T-1 Roleplaying Rules Adapted for Naruto RP (Naruto T-1)
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 for a long time. 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.
(Note: Here in the guild we do Moderate Powers T1 MP Roleplaying only.)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.
How to post: A few rules to post by.
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.
Starting a fight (OOC Forum): 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 do NOT need to post all of your abilities and equipment in your first post absolutely perfect. Unlike strict RP, we have profiles and custom creations for a reason and we will not stop you from using unnamed things from your bio later. If facts as accidentally left out and is specified in your bio you may elaborate further later on. However, unless an ability of a character has been seen before or is common knowledge you are to find out the parameters of the techniques as you go. We know some of you are learning, we encourage you to do your best in order to apply as much facts about your character into your posts. If there is a problem with people utilizing abilities and equipment not on their profile, it may be rectified OOC through PMs or the Question and Complaints forum.
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. 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.
Rules1. 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 out smart, and out match their opponent is the winner.
2. No Auto-Attacks (Auto-Hits). This is the statement that your attack landed without letting your opponent counter/block/dodge/avoid/deflect in their posts after.
Due to this AoE (Area of Effect) passive skills and Genjutsu are strictly forbidden without consent of your opponent. When encountering Shadow Clones, you may auto attack the clones if you are able to discern them from the real body or if you have the ability to absorb chakra.3. When posting a dodge/counter/block their attack, you have to fully explain your actions and how you did your counter/dodge/block.
4. 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 is not tolerated. The more effort you put into your characters’ posts the better and smoother the fight will go.
5. We do request that if you use a technique that has abilities that are not common knowledge that you go into full detail about its characteristics in the FIRST post it is presented.
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 hit.
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.
Interrupting another players actions are not aloud and you must begin any combat actions from your post the moment their attack begins, no sooner. 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.