare the attack, then launch it, the connect it in sequence. But, you must have prepared the attack at some point during the fight.
  396. Example: -X used both hands to bring his sword above his head, ready to cut down with a mighty blow upon Z, to kill him outright.- You have to say what you are preparing, and the name of the enemy.
  397. Lastly, have fun! Try not to take fighting too seriously, and enjoy the experience. If you don't fully understand these rules, or are a little hazy on some parts, I suggest finding someone who knows the style and asking them to help you out.
  398. Welcome to the first interactive fighting game in IMVU!
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  400. http://i830.photobucket.com/albums/zz226/cetaphil27/RossenX_V_HellsMuerteDaemon_01.png
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  402. The dueling ring lets people fight it out using stats and different combination of armor and attacks to defeat an opponent!
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  404. You do not need anything special to play in the ring, you can just click on one of the many nodes and start the duel if one is not in progress. It's completely free to play, tho if you want one in your room you will need to buy the product.
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  406. There is also a rating system that you can register to be a part of. After you register, as simple as clicking a button, it'll let the widget start recording how many games you've played and won. Over 6000 registered users and counting!
  407. f in a real fight this is what u should know,,
  408. #1 if u or some one hits u with over 20 blasts that means u die!!
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  410. #2 when doing a match and u use different ways to attack like weapons they have different point lvls like (hand to hand attacks is 1.0) (weapons attacks is 1.5) and (blasts and room attacks r 2.0 attacks) remember this will save ur life
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  412. #3 heavens, and hells, gate cancel out powers but if u both have it on each other u can cancel out each other blast attack if u both standing in it
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  414. #4 shields stop blast attacks but dont stop hand or weapons attack. shields can be broken by a super blast or an ultrablast so please pay attention to detail!!!!
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  416. #5 protection attack can be beat by a blast attack if u cant get in a hit to them
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  418. #6 if u use both blast attacks on each other at the same time that will cancel the blast as in a draw but if the person use a chain attack then they blast will win like powering up then using there blast and if u just use ur blast so really look at detail when u fight
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