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Godmodding definitions, terms, and some tips and tricks on how to rp

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Godmodding definitions, terms, and some tips and tricks on how to rp

Post by Guest on Wed Jul 23, 2014 11:53 pm

Godmodding definitions, terms, and some tips and tricks on how to rp
By Seth Kuro on Sunday, March 17, 2013 at 3:31pm

[[ This was written by a friend of mine, I corrected most of the grammar, hope I didn't mess up anything. Anyway, I'm putting this here to help those who are unfamiliar with RP, or need reminders on the basics. That said, have fun.]]
- Sylel Archaide

Godmoding Definitions
 godmoder (n.): a player or character which engages in metagaming, powerplay, twinking, or any other behavior which is against the tacit rules of roleplaying
 godmoding (v.): the act of godmoding, generally in reference to an action or behavior of the player
"Godmode" stems from console gaming, generally in reference to cheats enabled which allow "a player to activate features such as invincibility, unlimited ammunition or lives, or similar power boosts" (Godmoding). Godmoding is a catch-all term in that it refers to any number of behaviors which are generally employed in such a way as to twist the story or direction of the roleplay in a the godmoding character's favor. A character who is impossibly strong or powerful and without weakness, a character who encounters incredible, almost-statistically-impossible luck, or a character who always has the answers to the problem at hand—these are all examples of godmoding. There are two types of godmoding, described as "passive" and "active" godmoding:
 Passive godmoding is harder to identify. Passive godmoding is often unintentional, though in most cases it isn't too serious and may not require action by the administration unless it gets out of hand or begins to affect gameplay in a large way. There are many examples of passive godmoding in regular roleplay: "When a character knows information that they shouldn't - this information could be taken from a forum they aren't supposed to have accessed, the user's prior knowledge on a subject ... outside conversations about characters, or anything along those lines" (Alverez, Luca). This is also known as metagaming. "A character may be afflicted with a disease only curable by rare ingredients, yet another character is "lucky" enough to find these ingredients in ten minutes" (Twinking). This is referred to as twinking. When a character suddenly develops a new ability or has a new item (without prior mention of the item or prior existence of the ability) to solve a problem at hand. The classic example of this is a huge, fighting-based character who has always been portrayed as a brainless oaf suddenly developing ability to code a complicated computer program to break a lock when a lock comes up during a plot. This is known as cheesing.
 There are two primary "subtypes" of active godmoding. Both are very serious, and godmoding in this manner is very likely to get you banned from a forum. There is creation-relevant godmoding, where a character is given inflated statistics or has a lack of vulnerability, and there is action-relevant godmoding, where a player writes his or her characters' actions in a way that is unrealistic or attempts to exert control over another player's character, also known as powerplay.
 A character who does not have weaknesses is considered a godmode character. Everyone has flaws and weaknesses that can be exploited, and if your character does not have a proper balance of strength and weakness, you are godmoding. Godmode characters are often created by munchkins and this specific type of godmode is often referred to as godmodding.
 A character who does not allow others to inflict damage or does not accurately portray the damage that should have been inflicted by the connection of a particular attack. Dodging every attack is godmoding. If your character has his or her leg forcibly removed by the jaw of another and your character continues to fight as though the wound is not fatal and very painful, you are godmoding. An injury that severe should almost certainly end the combat then and there. Please also see dodging.
 The most common example of active godmoding is also known as powerplaying—anytime your character automatically connects with his or her hit, you are godmoding. You cannot write your attack and connect into the same post. You cannot write your attack and damage into the same post. It is absolutely fine to write what should happen if your attack connects; however, it may be difficult to word this without leaning on the side of powerplay and godmoding.


Godmodding Definitions
 godmod (noun): the specific type of godmoding that revolves around character creation
Godmodding is a form of godmoding (one d). The differences are quite subtle, and though they are often interchangeable, god-modding specifically refers to the sort of godmoding where a character's creation is dealt with. "Think 'modifying' as opposed to 'mode' for pronunciation" and keeping the difference between the two separate (Godmodders).Godmod characters are generally created by munchkin players who are determined to dominate the game in some manner. Godmodders play characters who are unbeatable, and given that free-form roleplay allows for a lot more freedom in terms of character creation, this is a common problem in forum roleplay. The problem with this type of behavior is that it often spurs others to follow suit—"[t]he average player just scales up his character's power to match those of the god-Modder, thus, you'll have a lot of characters go from backwater drifter with nothing but his sword to a great and ancient warrior descended from the heavens with his magical sword of supremeness to fight once again" (Godmodders).
 This type of behavior can be very serious when it deals with combat; however, there are more innocuous forms of godmodding. Characters who lack flaws and weaknesses are sometimes considered to be Mary Stu or Gary Stu characters, depending on their gender. While the author of this guide believes it takes more than that to make a “Stu” character, one can certainly agree that one of the very basic things about these characters would be their lack of weakness. Normal people make mistakes, normal people are flawed, and normal people have problems. This isn't to say your character should be a wallowing emo sack of crap, but when your character always knows the right thing to do and say, it can get incredibly boring for you (or maybe not; maybe you're into self-gratification) and it will definitely irritate the crap out of everyone you roleplay with.


Powerplay Definitions
 powerplay (n.): the exertion of control of another's character
 powerplayer (n.): one who exerts control of another's character, refers to the player
 powerplaying (v.): the act of exerting control of another's character
A powerplayer is a player who controls another player's character's actions, thoughts, or feelings. A powerplayer will attempt to describe his or her actions as automatically affecting the other player's character, or automatically impose a particular reaction on another's character. Any attempt to control any part of another player's character is powerplay, plain and simple.
 There is only one instance powerplay is acceptable: when both parties have agreed to it. Powerplaying is the most common form of godmoding. Powerplaying is very common in fight threads, where a powerplayer will write the attack, the connection, and the damage it does. "By longstanding custom, it's polite to post your part of an attack but let your opponent post the resolution. Write in the "'tentative' mode" (Talzhemir). Words like attempts, aims, and tries are good. Words like hits, strikes, and slams are not good unless used in conjunction with a tentative word or phrase.

Here are some examples of right and wrong:
 WRONG: Azazel charged boldly toward Baphomet, swinging his clawed fist toward the other man's head. Azazel's claws raked the side of the other man's face, ripping through his flesh and causing a torrent of blood to gush from the man's face.
 WHY: Obvious example of powerplay—you cannot connect your own attack and you cannot dictate the damage inflicted to another character.

 WRONG: Azazel charged Baphomet, swinging his clawed fist toward the other man's head. Baphomet jerked his head to the side at the last possible second, but Azazel was quick to recover from his missed punch, growling at the other wolf.
 WHY: Even though Azazel's player did not indicate damage, he still forced Baphomet's head to move, and exerted control over the other players' character.

 RIGHT: Azazel charged Baphomet, swinging his clawed fist toward the other man's head.
 WHY: This is the safest example—Azazel's actions have nothing to do with Baphomet other than that they are heading toward him and allows the other player to dictate exactly what happens to their character.

 RIGHT: Azazel charged Baphomet, swinging his clawed fist toward the other man's head, aiming to rake his claws through the other man's cheek and rip the flesh from it.
 WHY: This is less safe than the other. Describing the potential damage caused by an attack is alright, but you must be very careful with your wording in these instances. Powerplay can also occur outside of combat situations, naturally. Even something as innocuous as completing another characters' actions for them can be considered powerplay. For example, if Azazel and Baphomet are hunting together in a thread and Azazel writes that he leapt to attack the moose they were after, even if it Azazel's player intends for Azazel to hit the moose, it could still be powerplay; perhaps Azazel's player intended for Azazel to miss and do something even cooler to recover. It's just generally not a good idea to control anyone else's characters but your own


Metagaming Definitions
 metagaming (v.): the use of out-of character knowledge in-character
 metagamer (n.): one who metagames
Metagaming occurs frequently—it is the use of any out of character knowledge to change in character actions, thoughts, or behaviors. If your character is brand new to 'Souls, s/he will not be able to identify that Susquehanna is from AniWaya unless Susquehanna tells your character that information. Your character has no idea what AniWaya smells like (or even what it is).
 Metagaming in combat situations is common when one character perceives a weakness on the other that is not overtly apparent or a particular fighting style as listed on the character's profile, and adjusts accordingly. Metagaming occurs if the player of Baphomet reads Azazel's profile and discovers that Azazel is a very brute-force fighter, charging in blindly to bully his opponents. Prior to this, Baphomet's style was much the same, but for this particular thread, Baphomet's player plays him as a hang-back, defensive type of character to take advantage of Azazel's style. An example of metagaming in combat:

 RIGHT: “Azazel strode proudly toward his opponent, his movement betraying nothing of the freshest injury on his foreleg. The wound had healed and it was nothing more than a scar now, and though it still ached quite a bit, it hardly bothered him anymore. He was no longer limping, and his stride was confident as he approached the other wolf. His opponent did look rather strong, though Azazel had yet to fight this man, and size alone could hardly determine the outcome of the fight."
 WHY: Azazel speculates on Baphomet's strength, but he doesn't know for sure. Naturally, your character may assume things about another character from the way they look, but they may not derive information that is not overtly obvious.

 WRONG: "Baphomet faced his opponent, staring him down as he approached. Without speaking the wolf darted forward, not waiting for official proceedings or greetings to get in the way of destiny. He darted for the wolf's foreleg, snarling the whole way as he reached for Azazel's old injury, intending to damage it further."
 WHY: No, Baphomet did not engage in any direct kind of godmoding in that he did not state his attack's consequences, but he certainly should not have known that Azazel had an injured foreleg. It was a passing thought in Azazel's head, and the player specifically stated the character was no longer limping. Had Azazel been limping or showing exterior signs of injury, Baphomet's player would not have been metagaming. Any adjustment of in character actions to fit knowledge gained solely out of character is considered metagaming.
Metagaming is one of the most pervasive problems in roleplaying; it is only hurt by people who fail to properly differentiate their speech and thought text as well as various other factors. It is relatively difficult to avoid meta-gaming, and many role-players are guilty of committing this behavior. Basically, your character is not a mind-reader. Your character cannot read the user title beneath the other character's username and see his/her rank; your character must be told the other character is ranked Alpha of the pack. A more serious form of metagaming occurs when a character literally acts as a mind reader; if, for example, one character is thinking about the other character in a derogatory way, yet putting on a happy, smiley face, the character who is being thought about should not be able to observe from the smiley characters' demeanor alone those thoughts.
 Azazel: Azazel really disliked Baphomet already, but as the wolf was alpha of the pack, he was required to show respect. As such, the pale wolf did nothing but smile and nod his head as the man continued to prattle on and on about how awesome the pack was. There was nothing in his outward demeanor to suggest Azazel wanted nothing more than to go home and sleep; for his duty of respectful subject, he played the part excellently.
 Baphomet: “Well, jeez, what crawled up your ass? You know what, just get the hell out of my pack,” the wolf growled, stamping his foot petulantly at the other wolf. He could have handled being told to just shut up; he knew he tended to go on and on about how awesome the pack was, but he didn't like Azazel's attitude. As far as he was concerned, newcomers who were that full of themselves could just go die as a loner. Metagaming is a very common problem in roleplaying games, and it may be far more subtle than the examples here provide.


Minor Concepts: "Minor" is not intended to suggest these concepts are any less important!

 "A player who plays what is intended to be a non-competitive game ... in an aggressively competitive manner ... no matter how deleterious their actions are to role-playing, the storyline, fairness, logic, or the other players' fun" (Munchkin). These are players who create super-strong, super-powerful characters in an open-ended, non-combat game with intent to "win" or completely dominate the game through their character's power.
An example of a munchkin is a player who creates a character who seems to be bred just for fighting; their description and personality is combat-centric as are most of their interactions with other characters, whereas 'Souls is not a combat-based roleplaying game, nor is it intended to be a competitive environment. Fighters and warriors have their place, certainly, but if you have created your character solely with combat in mind, one would suggest heading back to the drawing board or seeking a more competitive gameplay environment for fulfillment.
It is perfectly acceptable to have a character who enjoys fighting or considers him or herself a warrior; however, when creating this character make sure you give it depth beyond their fighting abilities. Give it a personality and make sure the character interacts with others in ways that do not involve combat. Use of the term "munchkin" to describe a role-player may be considered derogatory, but it nonetheless describes a "style" of roleplay. Use at your own risk.


 The Three-Dodge Fighting System
 Why it is Necessary? Because roleplay battles are only as realistic as its writers make them, the three-dodge system makes it almost impossible to have an over-powerful (godmoding) character. It is fair in that both parties get to decide what hits do and don't connect, but it also ensures that neither side gets away without some kind of damage. If used properly, it can make for very exciting and tactful battles, but by itself it is a great way of keeping both sides from powerplaying and/or godmoding, and also from auto killing.
 How it Works First and foremost, three-dodge does NOT mean that you only get three dodges throughout the whole battle. It means that you cannot dodge three major attacks consecutively. If you take damage from one attack, then your dodges are reset. The exception to this is when a person only takes minimal damage the entire time (i.e.: three attempts were made for a bite to the neck. All three times, the other player took damage to the shoulder instead.) - Attacks are made in detailed attempts. To be successful with this system, you must describe your attack, what will happen (what your character will do) if it is a successful hit, or the defensive measures your character will take if the opponent manages to dodge it.
 Example: * The wolf would launch himself at the other, jaws open and hoping to connect with its shoulder. If the strike was made, he would latch onto the flesh and tug, hoping to drag the other off its feet. If they evaded his jaws, however, he would spring away and prepare for a counter. * - There are realistic loophole opportunities with this system, but it takes skillful creativity to find and target them without altering the actions of the opponent's previous post.
 For instance: * He saw his attacker lunge, jaws open, but the effort would of course leave a length of the other's neck exposed. The wolf would let his opponent's jaws connect, and immediately snake his head around toward the exposed throat of the other, ignoring his own pain. They would have to be quick to avoid the strike, for if he connected it would surely mean death. If not, he would simply fall opposite to the wolf's tug, letting his own dead weight bring the other down with him. * -
 It is a very versatile system, while also being structured. It's strict only in that both parties take some kind of damage, though the players are welcome to choose what kind. If a person is caught with all dodges used up, then they have no choice but to take the next hit. -
 Death can occur BEFORE dodges are used. Accumulating hits will, of course, weaken the body and performance of an opponent. To be realistic and keep from godmoding, you must take these weaknesses into mind and hope for a clever chance to outwit the other. Don't™ push it. If you cannot decide yourself when to throw in the towel and your opponent thinks that, realistically, your character should be close to death, a referee may be notified by PM and you may be asked to resign your character.
 Basics -
 No auto hitting. Attempts only. -
 To every advantage, there is a disadvantage. -
 Play your OWN character. If the other fails to identify a weakness, you may act on it, but only if it is realistically possible. -
 No more than three attempted attacks per post. It takes time to move, to get up, to turn, or speed up. Distance is also a factor. Time itself can be a weakness, and you must remember to penalize yourself for those things. -
 This system allows players to keep each other in check. -
 If a player thinks there is a breach of the system, they may inform the opponent via OOC and ignore it. If disagreement occurs, a Ref™ or mod may be invoked through PM ONLY. - Prevents auto killing/auto hitting. -
 Prevents godmoding. -
 Prevents unfairness in battle. -
 Prevents powerplaying. -
 Promotes post length, description, and creativity. -
 This is not, by any means, the only way to conduct a battle. It is simply the guidelines for a more acceptable, fair way. Players should specify to each other whether or not they will be following the 3-Dodge system BEFORE a battle begins.
Now for some much needed tips that SHOULD be read by almost all and tried to implement into their rp... ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ #1
Never use text speak in roleplay, EVER. It looks unprofessional and messy, let alone confusing. Avoid it at all costs, even if you are on a mobile device. (note: "in roleplay" meaning go ahead and use it in ooc if you want but do not, for the love of all that is good corrupt and such I cannot express this enough, DO NOT use it in rp feel free to use it ooc just not IC))
Don't just randomly appear in a Role Play. If you want your character to be in it they have to enter somehow.

Example- Characters are doing something somewhere- Make yourself know like 'Sophia was sitting quietly in her seat when she overheard [insert whatever]' Or if you want to take it further you could add on 'She then slowly got out of her seat and walked over to the bunch...' and you can take it from there. (Much needed tip for all in here....))
There is nothing fun about having an overpowered character. Mine for example very powerful, but bleeds from her eyes when exposed to light, causing her to require a blindfold.

This not only makes the character more interesting but makes it so the character isn't perfect, which is godmodding and annoying.

I don't want to fight a guy who can summon freaking Captain Planet and is a Pokémon trainer who is half demon half insert animal here and can poop lasers.

I'd rather roleplay as a toilet than the above.

Also godmodding kills the RP, and you don't want to be labeled as a godmodder because the word WILL spread and no one will want to RP with you.
NEVER EVER EVER use one lined starters. If your starter is nothing more than 'walks around and sighs', no good RPer will comment.

Describe your character. 'Marie walks around and sighs; bored.'

Describe where you are. 'Marie walks around and sighs; bored. She is in the city park, and walks alone on a gravel path leading to a lake.'

Describe why your character is doing that. 'Marie walks around and sighs; bored. She is in the city park, and walks alone on a gravel path leading to a lake. She hadn't talked to anyone lately, and was hoping she would meet somebody there.'

Describe anything else that would make the scene easier to visualize. 'Marie walks around and sighs; bored. She is in the city park, and walks alone on a gravel path leading to a lake. She hadn't talked to anyone lately, and was hoping she would meet somebody there. The wind gently picked up her blonde hair, and she smiled slightly at the comfort of the cool breeze in the summer heat.'

Now, was that so hard? It is much better than just walking around and exhaling. (Note: "starter" after that you can use one line replies if that is all you can think of but no one line starters please....)
When you're talking in OOC (Out of character) please use something to indicate you're not RPing. There are many forms of OOC.

Example: Let's say you want to make a funny comment on what someone said or you're leaving the RP or you didn't understand something, here's what you do.

OOC: Hey guys I have to get off.
//Wait...what do you mean?

You can also use [[ ]] or {{ }}
"I don't mean to sound like a slut, but feel free to use me whenever you want.
Capitalize your words when needed. Examples of when you need to:

-Start of a sentence. That's elementary.
-When the word is I, I'm, I'll, or anything similar. Also elementary.
-When it's a name, specific place, or a special thing.
-Start of dialogue.
-After a period.
-Whenever it is needed.

If I see a word without a capital that needs one, I will likely troll you and/or rage on that post. Come on. If your phone doesn't correct it, get a better phone.

You are on a computer? Just press the damn shift key.

It's broken? There is a second shift key, under the enter key.
That's broken too? Press CAPS, type letter, press CAPS, resume. If that fails, use the on-screen keyboard that is programmed into your computer by default. If all four are broken/don't work, you're either absolutely LEGALLY and UNNECESSARILY stupid, or you need to get a new bloody computer.

There is no excuse to not use a capital letter when it is needed.

Don't be lazy. If you want to excel as a role-player and join the best there is, you have to pass grade two English. (Ehh this one is just here for those that get completely anal about rp personally capitalization isn't something I care about but go ahead and give it a try)
Don't type in all caps; no one will want to read it. When you type in all caps it looks stupid and childish and it looks as if you're yelling. If you want to express that your character is yelling please use the exclamation point.


What you should do: Uggh, I'm so angry at all of you and the world!!

When you want to express that your character is angry I would suggest you use 2. Anything more and it looks annoying!!!!!!!!1!!!One!!!!!1!!!Eleven!
There are two styles of roleplaying. One is called novella, which is where it is in novel format. Dialogue is surrounded by quotation marks ("text here").

The other is where the actions are surrounded by either *, -, ~, or some other symbol. Dialogue is usually not surrounded by anything in this format.

She looked longingly up at the night sky, watching the stars twinkle. She shivered at the cold air. "Cold..." she mumbled to herself.


*She looks up longingly at the night sky, watching the stars twinkle. She shivers at the cold air.* Cold...

It's up to you to decide which format to use but most RPers prefer novella style. Of course you can use the other style, but most like novella. (Above statement is quite false most rp'ers on forms, among other places, use novella others use secondary least I know I do find it easier but meh....)
Please look over what you type. I understand that you may have typos sometimes, we all do. But when half of your words are misspelled it makes you look really stupid. There's a reason someone created google and spell check.

You do NOT want to miss that r in shirt, or the l in public. Trust me. (god this one is what I would put as a rule...."I type to fast" "I’m on mobile" blah blah blah read over it god dammit it's not that damn hard)
You are losing in a fight! What do you do?

A) Activate secret god powers and destroy the city
B) Rage at them OOC
C) Die then think of a reason to come back to life
D) Keep fighting and accept your loss

I have seen people pick A, B, and C. At the same time.

The right answer is D. If you lose, so what? There is no reason to become suddenly overpowered, yell at them for being better than you, or make your character immortal. Just say "Good fight" and leave the post. It's not hard.

Being a complete, whiny, punk ass, pansy won't make you popular. "Sore losers" are extremely despised by people that are actually great writers. In fact, you won't get roleplayed with and you will get trolled for the rest of your time in the role play group; and/or get kicked and banned from the group and a few other role play groups.

Yes, I lost in my first real fight. That's how I was accepted into a very good RP group; by losing and not being overpowered. (oh by the way if you haven't noticed someone else typed this up not me....though good guideline here though D should also include "keep fighting and try to find a way to turn the tides in your favor, by not godmodding of course," remember the details will save you....option a includes, and does not exclude, clones you can use them but not stating you are, example it takes damage several times and over a long period of the fight until finally you lose but then say "oh that was a clone ha" or whatever...., is a god mod remember unless you tell them verbally i.e. saying it out of action like "hey I use clones" just stating it’s a clone in action will not give away anything the other cannot know you are using a clone unless you tell them...., does not include those that can see through deception but does not mean you can use it at last minute even if they can, don’t be a wuss go for option D with the addition of "keep fighting and try to find a way to turn the tides in your favor, by not godmodding of course, or lose" that is the right option at all times)
Don't let insults get to the better of you and never take anything personally on the Internet.

P.S. there is a magic button called the block button. Unfortunately it does not crush them under a block but it does ban them from seeing your account. Yay! (Never use the block button but for others it is there)
Learn the vowels!

A- Use a instead of an when the noun begins with a consonant. Example: a goose, an egg

E- If a word ends in o, x, ch, etc., and it is to be made a plural, an e is usually added before an s. Example: fox -> foxes

I- I before e except after c. When a word like ceiling is mentioned, remember that rule. Normally it is ie, but if there is a c, it becomes ei. Example: ceiling.

O- The word 'okay' is simply spelt 'okay'. Not Ok, not OK, not O.K., or anything. Okay?

U- NEVER replace the word 'you' with u. EVER. I will rant at you. That goes for the above too.

Y- Say a word is plural and ends with a y. Do you add an s, or take away the y and add ies? If the letter before the y is a vowel (usually e), simply add s. If not, add ies. Example: monkeys, babies. Monkies and babys look weird. (Basic stuff move on)
Never start a RP if you have to go soon. People hate it if you don't reply within an hour of theirs. (For the best please don't make an rp or comment on one if you have to leave....)
"F**king a, man!" and "F**king a man!" are two COMPLETELY different sentences. If the above isn't a good enough reason to use proper grammar, I don't know what is.
Never make sentences that run on and on and on and on and looks very unprofessional and throw in a misspelled word here and blah and never using a comma or period or this or that or just having a very long sentence that looks as though it could take up a whole blah paragraph and I can't even understand myself anymore and you're probably confused and blah mission accomplished and you get my point.
TL; DR? Too bad. At least try to make sense of some of it.

Some bio templates; ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~










Past History:

Other info:





 Name:
 Gender:
 Age:
 Skin:
 Eye Color:
 Height:
 Weight:
 Species/Race:
 Alignment:
 Appearance:
 Dominant Hand:
 Markings:
 Personality:
 Powers/Ability/Technique:
 Past History:
 Other info:
 Companion:
 Likes:
 Dislikes:

More to comeT1 a brief telling:

 Introduction:
1. {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.}

1. T1 is a multi-style way of fighting that has been in RP longer than most have been around.
 T1 RM= T1 Realistic Melee.
1. 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.
1. 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.
1. 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.
1. 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.} ((This, while true, can easily be 'ignored' or such, this is a group use docs to make bios, by the use of bios.))

 Preps or Preparations for a stronger move.
1. 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

1. 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!
2. 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.}
3. 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.}
4. You have to post what type of weapons, powers, abilities, and traits your character is going to use in the fight.
5. 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.
6. Your character and only your character is what you are narrating.

 Rules

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. ((Again the whole bio thing, have one and its up? use it to your advantage.))
2. No God Moding. This goes towards those 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 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. ((If it is a 'death-match' then it goes past the 'first' hit and continues until the death of one of the two characters, NO this does NOT mean your character is dead permanently just for that fight your character can be revived outside of the battle if it is a widely known plot involvement as well.))
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 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’re 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. ((As not everyone has perfect grammar not all this has to be used, but is useful if you could. NO TEXT SPEAK!))
6. You post in turns. ((This should be used even for non T1, casual RP))
7. 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.
8. No meta-gaming. 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

 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
1. : Absolutely no powers, mystic weaponry, spells, or heightened abilities outside of normal human abilities. Ex: Sight{10ft to see clearly}, Speed {30mph tops}, Reaction time {1.5 seconds +}
 T1UM
1. : 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
1. : 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 are one to two elements being used at one time. You cannot use all the elements in one massive attack!


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