T1 Roleplay Rules
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T1 Roleplay Rules
T1 Rules and Guidelines for the Modern Day RolePlayer
Introduction:
{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, Honor, 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.}
T1 is a multi-style way of fighting that has been in RP longer than I have been around. First, you have the different types:
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, etc.}
Ex: Street fighting.
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, Werewolfism.
Ex: Underworld.
T1 MP = T1 Moderate Powers. This is the Style that is most 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 = T1 Powered Characters. This Style is the most difficult of them all to learn. The complexity of the character's 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.
Those are the Styles of T1's. Now, this is what you have to post in your T1 intros:
{Note: Forgetting information that is needed in your intros, 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.}
Preps or Preparations for a stronger move.
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.
Posting information for your intro in T1
{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 the choice to do so anyways!}
{Reminder: The reason for T1ing is to test yourself against others and make them believe they have been beaten by your character/skill.}
Rules
T1 Style Restrictions
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.
T1RM: Absolutely no powers, mystic weaponry, no spells, no heightened abilities outside of normal human abilities.
Ex: Sight {10ft to see clearly}, Speed {30mph tops}, Reaction time {1.5 seconds +}
T1UM: Only slight abilities are heightened. No chakra, energy, or spirit force abilities.
Acceptable abilities: Heightened strength {100 bodybuilders}, 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}.
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 can not use all the elements in one massive attack!
Rules 2:
Introduction:
{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, Honor, 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.}
T1 is a multi-style way of fighting that has been in RP longer than I have been around. First, you have the different types:
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, etc.}
Ex: Street fighting.
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, Werewolfism.
Ex: Underworld.
T1 MP = T1 Moderate Powers. This is the Style that is most 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 = T1 Powered Characters. This Style is the most difficult of them all to learn. The complexity of the character's 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.
Those are the Styles of T1's. Now, this is what you have to post in your T1 intros:
{Note: Forgetting information that is needed in your intros, 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.}
Preps or Preparations for a stronger move.
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.
Posting information for your intro in T1
{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 the choice to do so anyways!}
- 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 armor.}
- 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, terrain.}
- You have to post what type of weapons, powers, abilities, and traits your character is going to use in the fight.
- 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.
- Your character, and only your character is what you are narrating.
{Reminder: The reason for T1ing is to test yourself against others and make them believe they have been beaten by your character/skill.}
Rules
- 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 their character.
- No God Moding. This goes towards though that take a hit in the T1 and get up from it like nothing ever happened. 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 always keep in mind, the first one that lands a hit wins.
- No Auto-Attacks. This is the statement that your attack landed without letting your opponent counter/block/dodge/avoid/deflect in their posts after.
- You must post equal length to your opponent's 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.
- Correct spelling, punctuation, sentence structure and overall 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 character's posts the better and smoother the fight will go.
T1 Style Restrictions
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.
T1RM: Absolutely no powers, mystic weaponry, no spells, no heightened abilities outside of normal human abilities.
Ex: Sight {10ft to see clearly}, Speed {30mph tops}, Reaction time {1.5 seconds +}
T1UM: Only slight abilities are heightened. No chakra, energy, or spirit force abilities.
Acceptable abilities: Heightened strength {100 bodybuilders}, 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}.
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 can not use all the elements in one massive attack!
Rules 2:
- You post in turns.
- 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.
- 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.
- 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 considered that would otherwise be demanded; also, hypotheticals might account for where a given attack would land if such and such defense were performed, like having a thrust to the stomach being displaced to the neck if the foe ducks.
- 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.
- Meta-gaming is where you use OOC (Out-Of-Character) information - or information your character does not have - in a fight, bestowing him with 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.
- 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.
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