T-1 RP Style

T-1
Otherwise known as 'Tier one' is the second class of role play rules developed to create a system or guidelines on how characters interact with each other as well as what is and isn't fair for a character to be able to do in a turn based writing game. So it isn't solely combat based, although this is what its used for most often. The tiers extend all the way from 1-10 along with the mythical 'Tier Zero' where rumor would suggest the use of short Novels between each writer.

 Despite this however, the only one we will be using in this Guild is T-1.

 T-1 is a turn based writing game where each player uses their turn to write up a narrative of their character in the form of posts in a strategic fashion to overcome their opponent with their own character's skills and abilities.

The game is won when one character is dead, surrenders, retreats, or is incapable of continuing. Its also possible for both players to end in a draw.

 The overall length of one's post doesn't necessarily matter, so long as all of the information needed to be conveyed is in fact conveyed. However typically most posts aren't accepted unless being a single paragraph in length at the minimum. There is no limit to how long a post can be, however do try to limit how much fluff and unnecessary detail you add simply to create a larger post.

 Remember kids, it doesn't matter how fancy your writing is, if your character can't even throw a punch properly.

It's recommended to keep your posts short, sweet, and to the point.

==  YOUR POST DOES NOT HAVE TO EQUAL THE SAME LENGTH OR LEVEL OF DETAIL AS YOUR OPPONENT! ==  So long as you give a valid and reasonable enough explanation as to how or why something happened, was dodged, or blocked.

 For example:

-Bryan who was furious with Kevin could do little to hold his temper in check, coiling his fingers into a fist he impulsively attempts to smack Kevin directly in the face with a dry knuckle sandwich.-

 -Kevin dodges it-

 As you can clearly see, this is both an absurd way to get around being punched in the face and a terrible post back all together. At the very least explain what he does to dodge the punch. Or if you honestly can't think of how to get out of a situation, sometimes it's best just to take the hit.

==  HOW DOES THE FIGHTING START? ==  The round begins after both sides have agreed upon a soon to be discussed set of rules for their particular battle. The 'Entrance post' is the very first post both sides will begin the match with. It has very vital purposes and can arguably be the single most important post in the entire fight. (Remember that.)

 

However if the battle takes place during a Storyline role play session, or if bios have already been presented. Than The 'Entrance Post' can be skipped, it's up to those involved if an entrance is required at this point.

 

An entrance post should consist of several details involving what your character plans to fight with. This includes their race and appearances, special attributes they might hold; such as resistances, training, certain equipment, keen senses. Weapons, powers, passive ability. Pretty much anything that would actually make a difference in a battle.

 

Things such as cosmetic details aren't required and only add to serve as overall fluff to the fight itself but can add some story elements as well as a more vivid picture of the current scene. Cosmetic details being things such as....Hairstyle and capes blowing in the wind, character backstory, textures of clothing and style. Essentially anything that can't actually be used in the fight.

 

It doesn't matter how amazingly blue your hair is, it won't save you from a sword to your face.

 

However using these cosmetic details can give real life to your 'Entrance' post should you choose to use them, totally optional if you don't want to make a shopping list of your character's talents.

 

ANYTHING NOT PLACED IN YOUR ENTRANCE POST CAN NOT BE USED IN THE FIGHT!
 

To many times people will forget to add a detail of a weapon, or side effects of their powers or combat skill their character should know...and would choose to use them regardless of not being in your entrance post.

 

ANYTHING NOT PLACED IN YOUR ENTRANCE POST CAN NOT BE USED IN THE FIGHT!

 

This is such an important rule, but for some reason literally almost everyone ignores it. This prevents people from pulling out last minute tricks up their sleeves that come completely out of nowhere. As well as prevents all forms of cheating throughout the fight, and gives judges a full understanding of what your character can and can't do.

 

ANYTHING NOT PLACED IN YOUR ENTRANCE POST CAN NOT BE USED IN THE FIGHT!

 

This is such an important rule that it needs to be stressed in this exact way. It's the cause of 75% of role play drama. Do not forget this rule!!!

 

* Also if your opponent asks for you to point out specifically where something is in their entrance. It's their right to do so, and you must provide the example or reference to either your opponent or a standing judge.

Don't give them that "Figure it out yourself" crap.

 

As far as Grammar itself goes, it's important to do your best in making your sentences as accurate to what you mean as possible. A misplaced punctuation or letter can make a difference in a fight. (Believe me.) If your opponent misinterprets what you mean and goes for an opening you didn't mean to make it will be his/her hit. Despite what you "meant" to say...it's not what you "did" say. Keep that in mind.

 

Try to re-read your post out loud back to yourself so you can actually hear how it sounds.

Type up in a word document or anything that helps catch grammar and spelling mistakes.

 

Posts with Grammar issues aren't voided. Unless one of the Moderator ranks can't even make it out, then a re-post may be needed.

 

Advanced Tips:

 

The entrance post depending on if you are going first or second has two different advantages as well that the player can manipulate if they are clever.

 

The first entrance post is the first to arrive on scene, however so long as no pre-agreed destination was decided upon. The first entrance could simply explain the scene in greater detail by using a form of cosmetic detail that could prove useful in terms of environmental advantage. Or even if there is an already agreed upon place, one could change the time of day to fit their Solar powered needs or the dark of night to empower their vampire shroud.

Something to think about.

 

The second entrance post can compensate however as being the second to arrive to the scene...both parties would be present and he/she would be free to engage immediately, taking advantage of an unprepared opponent or even ambushing from a distance with a ranged attack from out of seemingly nowhere. Its dirty but fair-play.

This includes first chance to prep, observe their opponent, and even decide to run away if they really don't think they can win. Typically the best chance to surrender with your character still alive...even in a "Death Match".

 

The Rules of T-1......

 

For the most part there are a series of the do's and don'ts within the otherwise simple writing games that are used to prevent 'cheating' between players or individuals.

(These rules do not just apply to 'sparring' or 'death matches')

Much like the highly stressed point of making sure to put everything you plan to use in your 'entrance post' these rules prevent players from creating unfair scenarios or characters. A way to balance the game for everyone.

 

These rules are are: Auto-Hitting, Meta-Gaming, and God-Modding.

 

Auto-Hitting-

The easiest one to understand as the term speaks for itself.

During a player's turn they have the option to interact with their opponent in some way, either it be an attack, a grab, a handshake or a practical joke. Regardless of what, the key point of these terms is to keep the narration on your character alone. When making interactions or referring to your character at all, each time must be an attempt or guess.

 

You may not narrate the actions or determine the fate of anyone else but your own character as well.

This goes for role play scenes just as much as it goes for Death Matches or Spars.

 

Even if your attack hits, it's up to your opponent to decide just how much this will actually affect them if at all. Make sure to describe the typical consequences of being potentially struck by whatever move you are using well enough so your opponent can reply accordingly.

 

Example of auto hitting: -Casting a large fireball spell, I launch it at my opponent and watched as it made an impact with their face and melted their brain giving me the ultimate victory in this battle!-

 

Correcting the Auto hit: -Casting a large fireball spell, I launch it at my opponent aiming for their face where it's temperature would be great enough to melt bone and seep all the way through to their brain. If successful I would be declared the winner.-

 

Notice how the correct version doesn't assume their opponent's fate or even that it actually lands.

 

Also how it explains its potential damage without assuming the opponent wouldn't be able to handle it.

 

Watch how you word your sentences as well, because again even if you intended for it be an attempt. Sometimes the wrong wording can make it an auto-hit by accident. Always remember to re-read your posts back to yourself out loud to avoid this mistake.

 

Meta-Gaming-

The use of 'In character' information for 'out of character' reasons.

As well as the other way around, using 'out of character' information for 'In character' reasons.

 

What does this mean?

For the most part it means that you as the Author can not change your character's decisions based on what you are reading. Rather each move your character makes should be based off experience and what can be clearly observed throughout the fight or role play scene through their senses alone!

 

It's just cheating to put it clearly enough.

 

For another example: When making an entrance post with a fire based character, and your opponent chooses a water based character or changes their powers to water control of some kind in order to counter you.

---This is Meta-gaming, however it's a tricky example as there can be plenty of times when you face an opponent who is just coincidentally your counterpart. It does happen so don't make too much of a fuss over it.

(Recommend pre-agreed upon characters with pre-existing 'bios' to prevent this problem but it is not required.)

 

Another example would be knowing your opponent has hidden weapons or a power they haven't actually revealed yet and reacting to it In character. Out of character inquiries can be made of course, but any and all the knowledge you learn Out of character CAN NOT BE USED IN CHARACTER!!!

 

So it's typically best to let a judge ask and receive questions for you, and then simply confirm for you if what you are asking about is legal or not. Otherwise it's simply recommended to not ask specifics about your opponent's abilities if you don't think you can keep yourself from using that info in some shape or form in character.

 

Another example: Say you and your best friend get into an argument over who gets the last cookie in 'real life' and you take this frustration with you to the 'In character' scene. You attempt to kill your friend's character 'in the roleplay scene' over the loss of said cookie.

 

This is bringing 'out of character' drama into a roleplay scene and is Meta-Gamming also not as common as the vice versa of this issue.

 

It should also go without saying (but common sense isn't so common anymore) that the cookie is a metaphor for any kind of RL drama you and someone else may have shared.

 

The opposite is also true, letting 'In character' events make you upset over 'real life' people or places

.

It's just a game folks, and not everybody wins. Regardless of what takes place inside a role play scene there is absolutely no excuse to vent your anger in any kind of toxic or harmful way.

 

If you truly have an issue with how something played out, be mature and use your words. This is a profession you have joined, stay professional and mature.

 

Nobody likes to lose, and everyone feels their character is the main one or the best to some degree. Seeing our prideful and powerful characters being treated like a common Joe is part of the job i'm afraid and we must be willing to let them go or let them be shamed when the time comes and understand it helps to build a story.

 

God-Modding-

This one has always been a matter of debate, but I believe the answer is pretty simple.

A character that can do anything, at anytime, for any reason.

 

* Having the ability to act without consequence of any kind.

* Having a form of infinite anything or everything.

* Invincibility either in life, body, weapons, armor, powers...etc (Nothing is truly indestructible and if you are you are god modding.) (An example of this would be making it so your atomic structure is fixed in place.)

* Puppeteer without proper cause or reason. (To take possession of someone or something, you must make contact in some way shape or form. Even if its looking them in the eyes)

* Being a God (Speaks for itself)

* Being any kind of a God, Demi god, Divine being, or simply intangible. (NO GODS PERIOD.)

* Phase shifting (as in stepping out of reality or becoming invulnerable with no true or real consequence, energy cost, or prep)

* Teleportation without a proper form of prep or indication or hint as to where they will pop up next.

 

Immortality however isn't always a god mod, however it had better have a damn good explanation along with so many debuffs, that the only real benefit is their longevity.

 

When creating your character, one way to help avoid creating a character with any of these issues requires honesty with oneself as you asking yourself this question time and time again.

"If I had to face this, would I consider it fair?"

 

Many people tend to take the time to add lists upon lists of powers and skills with no real understanding to them. Or some super move that can go through anything without a good explanation as to how or why only that it sounded great on paper. Keep with something simple enough so you don't have to explain why you aren't breaking the rules each and every time you post.

 

Besides, the more simple the character, the more powerful they become. Complex characters tend to be a Jack of all Trades...which is another way of saying mediocre at everything as they can never truly master anything.

 

Also simply stating that your character is a Master at something does not mean you yourself would know how to actually use them in a Masterful way. In character skill and true roleplay experience are two very different things.

 

Always remember that the next time you want to be a Master Martial Artist but have no idea what a proper stance even looks like.

 

Example 'post' of God modding-

-I would hold out my hand, weapons of fire and steel would manifest from thin air between each of my fingers. With a second wave of my hand I froze time instantly, crushing the weapons I had just summoned into a size smaller than an atom creating a black hole. As time was frozen I was free from its influence so I would teleport away to a distant planet, leaving my opponent to their inevitable fate-

 

* Freezing time itself is already an issue alone though doable under the right circumstances, but to do so without suffering consequence or any kind prep is a big no no.

* Creating something from nothing, or having infinite energy in any way shape or form. (Infinite = Godmod)

* Turning weapons to any size without effort or again any loss of energy

* Teleportation without a form of prep or an indicator where they will appear again

* As well as the last statement being an 'auto hit'. (-leaving my opponent to their inevitable fate- )

 

God modding can also include forcing hits on opponent's by making your move is simply impossible to get around. Such as setting off nuclear bomb sized attacks without prepping.

* Teleporting the area along with your opponent to somewhere else without prep.

* Completely taking control over massive scenarios with a near snap of one's fingers.

* Or being able to dodge and tank anything and everything without a GOOD reason as to why or how.

 

There are lots of things that can make a move or character God-mod status, but ultimately it's the type of things that simply can not be dealt with no matter what kind of character or power you put up against it.

As well as if your opponent has a super powerful character or move that they can't even explain without going to a link or source.

 

ANYTHING NOT IN THE ENTRANCE POST CAN NOT BE USED IN THE FIGHT!

 

(If you have to rely on an outside source to explain your power or character beyond your own pre-written biography or entrance post..its automatically void. You should be able to explain and understand your own powers simply enough if you are brazen enough to use them)

 

This doesn't mean you need to have every single scientific and mathematical algorithm and scenario figured out. Simply put.

"If you can't explain it simply, you don't understand it well enough" -Albert Einstein.

 

Typically however, 'Godmodding' is only ever an issue when two very powerful characters get involved in a fight and one or both of them lack the full scientific understanding of how such a character would really work in the real world or within the rules of T-1.

 

In order to prevent super powered alien space lords from ganging up on regular old day to day humans however. T-1 has with it a system of 'Sub-Tiers' that separate characters by combat potential.

 

In T-1 or in any kind of story, there are characters that are simply more capable of bigger and better feats than many of the others around them. Either it be mundane things such as winning at life in all directions or grander scale tasks such as moving constellations over hundreds of years. Either way there is a system to define the overall capacity your character can wield. While this may not hold much ground in a role play scene itself, (maybe on rare occasions) it still holds a great deal of importance in making sure human players aren't put up against killer monsters or demonic assassins.

 

These Sub Tiers are known as:

 

* RM= Realistic Melee

 

* UM= Unrealistic Melee

 

* MP= Moderate power

 

* PC= Powered Character

 

RM

 

RM or Realistic Melee is essentially Human vs Human (Or UFC for a great example), there are no aliens or werewolves here. Every character fighting on this tier, even if they don't look like one is basically a human being (Homo sapiens). But this may not be a limiting factor if one truly understands the full potential of a human body and mind.

 

In this fighting style, you will most likely see boxers, martial artists, weapon wielders and gun users.

 

But to sum it up, the Realistic Melee is focused on and only on real life versions of a human body in combat. This doesn't mean you can't be a perfect human body in many ways...having reached a peak and are capable of what in theory the human body could be fully capable of at maximum potential as it still follows under what a human can do. Making sure to not go over into Unrealistic Melee with super speed, strength, or even psychic powers.

 

So to clarify, max potential being a character that can activate adrenaline on a whim, or has a slight learning curve, can run at max speed, or jump a few extra inches. Small boosts to the overall ability of what the human body can already do as understood by today's (updates per new day) physiology and anatomy.

 

A good example of Realistic Melee at human max potential here in this video. (Except that last bit obviously.

 

Now I understand trying to write something like that may seem daunting, but the point of this video is to show you the maximum potential any human character should be capable of when going all out and won't be how every RM fight will be.

 

In the end you can expect normal humans kicking and beating each other until one of them or both of them gives up or can't continue.

 

UM

 

UM or Unrealistic Melee, easy to understand, and easy to set common boundaries for. A good example of UM is action scenes in superhero movies. As the leaping far, punching through concrete, and otherwise showing "superhuman" capabilities would all fall under UM. However, this does not include any kind of "power" like laser vision or magic. Hand to hand or weapon based combat at the level of fledgling vampires, werewolves, low class demons/angels.

 

This one can be a little tricky as sometimes people think that they still have to be human to be fair or they are still using some form of energy based power or even something that goes beyond the physical reach of the body that's not some kind of separate weapon.

 

However this is where genetic make up can play a difference, as things such as venom or toxic skin, heavy tails or wings, acid spit or even silk webbing can be used as again it's not limited to being just a single human.

 

So snake people with wings can fly down and shoot webs out of their large tails if they want. Its very unrealistic and is still a form of Melee even if it doesn't follow cultural stigma for humans.

 

This also includes super human strength, speed, senses, agility...and even mental abilities such as super focus, super learning, improved vision, entering altered states of minds or even powerful control of chi and aura's to give you a physical boost. You can even use enchanted weapons items, so long as they don't add powers in such a way you become a whole Tier stronger.

Things like weapon transformation, armor boost, amulet of focus....etc etc.

But nothing that can shoot fireballs, or projectiles, unless using a form of Long range weapon perhaps.

 

While there is a finite limit on the overall things that you can do, you will still be capable of amazing feats all together.

 

Keep in mind however that although its unrealistic this doesn't mean there aren't any limits to what you can do. There is indeed a cap and a ceiling.

For example: it's fine to take a normal human and multiply their strength up to 100x. The world record for a human to lift is 6,270ibs on their back. So something like that can be pretty average for a UM fight....multiply that by 100x Which equals 627,000 lbs of lift.

This should be your cap, because going beyond this jumps you to a whole other tier no longer making it UM. There should be no reason why your character can lift or withstand...millions, or billions of pounds at a time. This kind of overblown power outage is no longer UM but instead PC (look below)

 

This video shows some really good example of Unrealistic Melee. Think more about the way they are fighting rather than the characters themselves.

 

While there may be a lot of RM infused with your UM fighting style, this is fine. It's perfectly OK to incorporate lower tier skills with higher tier powers. For example, giving a very powerful character insight on professional boxing. Also by maintaining these lower tier skills, you will find the higher tiers to be a lot easier.

 

However the opposite is not true. You should never give your RM character PC powers during the fight.

 

MP

 

MP or Moderate powers is up next and admittedly a bit tricky to really narrow down. However after this it should be well understood. In a nutshell Moderate powers is the introduction of powers, such as magic and ki blasts...abnormal things like elemental and super powered heroes and villains.

 

All forms of different energies from all walks of fantasy life like Life Energy, Magic energy, Spiritual energy, Arcane energy, Demonic Energy, Holy Energy, Elemental Energy, Shadow Energy (ugh..shadows), Chaos Energy, Cosmic Energy, Kinetic Energy, Telepathic Energy, Telekinetic Energy, Omni Energy.

 

This is also where things such as Ki, chakra, and psychic powers can really start to manifest.

* Elemental weaknesses and resistances come into effect... racial traits and skills come into a whole new meaning of play.

* Speed, strength, agility, endurance, durability, senses.. can take unprecedented levels with modest limitations of course.

 

How they are all used is different and up to the character and role players themselves.

However the main issue in Moderate powers is that many people don't understand how to keep things Moderate.

 

Moderate: Adjective

Average in amount, intensity, quality, or degree.

synonyms; average, modest, medium, middling, ordinary, common, commonplace, everyday, workaday.

 

However whats makes these characters on a higher level than an Unrealistic melee fighter is the ability to use powers beyond their physical form as well as "Prepping"

 

While it's rarely used in the lower tiers such as RM and UM. Prepping is essentially using a turn to not attack but instead, prepare something else for a later time in the fight. For example instead of throwing the fireball you made, hold it and add more magic power to it next turn, giving it more impact and power.

 

Prepping can be done a near infinite number of times, however keep in mind that when you prep your character should be typically focused on that one thing, making them vulnerable. That isn't to say they are defenseless completely. Depending on how much of your body or mental focus is being occupied to perform the prep itself, there is still a chance to evade, run, or even block. However this can also come with the risk of losing focus if your opponent proves to aggressive leaving you with several turns wasted on a prep that got interrupted.

Best used strategically as a stronger attack doesn't always guarantee a win.

 

While it can improve your power, it has its drawbacks.

As such trying to prep a move in the middle of your opponent's attack usually won't work in your favor.

 

You also may not use the prep on the same turn you started it....it's no longer counted as a prepped move at this point and will simply have its basic level of effects.

 

Prepping doesn't just always involve an attack either however, it can be used to raise a defensive wall, boost your character's overall stats. The possibilities are as endless as the types of characters that can use them.

 

One common misunderstanding is that a prep post can't be blocked or dodged especially if you prepped for a total of 8 turns straight (Somehow). Simply because the attack is powerful does not guarantee an instant hit or instant death, all moves are still an attempt and its up to your opponent to decide how such an attack would truly effect them.

 

However, having said that..its important to note that blocking a prepped attack requires a prepped defense as well or to counter it will require a prepped attack/counter in return.

As a move thats been overcharged and multiplied by a factor of 3, 4, or even 8 has every chance in the world to overwhelm a last minute hastily designed barrier or defensive wall It doesn't matter what its made of.

 

Certain moves are also not allowed in the MP regardless of prepping as they simply fall into powers beyond Moderate.

* Teleportation (without prep or proper cause)

* Becoming Ethereal (Is God Mod)

* Transmutation or manipulation of matter/energy beyond previously stated.

* Multi-dimensional powers (without prep)

* Indestructible anything (God Mod)

* Black holes (God Mod)

* Instant large scale moves (PC)

 

In the end, follow these rules and guidelines and you will be chucking boulders around at your friends on a Moderate Power level in no time.

 

Also keep in mind to add (Prep 1) - (Prep 2) - (Prep 3) in relevance to the number of turns you have been prepping something, this makes it so you have a form of proof that "Yes you did prep" Rather than a vague post that may or may not have been one.

 

(And yes even this version of the Avatar state can be considered MP, if prepared correctly or even done correctly without preps, it's not impossible to receive a staggering instant boost in power that can temporarily put you on par with something close to PC just keep in mind it should have serious drawbacks and consequences that should make you question using it at all. This is just the overall potential that prepping has available.)

 

PC

 

PC or Powered characters has been a hard and long series of debates along the imvu role play community that follows the rules of T-1. most commonly used, and abused T-1 style. There is a very blurry line between PC and MP, and also a very much argued-over line from PC to "God-Mode". This will be a long explanation, so buckle your seat belt. To make it very simple, PC is anything more powerful than MP in such a way that a move that might have taken you 3 turns to prep in MP can be done with a good explanation in one turn or one prep in PC.

 

The overall idea for these characters are beings that are much larger than life in what it is they are capable of. Character's like this can command much larger quantities of power at a time and can be so long lasting in endurance a straight head to head fight might prove impossible. These are the types of characters that every other character should have heard in legends of the past, or nightmares in their sleep....storybook heroes, revered champions and horrible demons.

 

Characters in the realm of Planet busters, or giants, different dimensional beings and much much more.

These kinds of characters can go beyond the limits of planets and battle in deep space across celestial bodies.

 

The overall idea on this sub-tier is to simply go crazy with your imagination as there is no real limitations except for anything you couldn't fully explain when asked about.

 

PC holds itself as being a Tier that requires a strong understanding of the T-1 rules as its very easy to meta game, Auto hit, and especially God mod on these leveled playing fields EVEN ON ACCIDENT.

 

To compensate for this, I believe there are several methods to prevent characters from having issues during a battle between two characters. While these are not perfect, they should be flexible enough to help anyone figure out the "math" of what's fair.

 

As far as explanations goes you should be able to fully explain your powers either in your bio, hinted in your entrance post, or when directly asked. If you have to refer to a separate website or link to explain your own power it is voided and you should try again with a simpler character design.

 

This is a little harsh I know, and sometimes other people can explain things much better, however I feel if you can't explain it simply, you don't understand it well enough and if you can't explain it you really shouldn't be using it at all.

 

As an example these videos on this page are separate links as I don't feel I could vividly explain to you in mini combat spars what entertaining video clips could just show you instead and keep you from getting too bored in the process.

 

But in the long run in order to use a Powered character you must be able to answer a lot of different questions about its ability to do what you are suggesting. The reason for this is simply because many characters around this level can and will have powers that alter or destroy or manipulate things around them on large and vast scales. This means understanding what those powers are doing to the environment in the short and long term consequences.

 

For example: somebody trying to create a large forest fire instantly would need to understand that a large fire burns quickly, and such a sudden one wouldn't last relatively long in terms of being useful for the longer scale fights PC's typically have.

Or

A character trying to create craters in the area through whatever seismic means would have to understand the triggering of tectonic plates and the chain of events it would bring about creating tsunamis if by water and volcanoes if by magma pits.

Or

You try moving at the speed of light only to realize that any object with mass can't actually reach those speeds, and going 99% the speed of light to cause any thing you ran into to detonate with a force over 856x the power of the strongest nuclear device on the planet(Meaning yes you die) Unless you plan on heading into deep deep space, it's a pointless technique to have anyway.

 

All in all, just be ready to have a viable explanation for pretty much everything your character can do. And yes, at least with some scientific basis, even a theory that hasn't been proven or isn't well known can work in this fantasy writing game so long as it's understandable and easy enough to explain back.

 

This doesn't mean you need a full scientific equation with every perfect algorithm figured out for its total mathematical outcome based on precise physics.

 

Just make it grounded to reality to such an extent that others can picture it in their head. Because even the most craziest anime or comic book adventure is realistic in its physics and understanding of the laws in the universe, even if characters can fly around and shoot ki blasts that blow up planets it can still be explained.

 

It's all perfectly ok because it's already been explained away (hopefully) at some point in the story as to how this is possible and many times it's done in a realistic way. Try to consider that when making your PCs.

 

Even if you are using magic, there should be something you can explain away easily enough. To say you can do whatever because magic is god mod as magic alone falls under a vague term. Magic can be explained in the entrance post as to what kind of magic it is. You don't need to list every single spell your character knows, especially if you have a bio, but simply adding the kind of magic it is can save you plenty of times.

For example: Conjuration, Mysticism, Audiomancy, illusion, destruction....etc

 

Being thorough with these characters is important, leaving no stone unturned in the sense of balance, fairness, and explanation. Keeping in mind to balance this character isn't just going to prove fair in the fight against the rules, but it will help you out in the long run as well.

Making a character that is all over the place with their powers is essentially going to cause problems for you more than anyone else. Not being able to focus on one major skill by having an entire arsenal of different powers is going to make you limited in the long run as you will never master anything as a jack of all trades.

 

A Jack of all trades is another way of saying mediocre at all things.

 

Just keep in mind how powerful you are really making this character, consider the full consequences using or having such a character will have in a roleplay or field of battle. By keeping to these limitations in an otherwise limitless idea, everyone can battle the battle of gods the way it was always meant to be.

(No gods or even demi-gods allowed at all.)

 

This video I feel may not be perfect as you can't teleport without prepping, as one example. But It gives full background of each character as well as the science of why they are who they are....not some long winded explanation of how great they are or some other nonsense nobody but the writer really cares about.

 

It covers details and details of each character and then explains them well enough to be understood, even if their stats are ridiculously high. But that's the point of PCs, to be silly in terms of power and ability.

The whole video is a perfect set up on how a PC match should be set up, started, continued, and finished!

 

* The beginning parts can be seen as their entrance posts as it builds the characters up. Telling you their overall potential with abilities and all the information a judge would actually need in order to figure out how inevitable clashes would turn out.

 

* Eventually it gives a reason for them to fight. Even if its as simple and silly as Goku wanting a challenge. To many people break the 4th wall in spars and even role play scenes when their characters just beat the shit out of each other for no previously explored reason.

 

* They don't start out at full power, they gradually build up as the fight goes on. Which isn't absolutely required, but it does help bring the pacing of the fight to a much more entertaining level. Many people try to start out at full power from the start and end things with one attack.

(THAT WILL ALMOST NEVER WORK IN PC) Its not like RM where your opponent is human and can only take so much of a beating. In PC you have no idea what your opponent is truly capable of, trying to end things in a single move is not only bound to be pointless but foolish as you reveal your ultimate trump card from the very beginning.

 

A truly experienced fighter knows its best to pace one's self as the fight goes on.

 

* Staying in character (Goku and the kryptonite) This one is by far the most important and the most abused and mistreated aspect of role play these days. Most people have a hard time staying IC with their fights. I'm not referring to meta-gaming (using ooc info for ic reasons.) I'm suggesting if your character is built up to be this honor bound Knight of the round tables and focuses on chivalry. There is no reason for him/her to play dirty by going for the eyes, under the belt or throwing dirt.

 

The opposite is also true, nasty characters who are vile, evil and wicked....almost never seem to actually be that way. Never taunting or trying to be underhanded because they are worried it might look bad on themselves the actual writer.

 

Understand your character's personality and stick to it.

 

While it was a bit dramatic, it was executed well and explained everything about these characters well enough for you to fully understand the fight that takes place next. Using this video as a basic template on how a PC match should go, is a good idea.

 

Now unfortunately due to the incredibly complicated nature of these types of posts, the topic actually requires its own section. While not as lengthy as the rest of the Study Guide, its very important to understand these rules as it is a very advanced tactic/maneuver that many people get wrong all the time in its execution.

 

Interrupt posts.

 

Definition:

1. To stop a person while he is saying or doing something, especially by saying etc something oneself. He interrupted her while she was speaking; He interrupted her speech; Listen to me and don't interrupt!

 

2. To stop (someone engaged in an activity) by saying or doing something.

 

3. To cause or make a break in the continuity or uniformity of (a course, process, condition, etc.).

 

An interrupt post is how you can prevent an enemy from prepping, canceling a combo, or even getting a quick upper hand. Its mostly used when your opponent is busy preparing an attack, chanting, talking big instead of finishing you off like every cliche movie villain.......there are plenty of ways to make an interrupt post work for you.

 

What's most important to understand when using an interrupt post is timing. Every single post has a set timeline of events.

 

For example:

-Alera would stand from the couch with a stretch and a yawn before making her way to the dojo's center arena platform. She took up a defensive boxing stance hopping from toe to toe. She prepared for her opponent's first attack by keeping her eyes focused on the motion of his hands and lower body-

 

The timeline of events goes as follows.

1.Stood from the couch

2.Stretched

3. Made her way to the arena

4. Prepared a stance

5. Watched her opponent's motions

 

In this scenario the best time to land an interrupt post would be in the first 2 stages of the time line. Where she is taking her sweet ass time getting off the couch.

 

It can easily be seen as a dick move to attack her at this moment, but its part of her post...its part of the In character scene taking place. Its all fair game. If you see an opportunity don't feel bad to take it...especially if your character is that type of person. (Another reason to stay in character.)

 

A good way to interrupt that post would be for example like this:

-She had finally come to realize the fight had started but I was already prepared, I didn't waste time for her to get ready and launched forward as she stood from the couch, I lashed forward my sword like a spear, hoping to impale her right back down into its surprisingly soft cushions.- (Interrupt post)

^^^^^^^^^^^

Make sure to add the '(Interrupt post)' at the end of an interrupt post.

(It's usually done so people understand that that's what you are doing. It prevents serious miscommunication that can very easily end up being your downfall.)))

 

Interrupt posts are tricky because it's exactly that, its an interruption to everything your opponent has already done.

 

This means that every point in Alera's post's timeline. Everything after the first event of her standing up, is voided...and simply never happened. This is a very powerful tool and way to destroy your opponent's set up long before it can even be prepared....either forcing them to start over or simply give it up assuming your interrupt post didn't actually finish them off.

 

However this also does not mean that an interrupt post is an automatic hit, it doesn't matter how distracted or occupied your opponent is, everything you do to them is still an attempt. Or it falls under Auto-hitting and YOUR post becomes void.

 

ALSO........ Its not set in stone as to whether or not your post's timeline is completely destroyed. Say for instance, their plan didn't work out as well and you either dodged or countered in such a way to make their move rather pointless.

You could if you choose to, to continue on in the normal timeline of events but only after you acknowledge their move.

 

As the start of the very next post should be immediately addressing the interrupt post in order to keep the timeline steady and accurate.

For example:

-Alera was already on her feet and she was no slob and he was rather straightforward...his attempt would be simply side stepped as he ran straight into the couch tearing into the cushion and spilling furniture guts and cotton all over the floor around him. Alera stretched anyway and continued to make her way to the arena dojo, only this time keeping track of her opponent a little better as has proven to be a little trigger happy. Taking up the boxing stance, and eyeing his lower body for his next move-

 

So you see, despite it being an interrupt post your character can still (If explained well enough) avoid an interrupt post all together and continue on with the original timeline with some slight changes.

 

Key points to always consider when posting normally or an interrupt post.

-Never assume your opponent will just be sitting idle the whole time you plan to attack or charge a move.

-Don't assume that just because you are in close range your attack should hit regardless its still an attempt ALWAYS!

-Don't ever be afraid to take a hit. It's not the end of the world, most of you have characters with freakin impenetrable armor anyway (Also illegal by the way)..be tough, take a punch if you can't find a way to avoid it. Take the hit if you can't find a way to block it's far more intimidating to shrug off a direct attack that clearly blew your ass away like it was nothing despite the damage it may have done. Its also just badass.

-And above all, remember that Interrupt posts are ALL situational and won't always be as simple as the example above. But keep going over this section, practice it enough and it's ins and outs will become super obvious to you. It can even be argued that interrupt post combos are the strongest and most difficult combo to pull off. Keep that in mind.