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T1-RM = Realistic Melee; This is the Style that is human against human. With real-life limitations. (e.g. Human capabilities of running, jumping, reaction-time, body integrity, vision, ect.) Ex: Fight Club.
T1-UM = 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, Werewolfism. Ex: Underworld.
T1-MP = Moderate Powers; This is the Style that is commonly used now as a more realistic look towards T1-PC. The characters that have special powers, just not ones that have a power that is capable of destroying an entire planet. Powers such as elemental abilities are acceptable, but if there is a power that is capable of using all elements you must keep that power in a moderate use. Ex: Bleach, and Naruto.
T1-PC = 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 Modders". The depth put into one character, with the powers, abilities, explanations of terrain, dimension, sub-abilities, character background, and traits will lead an inexperienced opponent to believe there is invincibility about the character. ______________________________________________________________________________ No God-modding; is when someone's character has the ability to do practically anything without limits or boundaries. In saying that this also applies to lack of detail. Without proper post length and explanation you are eligible for disqualification, and, depending on the conditions of the fight, character loss on record
No Auto-hitting; is a term used to describe when a character automatically hits another player. This also ties in to the rule known as puppeteering but on a more severe level considering auto-hits usually mean death, and in some cases, go back to the breaking of the god-modding rule.
No Puppeteering; you can not in any way, shape or form control any aspect of another’s character, even energy based attacks of all kinds. (This excludes pre-meditated discussion OOC and is feasible IC.) Assuming your energy is greater than your opponents with no explanation or complete detailing of elemental mix-n-matches will be grounds for disqualification. The same goes for things attached to the character including; clothing, nanomachines, and weaponry. Puppeteering also involves that of your opponent’s whereabouts and assuming that they didn't move during your preparation and or time it took to go from point A to point B to attack.
No Meta-gaming; the act of using outside or previously gained knowledge within a gaming universe for personal gain or advantage. For example if a demon were to fight a unique combat droid with energy specifications to which was mentioned in the post. The demon can't impose demonic knowledge in to know weaknesses and metal compounds and chemistry lessons 101. Demons would not have gone to school, lest born in to a human realm (Which will be stated otherwise in character history) and brought up in a human way. The same is less severe for the robot unless the demon is a one-of-a-kind thing; meaning the robot / android / technological being would have implanted data.
No Multi-attacks; the action used when a person makes their character use more than one attack in a single turn. Meaning, in a small lacking detail; Impaling a character in the chest, jumping back, launching / running toward the other character to attack. And so on and so forth, the point is in proper role-play of all forms, a single attack and a single attack only must be posted. Using any more than one would also be a form of puppeteering. How? You imply you have enough time and they didn't counter in time to intercept you with their own attack.
No Super Reaction & Reflex Time; the unexplainable method of having super reaction and reflex times to avoid unseen attacks. Attacks that happen in a near instant in most circumstances are unavoidable once prepared / executed depending on their method and preparation. The rule applies to being attack from behind when carrying a hefty weapon, say a 150 lbs. sword. There's no possible way your character can realize / sense the attack, let their brain notify the correct nerves, physically move the body and position the sword to defend against the characters attack. That example was for physical attacks only, anything energy based would more than likely break through or corrode or simply ignore and target the character itself.
Equal Length; When a defense, counter or dispel is being executed against your opponent's own attack you must post an appropriate length in return to show you're taking the match seriously. If this rule is broken by a mere paragraph by the others five, for pure example only. The opponent can either A) Option for your characters defense to be weak through lack of sufficient detail. or B) Ask for a repost with more details on to how it came about. When fighting in a T1-PC (Tier-1 - Powered Character) Match, this is very important because if you miss a single detail in both attack and defense, it will be exploited and if the opponent isn't enjoying the fight, they will call the win.
RP Etiquette; Proper spelling, punctuation, sentence structure and all around post quality contribute to the performance and effectiveness of your post. If all categories are not met to the expectation of either opponent both are subject to their posts being disqualified or having to be re-written depending on severity of the post in question. In finer detail you must post in explicit detail how your evade/dodge/counter work against your opponents attack.
Interrupts; Interrupts can be considered the backbone of many forms of close combat role plays. If another were to be blasted back, begin the incantation for a spell to counter attack, execute the spell and describe the effects. The target of the spell has allocated time as the caster would be thrown back, charging the spell and then, finally, manifesting it as an attack. within this time the other character can move their character if fast enough or able to possibly cancel the spell chant. Same goes with a jump attack, they can be intercepted.
Hypotheticals; 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 performed, like having a thrust to the stomach being displaced to the neck if the foe ducks.
Initiative; Often mistaken to be god-modding in many cases is the act of relying on one’s instinct and or fear of the unknown or death. There is of course obvious restrictions to this involving real-time movement of your RPC. This should be used sparingly as over-usage and statement would make a judge or your opponent believe it to be merely SR&RT due to lack of anything else happening. Often used to work within the move of the opponent.
Use of Magic; Magic should be used sparingly and with a certain tactical advantage at mind. The size of the spell will drain your characters stamina and life force or mana reserve, depending on how you word it, the larger the spell is. Magic and spells must also be prepared with a single post dedicated to preparation entirely, spells that are not prepped cannot and will not be taken seriously, and the opposing force is given the option to overpower the unprepared spell.
Use of Porting; probably the rule that is neglected the most out of the rest by those who use methods of teleportation and movement in combat for sheer convenience for their lives. When using a portal of any sort for a mid-battle maneuver that involves the teleportation of your characters body, and then proceeding to attack in the same post is a violation of this rule. And depending on the type of portal may even require preparation through links to magic and planar modification.
Use of Shapeshifting; Quite simply shape shifting is time consuming and in most cases painful for the target user. In example a person using a lycanthrope / werewolf character will go through a minimum of three phases to transform, and thus, three posts without attacks. The first would be the preparation or activation of the transformation period and getting space for the next post between RPCs. The second post would be the transformation itself, time consuming unless the transformation is minor but for our example the lycan would be subdued by extreme pain and stamina fluctuation by bone and muscle expansion as well as physical alterations which all strain the body. And the third would be that of recovering from the pain, to be used wisely and in most cases avoid an attack sent at you during your transformation post.
Use of Melee Weaponry; Unless specifically enchanted your weapons durability will falter during the course of the battle and the severity of the attacks used and sustained. Included within this rule all weapons are to be stated within your introduction post that will summarize what your character has brought with them in to the battle.
Use of Ranged Weaponry; Ranged weaponry -- Firearms and ancient weapons both must have their ammunition specified in the introduction post. Ammunition is not infinite unless your character is able to use energy as its projectile. Ammunition also takes up space on your character as well as weight.
Equipment and Armor; both put weight on your character and will slow their movement time greatly, even if proficient enough weight factors in to speed in relation to your characters size. Armor must also be specified in regard to materials used and just how much of the body is covered and where. Equipment shares the same principal.
NPC Control; Non-Playable Characters should be minimally controlled, they can be auto-hit as effect of your attack. If they are not owned / controlled by yourself IC you may not use them to subdue or distract your opponent in any way this would fall to breaking puppeteering even though they are NPCs.
Summons; Summonings require a contract or a sacrifice of sort in order to materialize from their realm in to the physical realm, the realm of reality. And through this only one at a time may be summoned. They are also quite taxing to the summoner's mind and body having brought in a demi-god like being to use in battle and will have to take a minimum one post recovery span.
Race Limitations; Countless times we all are faced with humans that can control celestial divinity being just humans. Have infinite stamina and mana, and high speed almost instant regeneration with no weaknesses and absorbs elements of every kind. Well, maybe not always but your character has a race, a race you more than likely would have ripped off from mythical beings. All characters have a limit to what they can do; even gods tire themselves out when competing against other gods.
Evading; the main focus of combat in the way combat is used for is not to evade every hit and land every hit. The focus is to avoid what your character can and take the hits your character cannot physically avoid. Reaction time and movement time is all factored in to a role play making moves well executed impossible to avoid. The finishing blows. Users who dream up a way to avoid, when their characters cannot (both as racial traits and knowledge of the opponents race.)
Specifications; If you do not specify everything about your characters position, defensive stance, attack angle and strength, speed and sight, hearing -- Then it can and probably will be exploited. You are not within your rights to complain about the exploitation and addition to the situation because you yourself are responsible for the world you write up during a role play. In combat this is VERY important, especially in terms of hand to hand situations.
Setting; You're within your rights to utilize the environment, destroy it, modify and bend. But as a guideline it's recommended to focus on hitting your opponent. It doesn't matter if you blow up a thousand buildings; you should focus on blowing the opponent up a thousand times. All in all it makes you and your character look messy and unprofessional.
Reposting and Editations; in a death match neither of the two things are allowed. Death matches are often considered real-time and therefore if you make a mistake, that spells the connection of your opponents attack and quite possibly your death. Depending on the severity of the attack. When sparring however it's a different story, usually sparring is a friendly gesture with the intent to learn from one another, not kill one another.
Goal; the goal of combat is to outwit your opponent and their character. Baiting them to mess up and position the ultimate move that will land the winning blow. Evade what you can, hit what you can and walk away with victory.
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