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Mar 1st, 2014
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  1. RULES:
  2. T1:
  3. T1 Rules and Guidelines for the modern day Role-player Sample
  4.  
  5.  
  6. Introduction:
  7.  
  8. {For those new to the form 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, Honour, and Trust are all key points needed to have a clean fun form of competition amongst one on one, or multiples against one. Order and communication is most important when dealing the starting posts in the T1.}
  9.  
  10. 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:
  11.  
  12. 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.}
  13. Ex: Street fighting.
  14.  
  15. T1 UM= T1 Unrealistic Melee. This is the Style that is an above average human against human that are capable of using things such as Magic attack, Sorcery, Vampirism, Werewolf’s.
  16. Ex: Underworld.
  17.  
  18. 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.
  19. Ex: Bleach, and Naruto.
  20.  
  21. T1 PC= T1 Powered 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 Moders". 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.
  22.  
  23. Those are the Styles of T1's. Now this is what you have to post in your T1 intros:
  24.  
  25. {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.}
  26.  
  27. Preps or Preparations for a stronger move.
  28. 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.
  29.  
  30.  
  31. Posting information for your intro in a T1
  32. {The first posting their intro CAN NOT state an attack. The second to post their intro is advised not to attack in their intro, but have that choice to do so anyways!}
  33.  
  34. 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 armour.}
  35. 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.}
  36. 3. You have to post what type of weapons, powers, abilities, and traits your character is going to use in the fight.
  37. 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 their post after.
  38. 5. Your character, and only your character is what you are narrating.
  39.  
  40. {Reminder: The reason for T1ing is to test yourself against others and make them believe they have been beaten by your character/skill.}
  41.  
  42. Rules
  43. 1. If you forget to post something in your intro; Power, ability, weapon, trait. You cannot 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 their character.
  44.  
  45. 2. No God Moding. This goes towards those that take a hit in the T1 and get up from it like nothing every happened. T1ing is a competition against two different skills. The first to outsmart, 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.
  46.  
  47. 3. No Auto-Attacks. This is the statement that your attack landed without letting your opponent counter/block/dodge/avoid/deflect in their posts after.
  48.  
  49. 4. You must post equal length to your opponents attack post if you are to dodge/counter/block their attack. Anything less than 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 you did your counter/dodge/block in your replying post that measures up to the attack section length that was posted previously.
  50.  
  51.  
  52. 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 characters’ posts the better and smoother the fight will go.
  53.  
  54. T1 Style restrictions:
  55. 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.
  56.  
  57. T1RM: Absolutely no powers, mystic weaponry, no spells, no heightened abilities outside of normal human abilities.
  58. Ex: Sight{10ft to see clearly}, Speed {30mph tops}, Reaction time {1.5 seconds +}
  59.  
  60. T1UM: Only slight abilities are heightened. No chakra, energy, or spirit force abilities.
  61. 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}.
  62.  
  63. T1MP: No powers capable of destroying entire planets galaxies or multi-verse. Energy/Chakra based attacks and combos. Basic abilities of energy and powers are acceptable. All Elemental control is acceptable as long as there is one to two elements being used at one time. You cannot use all the elements in one massive attack!
  64.  
  65. Rules 2:
  66.  
  67. 1) You post in turns.
  68.  
  69. 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.
  70.  
  71. 3) 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.
  72.  
  73. 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, and therefore do not demand the same conscious considering that would otherwise be demanded; also, hypothetical’s 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.
  74.  
  75. 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 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.
  76.  
  77. 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 well likewise fall under the "meta-gaming" header.
  78.  
  79. 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.
  80.  
  81. T2:
  82.  
  83.  
  84. T2 & RT2 Role-play Rules
  85. 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.
  86.  
  87. 5 Points Damage
  88. » 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.
  89.  
  90. The Basics
  91. Attempt: 7 words
  92. Connect: 10 words
  93. Dodge: 7 words
  94. In/Out of range: 7 words
  95. In range + Attacking: 12 words
  96. Out range + Prepping: 12 words
  97. (Note: Must be in the following order - In/Out of range then Attacking/Prepping)
  98. Prep: 7 words
  99. Weapon withdrawal: 7 words
  100. Counter: 12 words
  101. (Note: Must be in the following order - Dodge then Attack)
  102. Max typo's allowed: 3 max, 4 and up are void
  103. Finisher: 7 words (attempt), 10 words (prep), 12 words (connect)
  104.  
  105. Energy attacks: Requires 1 prep to draw up energy
  106. Breaking bones: Requires 3 preps, or 3 connections on the same body part
  107. Severing body parts: 3 preps
  108. Escaping/Leaving a fight: 3 lines, 7 words
  109.  
  110. Attacking
  111. 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.
  112.  
  113. Fighter1: <kicks his leg up from the ground, bringing it towards Fighter2's face>
  114.  
  115. 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.
  116.  
  117. 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.
  118.  
  119. If there was no dodge made to the aforementioned attack, a connect line could look like this:
  120.  
  121. Fighter1: <his leg kicks Fighter2 in the face bringing the foe to his behind>
  122.  
  123. Defence
  124. 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.
  125.  
  126. Between the attack and connect already stated, Fighter2's dodge could be something like this:
  127.  
  128. Fighter2: <puts his hand out to stop the leg from hitting his face>
  129.  
  130. Counterattack
  131. 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.
  132.  
  133. Fighter2: <he puts his hand out to stop the leg, using his other hand to swing for Fighter1's face>
  134.  
  135. Fighter2 would then make a connect as normal.
  136.  
  137. Killing
  138. 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:
  139.  
  140. Fighter1: <swings his fist out-wards for the head of Fighter2>
  141. Fighter1: <tightens the grip of his fist, thrusting his arm faster for more force to Fighter2's head>
  142. Fighter1: <he slams his fist into the side of Fighter2's head, sending the foe to the ground knocked out>
  143.  
  144. Preparations
  145. 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.
  146.  
  147. Royal T2
  148. If you want a more challenging, difficult setting of T2, you can add these rules to do the royal style of T2, called RT2.
  149.  
  150. » Opponent's name in everything (name must be in attempt/dodge/connection/prep/counter/getting in/out of range/finisher)
  151. » No typographical errors (this includes action keys, capitalization of names, and misspellings [Punctuation and capitalization of anything else not required])
  152. » Word limits for everything are the same, no changes.
  153.  
  154. T3:
  155.  
  156. T3
  157.  
  158. T3 is the easiest and said to be the noobish way to fight. It is simple attacks and dodges. It is speed based, the whole point is to make the attack and type connects before someone else dodges.
  159. Example: ~punches John~
  160. ~Dodges punch~
  161. ~Slaps John~
  162. ~Deflects slap~
  163. ~Kicks John~
  164. ~Connects~
  165.  
  166. Avi/Animation fighting
  167.  
  168. Animations are equipped and a song is played. Whoever gains the most hits within the song, wins.
  169. It is also done when decided amounts of hits have been declared and then two characters go at it. Either way, there must be a counter. Someone has to sit back and watch the fight and count the hits and at the end of the fight, declare the winner.
  170.  
  171. These are not the only methods of fighting within the RP world but these are the most common.
  172.  
  173. As a rule of thumb, keep logs, videos of fights as proof, especially if you want a decision challenged in T-fighting or avatar fighting.
  174.  
  175. * Note: In any legitimate fight there must be witnesses. In a spar it is best to at least have a judge present. In an actual fight there must be at least two witnesses. If witnesses are not present, no matter the result of the fight/attack, it is not valid.
  176.  
  177. PC fights: PC fights, even with witnesses are not valid, unless, both parties agree to it. There doesn't need to be a formal agreement, but if one attacks and the other responds then it is acceptance. If the other flees ( leaves the chat ) without role playing it out, then so be it. The attempt itself is not valid.
  178.  
  179. T4:
  180.  
  181. ((This information was gathered from OW site.))
  182.  
  183. T-4
  184.  
  185. 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.
  186.  
  187. 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 prohibitive and results in a void.
  188.  
  189. 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.
  190.  
  191. 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 sel your killing move.
  192.  
  193. Rush: In T2 there is a rush rule which means you may attack someone reguardless 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!
  194.  
  195. 1) The person you wish to attack plans on causing great harm on someone you love or care about.
  196.  
  197. 2) The person you wish to attack has committed a great wrong that deserves punishment.
  198.  
  199. 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.
  200.  
  201. 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 an Endurance move to reduce the attack to 1/2 a point
  202. 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.
  203.  
  204. 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.
  205.  
  206. ==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.
  207.  
  208. 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.
  209.  
  210. ==Example== ::He would bring his blade down upon the dummies left shoulder letting his fury roll into the blade.::
  211.  
  212. 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.
  213.  
  214. ==Example== ::His blade would now begin to tear through the dummies left arm with a great fury and range.::
  215.  
  216. 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.
  217.  
  218. ==Example== ::His blade would finish cutting through the dummies left shoulder spraying blood everywhere letting the left arm fall to the ground.::
  219.  
  220. 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.
  221.  
  222. ==Example 1== ::he would sence the incomming slash of the dummy and avoid the action my jumping to the left.:: <--dodge
  223.  
  224. ==Example 2== ::he would bring his sword up to clash with the dummies slash as the two weapons clanked together.:: <--block
  225.  
  226. 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 tak 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.
  227.  
  228. ==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.::
  229.  
  230. 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.
  231.  
  232. ==Example== ::he would now step to the left of the dummies slash and bring his own blade up into the dummies stomache with rage.::
  233.  
  234. In order for your counter to be valid you must also connect and seal it like an attack
  235.  
  236. T5:
  237.  
  238.  
  239. T5
  240.  
  241. 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.
  242. 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 name not something describing them.
  243. Post #2) The next post is the moving post, which moves you towards the person You are fighting.
  244. 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.
  245. 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.
  246. Post#5) The post following that is the competition to the action You have taken. This is considered to be the killing post.
  247. Example of how a proper Kill looks.
  248.  
  249. Post #1) looks at Macer wanting to kill Him
  250. Post #2) rushes at Him with speed
  251. Post #3) pulls sword from its sheath
  252. Post #4) slices at His throat swiftly
  253. Post #5) slices His throat wide open
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