~Rules & Guidelines~
T1-RM = Realistic Melee: Human against human combat. Quite possibly the most diverse of the power sets given things like technology, time of person's DoB, and other variations, it's important to predetermine what specific RM set you're each using. Examples of variation include, but are not limited to: Military, Medieval, Futuristic, Mafia.
T1-UM = Unrealistic Melee: Human against human combat; however, with more myth or supernatural incorporation. Things such as heightened senses or super strength are permitted in addition to humans with Lycan, Shapeshifters, Vampire, Tech Modified, or other enhancements that make them stronger, but are still vulnerable to realistic fatalities. Magics should be kept to an utmost minimum in this class; making one's abilities over powers the dominant trait within this specified combat tier.
T1-MP = Moderate Powers: What should be the common grounds of ethereal fighters. Within this tier characters are allowed basic powers such as elemental control, psionics, auras, or other such unique sources of strength. Anything wielded should not be mastered or be able to amass devastating destruction. Powers such as soul striking or dimensional porting are not allowed within this combat. Abilities that are should be limited in number. Furthermore character races excluding the human gene are allowed but with restriction. Elves or Demons are one thing, but classes of deity stature or a Seraphim cannot be allowed under this power tier given their powers would far exceed the basic ethereal combatant.
T1-PC = Powered Characters: Disputably the hardest tier for persons to partake in given one must have a well developed RPC in order to contend under this division. Powers are more diverse, complex and to inexperienced Role-Players unfair. Down to the very construct of their making is what ultimately makes characters under this tier seem god-like or invincible. Because of their allowed capabilities this level of fighting may lead to quick disqualifications for abusing what's allowed. It's best left unused unless your character has been properly suited for this field of combat.
T1-GT = God Tiers: More commonly known as God Mod characters or Fairy Sues, these Over Developed or Auto Developed characters ought to be shunned and refrained from using. They emphasize creator like powers that exceed power limitations for even a PC. A special written consent from each party should be made before even initiating any official combat so that a mutual understanding of breaking the God-Mod or Power Playing rule is acceptable to a degree. A character under this tier cannot be indestructible or have a pin hole weakness for it to be considered legal for registered combat. It should remain exclusive for those who've strenuously developed their characters over the prolonged period of several years.
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No God-Modding: The act of showing limitless potential, invincibility or otherwise operating an illegally powered character. Diversely used for an array of offenses, this rule is perhaps the utmost important. Enacting a GM violation is immediate grounds for disqualification. That said, it's strongly employed to gauge what is and isn't GM for your tier. Caught offenses can lead to disqualification.
No Auto-Hitting: Under no circumstances are you allowed to in any way shape or form state your attack, technique or trap connects to the opposition the same turn it was attempted. If your foe incorrectly responds to the attempted said move or ignores it altogether is when you're allowed to connect the attempt as a successful blow; from there being allowed to dictate damage toll within allowed reason. After all, a BB round to the knee cap won't make them explode. Caught offenses can lead to disqualification.
No Auto-Evading: Every evasion must be well explained and plausible. Essentially to Auto-Evade is managing the void, dispel, or dodge of something your IC legally should not be able to. Continually dodging everything is also another offense of Auto-Evading. Caught offenses can lead to disqualification.
No Puppeteering: By no means are you permitted to dictate the action of another person's character (unless connecting an attack). Saying they did this or your equipment can pinpoint them without strong explanation are examples of puppeteering. Things such as mind control or illusion techniques are ethereal based offenses. Specifying the person hadn't moved during your strike initiation is another form of puppeteering since you're essentially saying they have to wait there until you can strike them. Caught offenses can lead to disqualification.
No Meta-Gaming: An illegal knowledge source inputted into your characters memory or database. A character is allowed to learn from others regarding technique capabilities or even someone specifically; however, determining that because they look like a demon or an android gives you rightful knowledge of what makes them tick isn't allowed whatsoever. OOC knowledge should be kept out of all IC interactions or thought process. Lastly, is a fire bender is your opposition you cannot abruptly state your character knows water bending to counteract their strength. It's not only a form of Meta-Gaming, but Power Playing and God-Modding as well. Caught offenses can lead to disqualification.
No Multi-Attacks: A somewhat loosely applied rule given exceptions do apply, this is when a fighter states their RPC can lunge for an impale then immediately afterwards launch an uppercut. Only one present time attack is allowed in any post. Stating an immediate secondary attack may transpire is an act of puppeteering since you're essentially saying they can't retaliate fast enough to counter or virtually defend whatsoever. Connecting a previously attempted and successful attack or hypotheticals are the only two exemptions to this rule. Caught offenses can lead to disqualification.
No Super Reaction & Reflex Time: The act of surpassing the character's thought process or ability to counteract a specified threat. Unless previously mentioned during one's introduction post, the person's character will be assumed to have average or slightly above average response time without feeling a fear of becoming deceased. Confirming undetectables without special methods is also considered having illegal reflexes. Note each tier allows a higher or lower limitation based on what a character can/can't have. Caught offenses can lead to disqualification.
No Power Playing: Power Playing is where you state your character or technique is outright superior without heavy explanation on the mechanics of how. Under no circumstances can you state your RPC is superior (unless story plot or OOC agreement has been made), nor are you allowed to state your Ki blast trumps their Ki beam; even if its stated more power was pumped into the counter. Other Power Playing offenses is having loosely stated powers that can be cheated upon during an advantage point of battle (saying you have psionics is a prime example since there's numerous forms of psionics and the word itself merely refers to the overview of the power and not it being a specific power itself outside its core attributes). Caught offenses can lead to disqualification.
Equal Length: During your counter, dispel, retaliation, etc. portion of your post an equal response must be made to the oppositions mentioned attack(s). Things to include are point of being, thought process, movement incorporation, key method of escape or counter, or any variable needed. While needing to match an approximate post length, such details of how the blast shimmered under the moon's light or how the channeler goes on thinking victory is theirs can be excluded from their total length. Hypotheticals must also be equally length written out unless it cannot enact due to your IC actions. Failure to do so can/will result in a failed defense or disqualification.
RP Etiquette: Proper punctuation, spelling and grammar are all essentials during any Role-Play fight. While a rule to be enforced, it is not something disqualifiable unless an absolute lack of effort can be shown within the person's replies. Simply enforcing these things shows your dedication to proper English and makes any fight more fluently motioned.
Interrupts: Considered one of Role-Plays backbone methods to an easy victory as well ensuring a continual onslaught offense, interrupts are where your character is legally able to intervene the opponent's attack sequence or approach to cancel that said offense; forcing them to then immediately withdraw their force and defend. It may be used against a regular or hypothetical offense but does count as your allowed attack for that turn. Because of its nature interrupts are also treated as defending and so proper length must be incorporated when attempting.
Hypotheticals: A hypothetical, or plausible second attack attempt is the other advanced method to securing victories over the less experienced. Usable only if conditions are met, the person overall states that encase their initial attack fails, and the opponent has done this or that, that a secondary attempt would be enacted. Unfortunately, this technique in Role-Play combat can be abused legally; how shall not be mentioned. However, well timed defenses or interrupts can void any chain combo technique.
Survival Instincts: When faced against losing odds often time's a Role-Player might write out a desperation technique where senses are momentarily heightened due to an engagement of losing their life. It should be used sparingly to escape certain death predicaments and without stating the RPC is afraid or acting out of primal natures may lead them to become disqualified under numerous offenses.
Magic Casting: Especially in higher tiers 'magics' are generally used to gain leverage over combat or is just one's preferred fighting style. Each magic should have limitations, explanation, and a source of power. All magics ought to be minimized in use during combat however cannot be punished against if continually used. Any magic requires at least one post of preparation; more if the technique is highly powered or has multiple functions (<--- an exploding fireball). Magic prepping does not entirely forfeit your attacking allowance but magic attacking does (in other words you can prep magic and attack but can't magic attack then attack). Unprepped magics unleashed can be overpowered or dispelled with little effort and they who do so cannot be penalized for Power Playing. Basic magic defenses are the exception, however, numerous turn based barriers or specific power nulling walls will need post prepping to be legal.
Shapeshifting/Transformation: Any act of Shapeshifting or Transforming must have prior made preps leading into the final product attempted. Depending on what's attempted wavers just how much time is needed. A Lycan turning into its beast form for example needs more allowed time than a Saiyan ascending to their next level of power. All transformations must be in some way taxing given the rewards or advantages gained easily make up for the cost anyways. Transformations before battle (a Saiyan being SSJ4 when arriving) are allowed and do not need to have the taxes of their transformation included.
Porting: A borderline God-Mod technique within any tier's power restrictions, it's the capability of going from point A to B without any time lapse or need of worrying about objects. Porting is considered a trump card defense and an extremely hard to counter offense, which should be used sparingly; especially in defensive scenarios where that's the only means of escape. Teleportation and Dimensional Shifting are the two ways of going about porting and either being abused can enable a disqualification. Higher tiers have more freedom using this (GT>PC). A preset agreement should be made about porting use if both persons have this ability.
Stamina/Supply/Condition/Reserves: Every character must have these limitations. The more movement deployed, energy released, rounds fired or impacts on armor taken should all be deducted from a mind set predetermined bar. To say one cannot become exhausted through some means or has an endless power source is a prime example of having a God-Mod character. Damage toll during combat is an additional and often forgotten way to lose fatigue or reserves during combat. Caught offenses can lead to disqualification.
Healing/Regeneration: During combat neither person is allowed any healing or regeneration spells, techniques, etc; even if by heritage they have these unique powers. Doing so is an automatic unfair leverage against the opponent. Mending wounds shut to stop bleeding or popping in a joint are obvious exceptions in additional to power absorption from another source (leeching). Caught offenses can lead to disqualification.
Summons/Rituals: Magics demanding sacrifice or retribution to gain a specified effect or unleash something stronger than its channeler are not only time consuming, but demand taxing chunks out of one's own reserves when casting. A minimum of three preps should be used for a legal ritual or summon to take effect. Furthermore because of the demand for concentration the caster forfeits each attacking opportunity until the attempted incantation finishes; person's are however allowed defense posts if their IC can manage one. Examples of summons and rituals are an ancient dragon or the gate to Hell being opened. Summonings or rituals must have weakness and can be undone through tiresome efforts on the opposition's end or can otherwise can be considered God-Mod creatures/rituals. Caught offenses can lead to disqualification.
NPCs: Minions or puppets controlled by power or leadership of your dominate RPC is considered an NPC. They should be used sparingly in small numbers and because of their diversity demands strict governing over. If minions they should be entered into battle on the poster's initial response, whereas clay golombs made with Earth powers and a pool of mud need prepping. NPCs (excluding summonings) can be one hit killed in a defense, or during someone's attacking turn (if an NPC is specifically targeted for an attack the attacker cannot then go after the IC given their turn for offense was used). Abusing NPCs, such as using them for continual meat shields or a scapegoat constantly fending off the foe can result in disqualification.
Race Limitations: Every class, race, cyborg and so on must have limitations or flaws bred/engineered into their core construct. Having a made race with every inch of power or understanding over something one can imagine is no better than having an overpowered character. Having such classes without flaw will lead to an immediate disqualification.
Specifications: Whether offense or defense, details must be made to the best of your capabilities or feel a needing to do so. Failure incorporating this in actions allows the opposition to legally IC exploit flaws made that can easily give them leverage in combat; something you can do nothing about.
Intro Post: Within your original or introduction post everything about the character must be stated in full; especially powers, weapons and their abilities should they have them, ammunition, or anything else needed for combat. This information may be written into the introduction post or a Role-Playing Character's Profile may be posted; both even may be done so long as it doesn't suggest Meta-Gaming. Any and all things not mentioned within the introduction post may not be used for the duration of battle; even if they have that said trait or power. Stating they can abruptly do this or that during mid fight is not only God-Modding, but potentially Power Playing also. Caught offenses can lead to disqualification.
Setting: You are within your right to mend, build or even destroy the area of combat. Details regarding the chosen place should be made within the first post; however, a sudden storage warehouse found by turning the corner can be exempt from the previously mentioned suggestion. Things such as boobitraps are not permitted at any time given its an act of Puppeteering.
Reposting/Edits: Unless the opposition gives clearance to do so, you are under no circumstances allowed to revise your post in any way shape or form. Doing so is grounds for immediate disqualification.
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- You have the right to appoint one and only one judge to make a judgement call based on something controversial. Should forever reason a judge from each party be called in their professionalism should be what makes the final call. Overall, the party representing the stronger case wins the verdict.
- You have the right to decline any challenge issued until making the first post; then, you must fulfill the obligation of battle or endure the predetermined consequences.
- You have the right to ask for an interpretation or translation of what the poster was trying to convey/attempt within their response for clarification purposes. That person must then surrender that information; however, none of it may be used to have IC gain (MG). Failure to release such info can result in their disqualification.
- Each person combating must be under the same power tier at all time's unless a special case is made. Failure to do so is an automatic disqualification. A person issuing a PC match with their defender using an MP by choice is one thing, but the person issuing an MP match but using a PC isn't allowed.
- Specifications on posting time allowance, number of persons participating, tier of combat, and stakes of battle must be made mentioned of before any introduction post can be made to make the match official.
- There are ultimately two kinds of combat -- Sparring and Death Matches. Sparring is casual with allowance on bending the rules from time to time and the death of the IC doesn't mean losing the character altogether whereas in Death Matches the rules are heavily enforced and the loser cannot use that character legally any longer.
- Be sure to read every T1. The rules do vary per version and once a post is made, you ultimately agree to whatever the conditions are.
This version of the T1 was written by Overlord Jianichie. Distribution or usage of this T1 is fine, however, stating that it was written by another is an act of copyright. The rules are not the writer's but one's researched from numerous online sources and compiled together in their own wording.