Вы находитесь на странице: 1из 3

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 then 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, ect.}
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 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 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.

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 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.}

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 a 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 that choice to do
so anyways!}

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 armor.}
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.}
3. You have to post what type of weapons, powers, abilities, and traits your character
is going to use in the fight.
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.
5. 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
1. If you forget to post something in your intro; Power, ability, weapon, trait. You
can not use it at any time later in the fight. Those things forgotten are off limits. If
they are used, it is grounds for Disqualification from the match through the No God
Moding tolerance. This is a competition between the knowledge of two minds on how
well they know their character.

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 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.

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.

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.

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.

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 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}.

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:

1) You post in turns.

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.

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.

4) A hypothetical is where Person A posts that, should Person A dodge to the West,
he will bring his sword across; a hypothetical is a follow-up, a move that will happen
if one or more conditions are met. Hypotheticals imply forethought, so they can be
considered planned moves IC, and therefore do not demand the same conscious
considering that would otherwise be demanded; also, hypotheticals might account
for where a given attack would land if such and such defense were performed, like
having a thrust to the stomach being displaced to the neck if the foe ducks.

5) Both interrupts and hypotheticals, and, indeed, all elements of T1 must be logical
or else cannot happen; if you're interrupting a nearly split-second move, for
instance, as you're looking the other way and engaged in some other motion, you
won't succeed. Likewise, if your hypothetical is that your 140 pound axe will be
swung left into the ribs if 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.

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.

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.

Вам также может понравиться