Here are some BASIC rules for all combat inside of a role play.

• No God-modding; is when someone's character has the ability to do practically anything without limits or boundaries. In saying that this also applies to lack of detail. Without proper post length and explanation you are eligible for disqualification, and, depending on the conditions of the fight, character loss on record.

• No Auto-hitting; is a term used to describe when a character automatically hits another player. This also ties in to the rule known as puppeteering but on a more severe level considering auto-hits usually mean death, and in some cases, go back to the breaking of the god-modding rule.

• No Puppeteering; you can not in any way, shape or form control any aspect of anothers character, even chakra based attacks of all kinds. (This excludes pre-meditated discussion OOC and is feasible IC.) Assuming your force is greater than your opponents with no explanation or complete detailing of elemental mix-n-matches will be grounds for disqualification. The same goes for things attached to the character including; clothing, nanomachines, weaponry. Puppeteering also involves that of your opponents where abouts and assuming that they didn't move during your prepartion and or time it took to go from point A to point B to attack.

• No Meta-gaming; the act of using outside or previously gained knowledge within a gaming universe for personal gain or advantage.

• No Mass Multi-attacks; the action used when a person makes their character use more than 2 attack in a single turn. Meaning, in a small lacking detail; Impaling a character in the chest, jumping back, launching / running toward the other character to attack. And so on and so forth, the point is in proper roleplay of all forms, a single attack and a single attack only must be posted. Using any more than one would also be a form of puppeteering. How? You imply you have enough time and they didn't counter in time to intercept you with thier own attack.

• No Super Reaction & Reflex Time; the unexplainable method of having super reaction and reflex times to avoid unseen attacks. Attacks that happen in a near instant in most circumstances are unavoidable once prepared / executed depending on their method and preparation. The rule applies to being attack from behind when carrying a hefty weapon, say a 150 lbs sword. There's no possible way your character can realize / sense the attack, let their brain notify the correct nerves, physically move the body and position the sword to defend against the characters attack. That example was for physical attacks only, anything chakra based would more than likely break through or corrode or simply ignore and target the character itself.

• Equal Length; When a defense, counter or dispel is being executed against your opponents own attack you must post an appropriate length in return to show you're taking the match seriously. If this rule is broken by a mere paragraph by the others five, for pure example only. The opponent can either A) Option for your characters defense to be weak through lack of sufficient detail. or B) Ask for a repost with more details on to how it came about. When fighting in a T1-PC (Tier-1 - Powered Character) Match, this is very important because if you miss a single detail in both attack and defense, it will be exploited and if the opponent isn't enjoying the fight, they will call the win.

• RP Etiquette; Proper spelling, punctuation, sentance structure and all around post quality contribute to the performance and effectiveness of your post. If all catergories are not met to the expectation of either opponent both are subject to their posts being disqualified or having to be re-written depending on severity of the post in question. In finer detail you must post in explicit detail how your evade/dodge/counter work against your opponents attack.

• Interrupts; Interrupts can be considered the backbone of many forms of close combat role plays. If another were to be blasted back, begin a jutsu to counter attack, execute the jutsu and describe the effects. The target of the Jutsu has allocated time as the caster would be thrown back, charging the Jutsu and then, finally, manifesting it as an attack. within this time the other character can move their character if fast enough or able to possibly cancel the Jutsu chant. Same goes with a jump attack, they can be intercepted.

• Hypotheticals; 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.

• Inititive; Often mistaken to be god-modding in many cases is the act of relying on ones instinct and or fear of the unknown or death. There is of course obvious restrictions to this involving real-time movement of your RPC. This should be used sparingly as over-usage and statement would make a judge or your opponent believe it to be merely SR&RT due to lack of anything else happening. Often used to work within the move of the opponent.

• Use of Melee Weaponry; Included within this rule all weapons are to be stated within your introduction post that will summarize what your character has brought with them in to the battle.

• Equipment and Armor; both put weight on your character and will slow their movement time greatly, even if proficient enough weight factors in to speed in relation to your characters size. Armor must also be specified in regard to materials used and just how much of the body is covered and where. Equipment shares the same principal.

• NPC Control; Non-Playable Characters should be minimally controlled, they can be auto-hit as effect of your attack. If they are not owned / controlled by yourself IC you may not use them to subdue or distract your opponent in any way this would fall to breaking puppeteering even though they are NPCs.

• Evading; the main focus of combat in the way combat is used for is not to evade every hit and land every hit. The focus is to avoid what your character can and take the hits your character cannot physically avoid. Reaction time and movement time is all factored in to a role play making moves well executed impossible to avoid. The finishing blows. Users who dream up a way to avoid, when their characters cannot (both as racial traits and knowledge of the opponents race.)

• Specifications; If you do not specify everything about your characters position, defensive stance, attack angle and strength, speed and sight, hearing -- Then it can and probably will be exploited. You are not within your rights to complain about the exploitation and addition to the situation because you yourself are responsible for the world you write up during a role play. In combat this is VERY important, especially in terms of hand to hand situations.

• Setting; You're within your rights to utilize the environment, destroy it, modify and bend. But as a guideline it's recommended to focus on hitting your opponent. It doesn't matter if you blow up a thousand buildings, you should focus on blowing the opponent up a thousand times. All in all it makes you and your character look messy and unprofessional.

• Reposting and Editations; in a death match neither of the two things are allowed. Death matches are often considered real-time and therefore if you make a mistake, that spells the connection of your opponents attack and quite possibly your death. Depending on the severity of the attack. When sparring however it's a different story, usually sparring is a friendly gesture with the intent to learn from one another, not kill one another.

• Goal; the goal of combat is to outwit your opponent and their character. Baiting them to mess up and position the ultimate move that will land the winning blow. Evade what you can, hit what you can and walk away with victory.