Post by Novus Initium GM on Oct 10, 2014 6:23:18 GMT -6
ALL STORIES, CHARACTERS, RPs, etc., MUST BE ORIGINAL! NO AMINE, MOVIE, BOOK, SHORT STORY, REMAKES OR CHARACTERS.
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Law, in any form, is never set in stone. It always changes with time. The same is done with these. These Laws are set in place to protect and satisfy the users that are here for one thing... Roleplay.
Novus Initium Law
Novus Initium Forum Law
1) NO double posting on the Forum. (Posting after you have just posted.) Just edit your previous post until someone replies.
2) Do NOT misuse the Forum. It is for Roleplay and categorized OOC purposes. Relate topics to such attended boards.
3) NO flaming or attacking other members or staff. Both will result in punishment.
4) RESPECT other's even if you do not respect their opinion.
5) NO personal information about a user that could put them in risk of identity theft or in any other harm is to be posted.
6) You may NOT publicly complain about thread closure/trashing, post deletion, warnings and bans of other members. You may NOT publicly complain about threads or other members. Please PM a staff member if you have a problem.
7) You may NOT register with more than one account.
8) Before opening a topic, be sure it hasn't been discussed before, and ask yourself if it is really necessary to open such a topic again.
9) Posting several challenges on the forum (for TB or Speed) shouldn't happen. If your last attempt to fight didn't succeed then you should talk to people other than spamming the forums with different challenge requests.
10) Players can create as many characters as they want. Fighters are required to have character biographies including the character's: personal information, assets, accessories, abilities, powers, weapons or anything specific element of character and personality or generalized and in depth history of how the character came to be or to exist within the Universe would suffice to the average characterized embodiments we control in this virtual realm. Anything that you would portray while roleplaying you'd basically be giving a brief description of how it can be used and if it cannot be used then ask yourself if it's even necessary to put in, but some people associate their favorite part about a character or certain skin markings, etc. So at one point, people tend to explain appearances, such as hair, hair color, age, skin color, race, personality, origin, history, eye color, and anything biased upon the gamer that the character DOES indeed have in this existence of our imaginations of course abiding by character creation regulations.
Novus Initium Chat Law
11) NO spamming, trolling, flaming, harassing, bothering or making the environment uncomfortable for other users.
- 1st offense: Temporary Ban: 5 hours.
- 2nd offense: Permanent Ban.
12) Room descriptions include the room's rules on fighting as well. The following rules are treated individually in every room: Rushing, Fighting, Killing. Ex.: A user enters Chronos Manor. In Chronos Manor, there is no rushing allowed but you are allowed to fight, and you are allowed to kill. The user decides to Rush a member in this room. That Rush is instantly invalid due to the default rule of No Rush in the room. There is NO punishment for breaking these rules since your posts will just be deemed invalid.
13) Do NOT mix OOC problems with IC. It’s a bad idea. There is NO punishment for breaking this rule; this is simply friendly advice and should be followed.
14) Room Rules can be added for each temporary and permanent created room and its administrator. Do NOT complain when a administrator kicks or bans you because you could not comply with their rules. Nothing will be done about it. Room rules should also abide by Novus Initium Law notated on the 'Novus Initium Law' page. If room rules do not abide by Novus Initium Law, they must be revised in order to follow Novus Initium Law.
15) Impersonation of a user is PROHIBITED. If found impersonating a user, it will result in punishment.
- 1st offense: Temporary Ban: 5 hours.
- 2nd offense: Permanent Ban.
16) Please do NOT give out any of your personal information via general chat. If you are going to exchange information, take the conversation to a private chat. There is NO punishment for this rule, it is just friendly advice.
Deeds
1) A Deed Holder can decline a maximum of 5 matches a day. This means that a Deed Holder can turn down five different people's challenges. When a sixth challenge is issued from a new fighter, the Deed Holder has no choice but to accept.
2) A Deed Holder can decline 5 challenges from an individual before the Deed Holder is, by default, forced to accept on an individual's 6th challenge.
3) A Deed Holder can do whatever they want with the room they administrate so long as it abides by Novus Initium Law. Deed Holders have the option to make specified rules/guidelines/regulations for their room so long as the rules abide by Novus Initium Law. Deed Holders have the option to state a specific style to fight in for the room. Ex: A user enters Saphiron City. Nick Skyler, the room Deed Holder, added in the description that the room is based on B4. If a user comes in attempting any style besides B4, their posts are invalid.
4) If a Deed Holder is defeated, the ownership of the deed will be given to the victor of the match.
5) There are NO Deed Holders for Pre-made Rooms. Chat-Admin will always have control of these rooms. Permanent rooms are the ONLY rooms that will gain Deed Holders.
6) All Deed Holders are held responsible for what goes on in their Permanent Rooms. Ex: If you allow spamming in your room, this is an act of disobedience of Novus Initium Law. If Deed Holders do not handle the problem users accordingly and report users breaking Novus Initium Law to Chat-Admin, the Deed Holders will be stripped of their administrative powers over the room.
Perm/Temp Rooms
1) Pre-made rooms include: Council Hall, Lobby, NI_GT_Sundome, and Training Fields.
2) Users can create their own temporary rooms if wanted. Password locks are included.
3) Users can request for a permanent room of their own to be made. A room will be made upon meeting the following requirements:
- Requestee must be an active member of the forum/chat or community for 5 months.
- Requestee must be responsible and follow Novus Initium Law at all times.
- Requestee can only have 2 offenses. Any more than 2 offenses, and requestee is defaulted to being unqualified.
- Requestee must be an active fighter in either TB or Speed. To defend the deed, they must fight.
- Requestee will be monitored as a Deed Holder for 2 weeks. After 2 weeks of supervision, if the requestee can prove themselves reliable as a Deed Holder, they may keep their room.
- Requestee must have a name for the room, an in depth description, and their preferred set of rules for the room prepared before submitting a request.
- Requestees wanting rooms for their group/clan/family/army will have to have a bare minimum of 5 active members.
Features
- Font styles can be adjusted by color, italic and bold.
- There is NO character limit for this chat.
- You have the option to register your username with a password by clicking on the direct link “Register Name / Update Password” under the chat.
- Chat is ad-free.
- The chat has a voice chat feature that allows users to communicate via microphone.
- Timestamp feature includes stamping date, hour and minute.
Turn-Based Fighting Guide (NOT CREATED BY NOVUS INITIUM STAFF)
Turn-Based Fighting
This introduction to Turn-Based Fighting is NOT created by Novus Initium Staff. This is a basic example for newcomers or beginners to TB or textual combat in general.
Written and Discussed by Vøices øf Xenøn
The Basics
Turn-based Textual Combat (TB, T1, para), is dependent upon the honesty and integrity of players, as well as their ability to out maneuver their opponents whilst thinking laterally, following a logical course of progression. By this, each player is the sole judge of their character and what happens to their character; no other individual holds in any way any control or power over the actions of another. They are expected to play fairly and with refrain at all times, deciding whether the outcome of events should go against what they might wish.
The form of TB is exactly as the name implies: each player takes turns to have their character perform a sequence of events, planning to stay one step ahead of their opponent’s actions. Generally, the two players first agree that they are using the same form of textual combat to ensure there is no confusion, then between themselves they decide which character should take the first turn. The player with the first turn then has as much time as they need to type up their introduction to the battle, perhaps in the form of a first attack or as the readying of their weapon. For example:
Conan_the_Barbarian lumbers forward, sneering at the old man who has dared to challenge him, standing tall and proud as the very symbol of honed athletic prowess. His broad hands reach to his shoulder, drawing his broadsword with the hoarse whisper of steel on steel, leveling the blade before him. Both hands grasp the hilt firmly; his feet spaced evenly in a slight crouch, sharp eyes narrowing at the warrior.
After this, the other player will then be able to take his turn, deciding to go straight into the heat of the battle:
Druss_the_Axeman makes no meal of his actions as his gauntlet-clad hand snaps back to draw his axe. With his feet bound the flagstones, racing towards the barbarian, Snaga the Sender comes loose with a violet tug and sweeps outward as he nears, barreled chest and large muscles tightening like iron with the soar of the silver edge through the air. Right before the barbarian he halts and throws his full momentum into the deadly crash of the blade, swiping out for his guts in a quick, deadly motion.
What should be noticed, when reading the above attack, is that at no time does Druss declare that he has struck Conan, only that his actions will strike him unless he reacts. This is the standard form of TB combat, as rather than state that an opponent has taken any damage the player explains his attack, allowing the other to decide if it can be dodged. If one player decides the outcome of any direct or indirect action against another, save for the exception of descriptions, it is called an auto-declaration (auto for short).
Autos are illegal under the rules of TB, yet it is generally understood that if the player receiving the attack agrees beforehand that it will carry through unhindered, then it can be announced. However, the player receiving the damage or effect has the sole right to decide on the degree of success; whether they find their character’s head struck from its shoulders, or if they merely have a gash across the brow. Taking this into account, the new player should avoid committing autos in any form until they fully understand the mechanics behind the combat.
The process of logic decides the next stage of any simple fight: can the player think of a way to deal with the attack without taking damage, and can he turn it to his advantage somehow? In this manner the player receiving the action can decide the end result of the attack, yet must describe clearly how this result is obtained. Again, fairness of discretion is required to continue. In the example given above, Conan has readied himself to receive such an attack, and so has no trouble in deflecting it away:
Conan_the_Barbarian sends his sword smashing down against the axe, jerking from the jarring clang of metal on metal, then with a grunt of effort pushes it back to the lower right of the axeman, pinning it with his own blade. Continuing his turn he spins on the ball of his foot, launching a momentous kick toward the old man’s head, intending to catch him with the heel of his boot right upon the jaw as he pivots around.
With the attack thwarted, the player then has the opportunity to initiate a counter-attack or to withdraw and ready his next action, be it a defense or otherwise. It is important to regulate the number of actions a player takes in one turn, though no real limit is imposed for this purpose. Players are expected to generally agree on what is acceptable either before hand, or as they are going along, but it has to be understood that too many actions spoil the event. This particularly applies if the players are spending less time describing or portraying the actions, making it interesting reading, and more time simply churning out actions in a bid to win their battles.
A good post only covers one to about three actions, making use of adequate description to make what is happening crystal-clear. The less confusion the better, as players can spend less time pondering over what is happening and more time considering what to do next. When a player totally misunderstands what is happening in the game, a message or so to the opponent should straighten out the ordeal, and so avoid cluttering the flow of the match… Should a player post without asking and get it wrong, having misinterpreted the actions, they are generally allowed a second attempt to get it right.
Druss_the_Axeman feels the clash of their weaponry and rebounds slightly, Snaga held rigidly within the lock of Conan’s blade on the floor. He had expected this however, as having seen from the man’s crouched position and his hold upon his weapon that he intended a retort. When the barbarian spins Druss is already in action, dropping low as the boot floats over his skullcap-protected brow, thundering a first in close quarters to his belly, ramming it forward to knock him off balance and free his Axe.
There comes a point when a player has to admit that an attack was successful, being logically unavoidable and soundly executed. This need not result in instant death or loss of the battle, but rather in a swift change of ploy to maintain a running fight. Assuming a player has the means with which to recover swiftly, one can employ them to their heart’s content, yet should be aware that their character has taken some minor damage from the events that have unfolded. Punches can be rolled with, but if they hammer into a character when they are unready they can be devastating… not all damage comes from edged weaponry. It is important to pinpoint the degree of damage, and to make a judgement as to whether the character can proceed beyond that point with it as hindrance.
Many people seem to take their strikes very well, but do not carry onward with the results as part of their character; all damage is accumulative unless countered by some healing action. Therefore, where as an ill-timed knee-blow might only leave a bruise on a character’s cheek, enough of such will weakened and split the skull, causing brain hemorrhage. Mere cuts of a razor blade down the arm should not stream blood too strongly, but with enough of them criss-crossing a body, loss of blood will be a major problem. Each character will have differing factors to take into consideration, such as their threshold of pain and capacity to absorb the damage rendered upon them, and so should think very carefully over their actions during play.
Conan_the_Barbarian was surprised by the sudden crunch of the old man’s fist against his back, having expected his sole to render him unconscious… after all, he reflects as he tumbles forward, the old an infirm are weak compared to the freshness of youth. Ramming his elbow off of the floor, he bites down hard on his tongue, turning over with the remaining momentum and clambering to his feet with graceless gestures, facing the man with a bloody roar of utter rage as his sword sweeps to rest by his side once more.
This concludes the introduction to the basics of Turn-based textual combat, for further reading for more experienced and advanced players, or for those looking to become more experienced, continue reading the advanced section below.
Further Reading (Advanced TB/T1/Para)
Druss_the_Axeman laughs heartily as the youth sprawls across the floor, raising his foot to rest on one of the tavern’s overturned chairs, Snaga set between his feet with the points of the blade gripping the flagstones beneath. “You’re no match for me, boy. Keeping this up is only going to embarrass you further in front of all these lovely young lasses. Now how about you pay for the drink you stole from me, and I repay by not cutting your head off?”
In reference to the first few points made, the player should always take time out during the lull of fighting to play their character. Fighting is worthless if it fails to enrich and enhance the plot of characters, to both settle disputes and further the game environment. It is also rather dry to plough through lines of text concerned only with the direction and frequency of attacks, resulting in others players becoming bored and less likely to interact or role-play themselves. The resource to spot chances to relax from heated combat is vital, for it separates the combat into multiple sections that are easier to digest.
Conan_the_Barbarian foams at the mouth with rage, his words biting into the rafters above with sharp, heavy syllables. “My ale you bastard, the barkeep gave it when I walked up to be served!” he roars, spitting in the direction of Druss as he hefts his blade once more.
Druss_the_Axeman “Perhaps you should have asked the man, rather than hit him between the eyes when he tried to tell you? Or do your young harlot companions demand that you thump everything that gets in your way?” he replies calmly, shifting his grip on his axe to spin the blade’s flat towards Conan.
Conan_the_Barbarian shouts at the top of his voice as he charges to the ancient, a sweeping arch of silver shining in the lantern light with glittering dark intent. Merely footsteps away, he sends his sword straight overhead to crash down with sheer power across all defenses, bent on cleaving the liar’s skull in twain.
Equally important is to recognize when a fight seems to be tapering off due to too much conversation, and to initiate events to swing back into motion. This can be quite literally by swinging an attack around, or it can be achieved by a variety of other methods, such as cursing or enticing an attack. Either way, raising the hostility levels should keep the action tense and intriguing, though not overwhelming with ferocity. Reading the other player’s style is essential to finding the best methods of play; for if a character is more inclined to sit and talk it will take much more to have him fight than a few insults.
Druss_the_Axeman drops his foot from the overturned chair as Conan begins his scream, then sweeps Snaga up in counter balance to lift the chair, hurling it forward from his axe as Conan raises his blade overhead, spinning forward to topple him by a blow to the chest. As the chair is freed he lunges forward, crossing the intermediate ground moments after the flight of the wooden mass, preparing to strike forward and tear Conan’s chest open under the swoop of his companion, the axe.
Awareness of the area in which combatants are playing marks a distinction from the average player, as a growing tend has emerged amongst those within chat, defined by the ignorance of the world around the characters. Unlike many would believe, there are very few custom-built arenas where characters and jump back and forth, performing endless aerobatics unhindered by the scenery… nor is it unfeasible to expect items to have been left around which they could make use of. Such simple details as the traction of the ground, whether it is ice or sand, can affect the movements of the creatures populating the area, whereas the temperature and humidity will change their stamina.
Effective play is not just in recognizing which elements can be used to the player’s advantage, but in which cannot, what details are strong weaknesses against their character. Fiery dragons will not cope well in blizzards, nor will woodsman survive long in the stone streets of urban sprawl. Defense can be planned and implemented against much change in scenario, but once again it is the player’s discretion that should determine what handicaps and what enhances the character.
Conan_the_Barbarian is firmly stuck in the chest by the flying seat, having been completely unprepared for such a foul ploy, and reels back suddenly under the impact, tripping over his own feet and falling downward as Druss moves to strike. A large slash cuts the skin across his breast, but thankfully the fall saved him from worse, giving him enough time to gather himself as Druss is carried around by the swing to muster a quick retort, lunging his blade forward in a stabbing motion.
One of the most difficult concepts to understand about TB is that, despite being played turn by turn, the flow of time within the game remains constant. This means that though each player has a turn in which to commit their actions, they are not standing idle as their opponent is making his or her action. To further elaborate, the above text shows how each player, both Conan and Druss, have made their actions at the same time as the other character. Whilst Conan is racing forward Druss is hurling the chair, meaning that Conan could not complete the rest of his action, as the chair prevented him from doing so.
The exact sequence of events is not set in stone till each player has commented on what their character is doing at any given time; thus large or small actions, which take time to employ, can be cut short by their intervention. Druss does not stand still whilst Conan is charging, but makes use of his initiative to block what he had intended, and Conan accepts this and carries onward. However, should Conan later deny that the sequence of events had taken place, he would be playing in bad form, as he already agreed that the action took place. In short, although the turns are played out in sequence, the content is brought together in real-time.
Druss_the_Axeman rapidly reverses the direction of Snaga with a twist of the palm and shift of grip, curling it around to repeat the same hacking gesture as he steadies his feet upon the ground. He does not run, but walks with each action, keeping his center of balance solid and firm against the whirlwind of action, a calm contrast to Conan’s vehemence. He methodically presses forward to send the sword away, catching it with his axe with a metallic ringing, pushing down on Conan to give him the advantage of position.
In considering the actions of a character, players are wise to understand the nature of their situation in terms of advantages and disadvantages. In causing a character to take a hit, thus losing their position and calm, the player opens the opportunity to press an advantage. Yet, with each change in stance an equal and opposite weakness is laid open, such as a vulnerability where previously the players were on the same ground. There are exceptions to this, for example when a character is facing a tireless and powerful onslaught which they are struggling to match, or up against a creature of exotic powers with which they can barely cope. It is important to understand that the simple rearranging of position, such as a player moving their character below another and to the side, does not immediately signal that they are losing.
Far from it, a character that is standing low can be far more deadly, capable of swiping at the legs of the other, as will soon be shown by Conan. In this case players must understand how to press the advantage gained to counter this effect, or to withdraw to the relatively safety of an even match. Clarity is again required when keeping track of all this motion, and so it is common courtesy to give reference relative to each character for each action, so that the visualization of what is unfolding is clear.
Conan_the_Barbarian feels his strength ebbing in his fallen position, and so deftly swipes his feet around beneath the legs of Druss in hope of either felling him or forcing him to release his pressure upon the sword. At the same time as he does this he spins around beneath the axe, his arm providing support against the flat of his own blade, preparing to rise up behind Druss should his actions be successful.
Length of description is never as important as what is revealed during the description; players should be very alert that the more of their future actions they reveal, the more a player can plan for in advance. Ideally, players should be capable of trusting their opponent not to press the information as an advantage, yet this is not always so, and thus a particular style must be adopted in such situations. Only enough detail to ensure the opponent knows what is currently happening, or about to happen, should be revealed, yet the groundwork must be laid for the next steps in the sequence.
Therefore, the actions of a character should balance nicely with the descriptions of those actions, giving a good read yet at the same time pitting the mettle of one combatant against another. Revealing future steps in actions may be utterly necessary at points, such as when Conan is preparing for his next actions above, yet the less a player extends himself out the less the risk of being out-maneuvered. In friendly TB this should never be a problem, yet in life or death of character situations it is sometimes impossible to agree with the other player on the outcome; either one lives, or it dies. Such is the case above, and so the players are being very competitive towards one another in these closing stages of the fight.
Druss_the_Axeman feels the booted feet he had dodged earlier with ease smack him in the shins, a strong assault against his steady form causing him to stumble forward and over Conan. His hold on the blade is released, his gaze fixed on the far wall as he realizes the advantage he has just lost, and that they young youth is now behind him without hindrance.
Taking risks is a valuable tactic that has to be though out very carefully, planned to meticulous detail before implementation. It is more than feasible to expect a player to recover from a swift setback as the other is also re-establishing his foothold, but sometimes it is advantageous to allow the opportunity to pass by, playing a mental game of opportunity with the opponent. In the above paragraph, it appears that Druss has exposed his back to Conan, who will now be rapidly rising even as he continues forward.. yet a few mere lines of text would have removed the risk.
Clearly it is hard to win any battle without risk, but it is possible. Setting an opponent up to take advantage of a situation is an old trick which works most times, yet harder still is to force them to make a mistake they will pay for later. Observing their tactics can often help choose the best method, so separating the more able player readily, and giving them more chance of being able to accomplish their task.
Conan_the_Barbarian rears like a snake behind Druss, his blade swinging overhead once more, prepared for a downward thrust, mercilessly into the back of the old man, his cry of exultation startlingly loud as blood lust is realized. He steps forward, the blade trailing over his right shoulder as he nears the stumbling figure, and with the down force of the blade, he strikes.
Druss_the_Axeman turns in those fleeting seconds as Conan nears, the blade raising over his shoulder to strike at him, having rightly gambled that his penchant for the broadsword and the length when considered with his height would lead him to favor the downward cleave. Yet Druss is older, wiser, more experience as he spins with Snaga in both hands, raking it out to slice hits guts open, speeding against the slow trawl of the moment to strike before the final blow is begun, then away as quickly.
Druss shows himself to be true to character, the foresight to expect particular tactics from the player playing off to his advantage; in his mind, with the actions Conan has taken, there is little chance of him being capable of escaping… he is proven correct.
Conan_the_Barbarian stares in abject horror as the axe sinks into his flesh, pain exploding beneath his chest as he is burned by the searing sensations, the tearing of his intestines striking home suddenly and with less mercy than he would have allowed. Cold overwhelms him as the axe leaves, Druss spinning away, his blood spilling to the floor in a crimson spray, weakness consuming him and forcing his grip on the broadsword to loosen, then release. He topples to his knees, clutching at his stomach, his blade lying to the side, too far away to aid him now.
Ultimately, in accepting the death of a character, there are details commonly understood yet seldom practiced. It is possible to sustain severe injury to the tendon of an arm and still function, or to take blade’s points in non-vital areas of the body, but if these objects penetrate the head, pelvis, gut or chest, there is little to no chance of baring it with grace. Rage might provide adrenaline when the pain is bearable, but mortal wounds such as they are just that; mortal, even in the midst of magic and fantasy.
Druss_the_Axeman stands slowly, his walk heavy and with weight as he approaches the boy, Snaga hanging with ruby coating beside him, swinging loosely in his arm. Over the barbarian he pauses, looking down, his cold blue eyes showing compassion and sorrow at what has taken place, yet still the hardness of knowing what is to be done.
Conan_the_Barbarian looks upward slowly, his forehead streaked with sweat, his pupils large with wonder and mouth hanging open with reddened gasp for life, cut of his tongue blackening his throat. “What… are… you… old… man?” he asks defiantly, arrogant barbarian to the very last.
Druss_the_Axeman “I am Druss,” he replies, lifting his axe with fingers linked around the hilt, "...and this...” The shining crescent cleaves through the youth’s neck, severing head from body with another, final spray of life-giving fluid. “... is the end, the end for you.”
This concludes the introduction to the advanced aspect of Turn-based textual combat, though a few words remain to express the necessity of fair play. Always, players must remember that no matter how great their wish to win, it is only a game to be played, not a matter that should trouble them in real life. Those with great egos who gloat about easy victory are false and shallow, for in truth every battle fought should have some degree of difficulty. Players who are proficient should help those who are not learn, playing to their level… And for those who wish to practice their skills without ending the lives of their characters, an out of character sparring session can be arranged, in which two players may pit their characters against one another as if they were fighting, yet without the final ramifications. In such sparring sessions, the important emphasis on the plot or backing conditions for the battle are just as strong, and do require some fought to be given as to why, and where, and how each are fighting.
Four Forms of Auto
#1. The most crucial and typical form of Auto is dictating any section of space-time that would interfere with the opponent's existence without giving an equal opportunity to do the same or intervene. i.e. Controlling someone else's character.
#2. The second form of Auto that relates to the one above is dictating the fabric of space-time in travel, without giving your Foe equal opportunities to do the same, and dictating the fabric of space-time without stating that you applied a state of travel along that continuum. i.e. His sinistral hand led a chop in route for the opponent's neck.
#3. The 3rd form of Auto is skipping essential steps. By just missing a single step in your technique could invalidate anything you state ahead of that. i.e. With a katana on his left hip, he slashes...; Without stating that you drew your weapon, the attempt to attack becomes invalid. Therefore, causing the swing to never happen. In terms of Mentally manipulating existence, i.e. An empyrean conscious focus on a nearby river, a stream of water, shaped like a serpent, rise...; The ability would become invalid because the process of forming such shape, and/or any additional forms of measurements, were not stated. Since such a step was missed, the shape's state would be an Auto.
#4. The last; but hopefully not least, in the forms of Auto, is using an ability or technique that you have no area, or authentic knowledge of. i.e. If you say your character is manipulating fire in battle, and attempts astronomical temperatures, with no real knowledge about precision, stability or function of such temperature. How can the character that you control, know something you don't? By all means, of moral and ethical values, the bounds of the two would be "uneven" and cannot phase together for a true validation which makes it an Auto.
T1 Melee
T1 Melee is yet again another variation of standard T1. It is basically the same thing as T1 itself, however there is no magic, or even powers for that matter allowed. So it's a fight without magic or mana of any type which can be very linear and God-like if used abused. It usually ends up to be CQC combat with firsts, legs, or weapons.
T1 Realistic Melee
T1 Realistic Melee is yet again another spin-off of standard T1, but more so a spin-off of T1 Melee. T1 Realistic Melee is based on things that only real humans can do. You can still use weapons if you wish, but no unnatural or in-human abilities of any sort.
T1 Innate (Racial & Item)
T1 Innate (Racial & Item) is again a variation of T1, but more so a sub-style of T1 realistic melee just only with magical items or special abilities that your character might have due to race. Although T1 Innate really isn’t much more then normal T1 realistic melee.
T1 H2h
T1 H2h is probably the simplest version of standard T1, think of it as T1 for slackies. All your really allowed to do is punch, kick, grapple, throw, more or less all the standard things you'd expect to see in a real fight down the block a few streets. No weapons are allowed unless you find them on the ground, or are part of the enviroment in which you might be fighting in, that is, if you use an enviroment at all. Also, no special powers or abilites are allowed, it is basically T1 realistic melee all over again, only yet again, as already stated, a 'dumbed down' version.
T1 PC
T1 PC is a spin-off of the original Type 1 text based combat system; T1 PC allows you to do anything and everything you want, be it CQC(Close Quarters Combat) also known as hand to hand combat, to weapons, magic, seemingly anything your mind can conjour up. That is of course, aslong as you follow your characters abilities. T1 PC has no true limits or possibilities, which mean it can often be over whelming to those who aren't familiar, or all that great with the standard T1 style. While T1 PC originally started as casting fire balls and summoning legions of the undead and other such feats, it has now moved on to things like theoretical and quantum physics. T1 PC can go from being an extremely good fight with very realistic, yet very advanced players, to being a fight between players who don't want to lose and turn into Gods for lack of better words. That is the major flaw with T1 PC, and why I personally don't like the style. Too many people are to bent on winning and power crazed rather then using T1 PC in a fashionable, respectable sense. Thus when it is mistreated, it is degraded and loses all it's interest, or so some of the more experienced roleplayers might tell you.
Speed-Fighting Guide
Novus Initium Speed-Fighting Laws
1) When an official match is in session, two referees must be present to watch and judge the match.
2) Speed fights may only be held in the Chat section of the forum in rooms that are not labeled as OOC.
3) Fighters must have character sheets to be considered a fighter. Without a character sheet you will not be recognized as such until creating one.
4) Fighters must stay in character during the match. Communication OOC can, simply, be displayed in quotations as such: "This is OCC."
(processing rushing, defender's, and other things as well. take note that these laws are not complete.)
Speed-Fighting was once a popular style of fighting, and now we are here to bring it back. With complete revitalization.
- Range
- Attack
- Connection
- Prep
- Counter/dodge/block
Range
;Launched into the range of the male Bob, the velocity of his form showing his great agility.;
Attack
;Shonengetsu sent his right hand as a closed fist, to the head of Bob.;
Connection
;The right fist had slammed into the head of the male Bob, sending him back a bit.;
Prep
;Shonengetsu clapped his hands together, releasing energy gates, to let the energy flow to his hands.;
Counter/Dodge/Block
Counter
;Shonengetsu gyrated his body, right hand grabbing Bob's hand, then sending it back to Bob's face.;
Dodge
;Shonengetsu twisted his body, moving to the left of Bob's fist.;
Block
;Brought up his right hand, open palm, to catch the fist of Bob.;
These examples of posts must be followed in every style, but abiding by their rules and word limits.
To be able to go through with these set of house rules for I6, should up your accuracy, your diversity, and should raise the base speed of your WPM.
General Speed Style Information
R – Royal: Calls for no typos in a style that allows a certain limit for typos. Often, when a style is referred to the Royal rule, the word limit changes. Please review style list below.
A – Advanced: Calls for a change up in the word limit of the style this rule is being called upon. For example; B4 is 10+ words straight through. B4A calls for an extra 5+ words on the preps and counter/dodge/blocks changing the word limit from 10-10-10-10-10 to 10-10-10-15-15. Review the style list below.
I – Industrial: Industrial fighting styles are the foundation for speed fighting here in Novus Initium. Some would say Industrial speed fighting resulted in the creation of every other style and became an inspiration for more to be added. Review the style list below.
B – Basic: Basic fighting styles have become the default training style for new and upcoming fighters. This is the most basic form of fighting, giving its word limit length. It allows beginners to learn speed fighting in a general sense. It also allows for easy training and understanding amongst the concept of speed-fighting. Review the style list below.
C – Consecutive: Consecutive styles are the result of advanced fighters having the need to be descriptive and attention-grabbing. Consecutive styles result in the increase of your base WPM, boost speed, and accuracy. It will also result in the enhancement of your word count and errors. Consecutive styles have an Auto royal rule integrated in them for the advancement of complete revitalization and a new take on speed-fighting. Word lengths include 15+ and 20+. Review style list below.
Styles
1) I6
Word Limit: 7-7-10-10-10
Allowed: 2 typos - After 2 typos, your post is invalid.
Industrial 6 is the most basic form of speed fighting, I would assume. It's so easy, and so easy to perform. But only masters can get away with using I6, and still be logical. Though, when fighting in I6, considering how short the style is, doesn't mean you have to be illiterate to be fast. When fighting under Novus Initium law, posts must be literate, and logical:
2) I6A
Word Limit: 10-10-15-15-10
Allowed: 2 typos - After 2 typos, your post is invalid.
I6A or Industrial 6 Advanced is what it is named... Advanced. For the style of I6, and advanced fighters of I6. To keep speed, with the word limit, and being as graceful as a warrior that you should be, you will find I6A to be a very interesting style to fight in. The word limit mixes in B4 and C15, giving you multiple possibilities of attacks, dodges, counters, and blocks. Make sure to keep your posts diverse, so you don't stick to one thing. It becomes a habit!
3) RI6A
Word Limit: 10-10-15-15-10
Allowed: No typos. - If you typo, your post is invalid.
RI6A A.K.A. Royal Industrial 6 Advanced, allows fighters to experience A classed text combat. Within this style, you are given no chance to typo, or else you are void. This could ultimately cost you the match, though fighting in this style should help with accuracy while maintaining speed.
4) PI6
Word Limit: 7-10-15-10-10
Allowed: No typos, and no punctual errors. If you typo, or make a punctual error, your post will be invalid.
PI6 Or Perfect Industrial 6, gives fighters the chance to be, well, what the style says, Perfect. This could intensify your grammar, punctuation, and enhance your writing skills as a person, but also shows your skill as a speed fighter in the RP world. Mixing I6, I6A, RI6A & PI6 gives the ultimate training.
5) B4
Word Limit: 10-10-10-10-10
Allowed: 2 typos. After 2 typos, your post is invalid.
Basic 4, as a style, is pretty popular among the fighters that are training. It's a great style to fight in, but the same goes for this style, as does for I6. People have been being illiterate because of the short word limit, and only focus on the speed of the word put out. Just because it is speed fighting, keep in mind, it is not Special Ed.
6) B4A
Word Limit: 10-10-10-15-15
Allowed: 2 typos – After 2 typos, your post is invalid.
B4A A.K.A. Basic 4 Advanced is the advanced style for B4. The word limit is a bit different. You’ll find that prep & counter/dodge/block’s need 15+ words. Evidently, this is a brilliant style to integrate into your genre of specified or recommended styles.
7) RB4A
Word Limit: 10-10-10-15-15
Allowed: No typos. If you typo, your post is invalid.
RB4A A.K.A. Royal Basic 4 Advanced allows for advanced fighting, and your spelling better be spot on. This style takes the bar up one notch by inducing the fighters in a mix better C15, I6A, and B4. Unlike no other, RB4A brings a universal meeting place for long-style and short-style fighters.
8) PB4
Word Limit: 10-15-10-15-10
Allowed: No typos, no punctual or grammatical errors.
Perfect Basic 4 is explainable by its title and its rules. Only the Elite use this style.
9) C15
Word Limit: 15-15-15-15-15
Allowed: No typos.
The Consecutive styles are very common among speed fighters. Without the C styles, we probably would not have decided to create new house rules of any kind. Along with C styles, came other styles from inspiration. Some would say C styles are the only speed styles needed. C15, of all the styles, is considered a half way point between everything. Not too long, not too short, but just right, and with the automatic Royal input for no typos. I recommend this style to everyone.
10) PC15
Word Limit: 15-15-15-15-15
Allowed: No typos, no grammatical or punctual errors.
11) C20
Word Limit: 20-20-20-20-20
Allowed: No typos
12) PC20
Word Limit: 20-20-20-20-20
Allowed: No typos, no grammatical or punctual errors.
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LINKS
Main
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novusinitiumroleplay.boards.net/page/chat
Forum
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Law, in any form, is never set in stone. It always changes with time. The same is done with these. These Laws are set in place to protect and satisfy the users that are here for one thing... Roleplay.
Novus Initium Law
Novus Initium Forum Law
1) NO double posting on the Forum. (Posting after you have just posted.) Just edit your previous post until someone replies.
2) Do NOT misuse the Forum. It is for Roleplay and categorized OOC purposes. Relate topics to such attended boards.
3) NO flaming or attacking other members or staff. Both will result in punishment.
4) RESPECT other's even if you do not respect their opinion.
5) NO personal information about a user that could put them in risk of identity theft or in any other harm is to be posted.
6) You may NOT publicly complain about thread closure/trashing, post deletion, warnings and bans of other members. You may NOT publicly complain about threads or other members. Please PM a staff member if you have a problem.
7) You may NOT register with more than one account.
8) Before opening a topic, be sure it hasn't been discussed before, and ask yourself if it is really necessary to open such a topic again.
9) Posting several challenges on the forum (for TB or Speed) shouldn't happen. If your last attempt to fight didn't succeed then you should talk to people other than spamming the forums with different challenge requests.
10) Players can create as many characters as they want. Fighters are required to have character biographies including the character's: personal information, assets, accessories, abilities, powers, weapons or anything specific element of character and personality or generalized and in depth history of how the character came to be or to exist within the Universe would suffice to the average characterized embodiments we control in this virtual realm. Anything that you would portray while roleplaying you'd basically be giving a brief description of how it can be used and if it cannot be used then ask yourself if it's even necessary to put in, but some people associate their favorite part about a character or certain skin markings, etc. So at one point, people tend to explain appearances, such as hair, hair color, age, skin color, race, personality, origin, history, eye color, and anything biased upon the gamer that the character DOES indeed have in this existence of our imaginations of course abiding by character creation regulations.
Novus Initium Chat Law
11) NO spamming, trolling, flaming, harassing, bothering or making the environment uncomfortable for other users.
- 1st offense: Temporary Ban: 5 hours.
- 2nd offense: Permanent Ban.
12) Room descriptions include the room's rules on fighting as well. The following rules are treated individually in every room: Rushing, Fighting, Killing. Ex.: A user enters Chronos Manor. In Chronos Manor, there is no rushing allowed but you are allowed to fight, and you are allowed to kill. The user decides to Rush a member in this room. That Rush is instantly invalid due to the default rule of No Rush in the room. There is NO punishment for breaking these rules since your posts will just be deemed invalid.
13) Do NOT mix OOC problems with IC. It’s a bad idea. There is NO punishment for breaking this rule; this is simply friendly advice and should be followed.
14) Room Rules can be added for each temporary and permanent created room and its administrator. Do NOT complain when a administrator kicks or bans you because you could not comply with their rules. Nothing will be done about it. Room rules should also abide by Novus Initium Law notated on the 'Novus Initium Law' page. If room rules do not abide by Novus Initium Law, they must be revised in order to follow Novus Initium Law.
15) Impersonation of a user is PROHIBITED. If found impersonating a user, it will result in punishment.
- 1st offense: Temporary Ban: 5 hours.
- 2nd offense: Permanent Ban.
16) Please do NOT give out any of your personal information via general chat. If you are going to exchange information, take the conversation to a private chat. There is NO punishment for this rule, it is just friendly advice.
Deeds
1) A Deed Holder can decline a maximum of 5 matches a day. This means that a Deed Holder can turn down five different people's challenges. When a sixth challenge is issued from a new fighter, the Deed Holder has no choice but to accept.
2) A Deed Holder can decline 5 challenges from an individual before the Deed Holder is, by default, forced to accept on an individual's 6th challenge.
3) A Deed Holder can do whatever they want with the room they administrate so long as it abides by Novus Initium Law. Deed Holders have the option to make specified rules/guidelines/regulations for their room so long as the rules abide by Novus Initium Law. Deed Holders have the option to state a specific style to fight in for the room. Ex: A user enters Saphiron City. Nick Skyler, the room Deed Holder, added in the description that the room is based on B4. If a user comes in attempting any style besides B4, their posts are invalid.
4) If a Deed Holder is defeated, the ownership of the deed will be given to the victor of the match.
5) There are NO Deed Holders for Pre-made Rooms. Chat-Admin will always have control of these rooms. Permanent rooms are the ONLY rooms that will gain Deed Holders.
6) All Deed Holders are held responsible for what goes on in their Permanent Rooms. Ex: If you allow spamming in your room, this is an act of disobedience of Novus Initium Law. If Deed Holders do not handle the problem users accordingly and report users breaking Novus Initium Law to Chat-Admin, the Deed Holders will be stripped of their administrative powers over the room.
Perm/Temp Rooms
1) Pre-made rooms include: Council Hall, Lobby, NI_GT_Sundome, and Training Fields.
2) Users can create their own temporary rooms if wanted. Password locks are included.
3) Users can request for a permanent room of their own to be made. A room will be made upon meeting the following requirements:
- Requestee must be an active member of the forum/chat or community for 5 months.
- Requestee must be responsible and follow Novus Initium Law at all times.
- Requestee can only have 2 offenses. Any more than 2 offenses, and requestee is defaulted to being unqualified.
- Requestee must be an active fighter in either TB or Speed. To defend the deed, they must fight.
- Requestee will be monitored as a Deed Holder for 2 weeks. After 2 weeks of supervision, if the requestee can prove themselves reliable as a Deed Holder, they may keep their room.
- Requestee must have a name for the room, an in depth description, and their preferred set of rules for the room prepared before submitting a request.
- Requestees wanting rooms for their group/clan/family/army will have to have a bare minimum of 5 active members.
Features
- Font styles can be adjusted by color, italic and bold.
- There is NO character limit for this chat.
- You have the option to register your username with a password by clicking on the direct link “Register Name / Update Password” under the chat.
- Chat is ad-free.
- The chat has a voice chat feature that allows users to communicate via microphone.
- Timestamp feature includes stamping date, hour and minute.
Turn-Based Fighting Guide (NOT CREATED BY NOVUS INITIUM STAFF)
Turn-Based Fighting
This introduction to Turn-Based Fighting is NOT created by Novus Initium Staff. This is a basic example for newcomers or beginners to TB or textual combat in general.
Written and Discussed by Vøices øf Xenøn
The Basics
Turn-based Textual Combat (TB, T1, para), is dependent upon the honesty and integrity of players, as well as their ability to out maneuver their opponents whilst thinking laterally, following a logical course of progression. By this, each player is the sole judge of their character and what happens to their character; no other individual holds in any way any control or power over the actions of another. They are expected to play fairly and with refrain at all times, deciding whether the outcome of events should go against what they might wish.
The form of TB is exactly as the name implies: each player takes turns to have their character perform a sequence of events, planning to stay one step ahead of their opponent’s actions. Generally, the two players first agree that they are using the same form of textual combat to ensure there is no confusion, then between themselves they decide which character should take the first turn. The player with the first turn then has as much time as they need to type up their introduction to the battle, perhaps in the form of a first attack or as the readying of their weapon. For example:
Conan_the_Barbarian lumbers forward, sneering at the old man who has dared to challenge him, standing tall and proud as the very symbol of honed athletic prowess. His broad hands reach to his shoulder, drawing his broadsword with the hoarse whisper of steel on steel, leveling the blade before him. Both hands grasp the hilt firmly; his feet spaced evenly in a slight crouch, sharp eyes narrowing at the warrior.
After this, the other player will then be able to take his turn, deciding to go straight into the heat of the battle:
Druss_the_Axeman makes no meal of his actions as his gauntlet-clad hand snaps back to draw his axe. With his feet bound the flagstones, racing towards the barbarian, Snaga the Sender comes loose with a violet tug and sweeps outward as he nears, barreled chest and large muscles tightening like iron with the soar of the silver edge through the air. Right before the barbarian he halts and throws his full momentum into the deadly crash of the blade, swiping out for his guts in a quick, deadly motion.
What should be noticed, when reading the above attack, is that at no time does Druss declare that he has struck Conan, only that his actions will strike him unless he reacts. This is the standard form of TB combat, as rather than state that an opponent has taken any damage the player explains his attack, allowing the other to decide if it can be dodged. If one player decides the outcome of any direct or indirect action against another, save for the exception of descriptions, it is called an auto-declaration (auto for short).
Autos are illegal under the rules of TB, yet it is generally understood that if the player receiving the attack agrees beforehand that it will carry through unhindered, then it can be announced. However, the player receiving the damage or effect has the sole right to decide on the degree of success; whether they find their character’s head struck from its shoulders, or if they merely have a gash across the brow. Taking this into account, the new player should avoid committing autos in any form until they fully understand the mechanics behind the combat.
The process of logic decides the next stage of any simple fight: can the player think of a way to deal with the attack without taking damage, and can he turn it to his advantage somehow? In this manner the player receiving the action can decide the end result of the attack, yet must describe clearly how this result is obtained. Again, fairness of discretion is required to continue. In the example given above, Conan has readied himself to receive such an attack, and so has no trouble in deflecting it away:
Conan_the_Barbarian sends his sword smashing down against the axe, jerking from the jarring clang of metal on metal, then with a grunt of effort pushes it back to the lower right of the axeman, pinning it with his own blade. Continuing his turn he spins on the ball of his foot, launching a momentous kick toward the old man’s head, intending to catch him with the heel of his boot right upon the jaw as he pivots around.
With the attack thwarted, the player then has the opportunity to initiate a counter-attack or to withdraw and ready his next action, be it a defense or otherwise. It is important to regulate the number of actions a player takes in one turn, though no real limit is imposed for this purpose. Players are expected to generally agree on what is acceptable either before hand, or as they are going along, but it has to be understood that too many actions spoil the event. This particularly applies if the players are spending less time describing or portraying the actions, making it interesting reading, and more time simply churning out actions in a bid to win their battles.
A good post only covers one to about three actions, making use of adequate description to make what is happening crystal-clear. The less confusion the better, as players can spend less time pondering over what is happening and more time considering what to do next. When a player totally misunderstands what is happening in the game, a message or so to the opponent should straighten out the ordeal, and so avoid cluttering the flow of the match… Should a player post without asking and get it wrong, having misinterpreted the actions, they are generally allowed a second attempt to get it right.
Druss_the_Axeman feels the clash of their weaponry and rebounds slightly, Snaga held rigidly within the lock of Conan’s blade on the floor. He had expected this however, as having seen from the man’s crouched position and his hold upon his weapon that he intended a retort. When the barbarian spins Druss is already in action, dropping low as the boot floats over his skullcap-protected brow, thundering a first in close quarters to his belly, ramming it forward to knock him off balance and free his Axe.
There comes a point when a player has to admit that an attack was successful, being logically unavoidable and soundly executed. This need not result in instant death or loss of the battle, but rather in a swift change of ploy to maintain a running fight. Assuming a player has the means with which to recover swiftly, one can employ them to their heart’s content, yet should be aware that their character has taken some minor damage from the events that have unfolded. Punches can be rolled with, but if they hammer into a character when they are unready they can be devastating… not all damage comes from edged weaponry. It is important to pinpoint the degree of damage, and to make a judgement as to whether the character can proceed beyond that point with it as hindrance.
Many people seem to take their strikes very well, but do not carry onward with the results as part of their character; all damage is accumulative unless countered by some healing action. Therefore, where as an ill-timed knee-blow might only leave a bruise on a character’s cheek, enough of such will weakened and split the skull, causing brain hemorrhage. Mere cuts of a razor blade down the arm should not stream blood too strongly, but with enough of them criss-crossing a body, loss of blood will be a major problem. Each character will have differing factors to take into consideration, such as their threshold of pain and capacity to absorb the damage rendered upon them, and so should think very carefully over their actions during play.
Conan_the_Barbarian was surprised by the sudden crunch of the old man’s fist against his back, having expected his sole to render him unconscious… after all, he reflects as he tumbles forward, the old an infirm are weak compared to the freshness of youth. Ramming his elbow off of the floor, he bites down hard on his tongue, turning over with the remaining momentum and clambering to his feet with graceless gestures, facing the man with a bloody roar of utter rage as his sword sweeps to rest by his side once more.
This concludes the introduction to the basics of Turn-based textual combat, for further reading for more experienced and advanced players, or for those looking to become more experienced, continue reading the advanced section below.
Further Reading (Advanced TB/T1/Para)
Druss_the_Axeman laughs heartily as the youth sprawls across the floor, raising his foot to rest on one of the tavern’s overturned chairs, Snaga set between his feet with the points of the blade gripping the flagstones beneath. “You’re no match for me, boy. Keeping this up is only going to embarrass you further in front of all these lovely young lasses. Now how about you pay for the drink you stole from me, and I repay by not cutting your head off?”
In reference to the first few points made, the player should always take time out during the lull of fighting to play their character. Fighting is worthless if it fails to enrich and enhance the plot of characters, to both settle disputes and further the game environment. It is also rather dry to plough through lines of text concerned only with the direction and frequency of attacks, resulting in others players becoming bored and less likely to interact or role-play themselves. The resource to spot chances to relax from heated combat is vital, for it separates the combat into multiple sections that are easier to digest.
Conan_the_Barbarian foams at the mouth with rage, his words biting into the rafters above with sharp, heavy syllables. “My ale you bastard, the barkeep gave it when I walked up to be served!” he roars, spitting in the direction of Druss as he hefts his blade once more.
Druss_the_Axeman “Perhaps you should have asked the man, rather than hit him between the eyes when he tried to tell you? Or do your young harlot companions demand that you thump everything that gets in your way?” he replies calmly, shifting his grip on his axe to spin the blade’s flat towards Conan.
Conan_the_Barbarian shouts at the top of his voice as he charges to the ancient, a sweeping arch of silver shining in the lantern light with glittering dark intent. Merely footsteps away, he sends his sword straight overhead to crash down with sheer power across all defenses, bent on cleaving the liar’s skull in twain.
Equally important is to recognize when a fight seems to be tapering off due to too much conversation, and to initiate events to swing back into motion. This can be quite literally by swinging an attack around, or it can be achieved by a variety of other methods, such as cursing or enticing an attack. Either way, raising the hostility levels should keep the action tense and intriguing, though not overwhelming with ferocity. Reading the other player’s style is essential to finding the best methods of play; for if a character is more inclined to sit and talk it will take much more to have him fight than a few insults.
Druss_the_Axeman drops his foot from the overturned chair as Conan begins his scream, then sweeps Snaga up in counter balance to lift the chair, hurling it forward from his axe as Conan raises his blade overhead, spinning forward to topple him by a blow to the chest. As the chair is freed he lunges forward, crossing the intermediate ground moments after the flight of the wooden mass, preparing to strike forward and tear Conan’s chest open under the swoop of his companion, the axe.
Awareness of the area in which combatants are playing marks a distinction from the average player, as a growing tend has emerged amongst those within chat, defined by the ignorance of the world around the characters. Unlike many would believe, there are very few custom-built arenas where characters and jump back and forth, performing endless aerobatics unhindered by the scenery… nor is it unfeasible to expect items to have been left around which they could make use of. Such simple details as the traction of the ground, whether it is ice or sand, can affect the movements of the creatures populating the area, whereas the temperature and humidity will change their stamina.
Effective play is not just in recognizing which elements can be used to the player’s advantage, but in which cannot, what details are strong weaknesses against their character. Fiery dragons will not cope well in blizzards, nor will woodsman survive long in the stone streets of urban sprawl. Defense can be planned and implemented against much change in scenario, but once again it is the player’s discretion that should determine what handicaps and what enhances the character.
Conan_the_Barbarian is firmly stuck in the chest by the flying seat, having been completely unprepared for such a foul ploy, and reels back suddenly under the impact, tripping over his own feet and falling downward as Druss moves to strike. A large slash cuts the skin across his breast, but thankfully the fall saved him from worse, giving him enough time to gather himself as Druss is carried around by the swing to muster a quick retort, lunging his blade forward in a stabbing motion.
One of the most difficult concepts to understand about TB is that, despite being played turn by turn, the flow of time within the game remains constant. This means that though each player has a turn in which to commit their actions, they are not standing idle as their opponent is making his or her action. To further elaborate, the above text shows how each player, both Conan and Druss, have made their actions at the same time as the other character. Whilst Conan is racing forward Druss is hurling the chair, meaning that Conan could not complete the rest of his action, as the chair prevented him from doing so.
The exact sequence of events is not set in stone till each player has commented on what their character is doing at any given time; thus large or small actions, which take time to employ, can be cut short by their intervention. Druss does not stand still whilst Conan is charging, but makes use of his initiative to block what he had intended, and Conan accepts this and carries onward. However, should Conan later deny that the sequence of events had taken place, he would be playing in bad form, as he already agreed that the action took place. In short, although the turns are played out in sequence, the content is brought together in real-time.
Druss_the_Axeman rapidly reverses the direction of Snaga with a twist of the palm and shift of grip, curling it around to repeat the same hacking gesture as he steadies his feet upon the ground. He does not run, but walks with each action, keeping his center of balance solid and firm against the whirlwind of action, a calm contrast to Conan’s vehemence. He methodically presses forward to send the sword away, catching it with his axe with a metallic ringing, pushing down on Conan to give him the advantage of position.
In considering the actions of a character, players are wise to understand the nature of their situation in terms of advantages and disadvantages. In causing a character to take a hit, thus losing their position and calm, the player opens the opportunity to press an advantage. Yet, with each change in stance an equal and opposite weakness is laid open, such as a vulnerability where previously the players were on the same ground. There are exceptions to this, for example when a character is facing a tireless and powerful onslaught which they are struggling to match, or up against a creature of exotic powers with which they can barely cope. It is important to understand that the simple rearranging of position, such as a player moving their character below another and to the side, does not immediately signal that they are losing.
Far from it, a character that is standing low can be far more deadly, capable of swiping at the legs of the other, as will soon be shown by Conan. In this case players must understand how to press the advantage gained to counter this effect, or to withdraw to the relatively safety of an even match. Clarity is again required when keeping track of all this motion, and so it is common courtesy to give reference relative to each character for each action, so that the visualization of what is unfolding is clear.
Conan_the_Barbarian feels his strength ebbing in his fallen position, and so deftly swipes his feet around beneath the legs of Druss in hope of either felling him or forcing him to release his pressure upon the sword. At the same time as he does this he spins around beneath the axe, his arm providing support against the flat of his own blade, preparing to rise up behind Druss should his actions be successful.
Length of description is never as important as what is revealed during the description; players should be very alert that the more of their future actions they reveal, the more a player can plan for in advance. Ideally, players should be capable of trusting their opponent not to press the information as an advantage, yet this is not always so, and thus a particular style must be adopted in such situations. Only enough detail to ensure the opponent knows what is currently happening, or about to happen, should be revealed, yet the groundwork must be laid for the next steps in the sequence.
Therefore, the actions of a character should balance nicely with the descriptions of those actions, giving a good read yet at the same time pitting the mettle of one combatant against another. Revealing future steps in actions may be utterly necessary at points, such as when Conan is preparing for his next actions above, yet the less a player extends himself out the less the risk of being out-maneuvered. In friendly TB this should never be a problem, yet in life or death of character situations it is sometimes impossible to agree with the other player on the outcome; either one lives, or it dies. Such is the case above, and so the players are being very competitive towards one another in these closing stages of the fight.
Druss_the_Axeman feels the booted feet he had dodged earlier with ease smack him in the shins, a strong assault against his steady form causing him to stumble forward and over Conan. His hold on the blade is released, his gaze fixed on the far wall as he realizes the advantage he has just lost, and that they young youth is now behind him without hindrance.
Taking risks is a valuable tactic that has to be though out very carefully, planned to meticulous detail before implementation. It is more than feasible to expect a player to recover from a swift setback as the other is also re-establishing his foothold, but sometimes it is advantageous to allow the opportunity to pass by, playing a mental game of opportunity with the opponent. In the above paragraph, it appears that Druss has exposed his back to Conan, who will now be rapidly rising even as he continues forward.. yet a few mere lines of text would have removed the risk.
Clearly it is hard to win any battle without risk, but it is possible. Setting an opponent up to take advantage of a situation is an old trick which works most times, yet harder still is to force them to make a mistake they will pay for later. Observing their tactics can often help choose the best method, so separating the more able player readily, and giving them more chance of being able to accomplish their task.
Conan_the_Barbarian rears like a snake behind Druss, his blade swinging overhead once more, prepared for a downward thrust, mercilessly into the back of the old man, his cry of exultation startlingly loud as blood lust is realized. He steps forward, the blade trailing over his right shoulder as he nears the stumbling figure, and with the down force of the blade, he strikes.
Druss_the_Axeman turns in those fleeting seconds as Conan nears, the blade raising over his shoulder to strike at him, having rightly gambled that his penchant for the broadsword and the length when considered with his height would lead him to favor the downward cleave. Yet Druss is older, wiser, more experience as he spins with Snaga in both hands, raking it out to slice hits guts open, speeding against the slow trawl of the moment to strike before the final blow is begun, then away as quickly.
Druss shows himself to be true to character, the foresight to expect particular tactics from the player playing off to his advantage; in his mind, with the actions Conan has taken, there is little chance of him being capable of escaping… he is proven correct.
Conan_the_Barbarian stares in abject horror as the axe sinks into his flesh, pain exploding beneath his chest as he is burned by the searing sensations, the tearing of his intestines striking home suddenly and with less mercy than he would have allowed. Cold overwhelms him as the axe leaves, Druss spinning away, his blood spilling to the floor in a crimson spray, weakness consuming him and forcing his grip on the broadsword to loosen, then release. He topples to his knees, clutching at his stomach, his blade lying to the side, too far away to aid him now.
Ultimately, in accepting the death of a character, there are details commonly understood yet seldom practiced. It is possible to sustain severe injury to the tendon of an arm and still function, or to take blade’s points in non-vital areas of the body, but if these objects penetrate the head, pelvis, gut or chest, there is little to no chance of baring it with grace. Rage might provide adrenaline when the pain is bearable, but mortal wounds such as they are just that; mortal, even in the midst of magic and fantasy.
Druss_the_Axeman stands slowly, his walk heavy and with weight as he approaches the boy, Snaga hanging with ruby coating beside him, swinging loosely in his arm. Over the barbarian he pauses, looking down, his cold blue eyes showing compassion and sorrow at what has taken place, yet still the hardness of knowing what is to be done.
Conan_the_Barbarian looks upward slowly, his forehead streaked with sweat, his pupils large with wonder and mouth hanging open with reddened gasp for life, cut of his tongue blackening his throat. “What… are… you… old… man?” he asks defiantly, arrogant barbarian to the very last.
Druss_the_Axeman “I am Druss,” he replies, lifting his axe with fingers linked around the hilt, "...and this...” The shining crescent cleaves through the youth’s neck, severing head from body with another, final spray of life-giving fluid. “... is the end, the end for you.”
This concludes the introduction to the advanced aspect of Turn-based textual combat, though a few words remain to express the necessity of fair play. Always, players must remember that no matter how great their wish to win, it is only a game to be played, not a matter that should trouble them in real life. Those with great egos who gloat about easy victory are false and shallow, for in truth every battle fought should have some degree of difficulty. Players who are proficient should help those who are not learn, playing to their level… And for those who wish to practice their skills without ending the lives of their characters, an out of character sparring session can be arranged, in which two players may pit their characters against one another as if they were fighting, yet without the final ramifications. In such sparring sessions, the important emphasis on the plot or backing conditions for the battle are just as strong, and do require some fought to be given as to why, and where, and how each are fighting.
Four Forms of Auto
#1. The most crucial and typical form of Auto is dictating any section of space-time that would interfere with the opponent's existence without giving an equal opportunity to do the same or intervene. i.e. Controlling someone else's character.
#2. The second form of Auto that relates to the one above is dictating the fabric of space-time in travel, without giving your Foe equal opportunities to do the same, and dictating the fabric of space-time without stating that you applied a state of travel along that continuum. i.e. His sinistral hand led a chop in route for the opponent's neck.
#3. The 3rd form of Auto is skipping essential steps. By just missing a single step in your technique could invalidate anything you state ahead of that. i.e. With a katana on his left hip, he slashes...; Without stating that you drew your weapon, the attempt to attack becomes invalid. Therefore, causing the swing to never happen. In terms of Mentally manipulating existence, i.e. An empyrean conscious focus on a nearby river, a stream of water, shaped like a serpent, rise...; The ability would become invalid because the process of forming such shape, and/or any additional forms of measurements, were not stated. Since such a step was missed, the shape's state would be an Auto.
#4. The last; but hopefully not least, in the forms of Auto, is using an ability or technique that you have no area, or authentic knowledge of. i.e. If you say your character is manipulating fire in battle, and attempts astronomical temperatures, with no real knowledge about precision, stability or function of such temperature. How can the character that you control, know something you don't? By all means, of moral and ethical values, the bounds of the two would be "uneven" and cannot phase together for a true validation which makes it an Auto.
T1 Melee
T1 Melee is yet again another variation of standard T1. It is basically the same thing as T1 itself, however there is no magic, or even powers for that matter allowed. So it's a fight without magic or mana of any type which can be very linear and God-like if used abused. It usually ends up to be CQC combat with firsts, legs, or weapons.
T1 Realistic Melee
T1 Realistic Melee is yet again another spin-off of standard T1, but more so a spin-off of T1 Melee. T1 Realistic Melee is based on things that only real humans can do. You can still use weapons if you wish, but no unnatural or in-human abilities of any sort.
T1 Innate (Racial & Item)
T1 Innate (Racial & Item) is again a variation of T1, but more so a sub-style of T1 realistic melee just only with magical items or special abilities that your character might have due to race. Although T1 Innate really isn’t much more then normal T1 realistic melee.
T1 H2h
T1 H2h is probably the simplest version of standard T1, think of it as T1 for slackies. All your really allowed to do is punch, kick, grapple, throw, more or less all the standard things you'd expect to see in a real fight down the block a few streets. No weapons are allowed unless you find them on the ground, or are part of the enviroment in which you might be fighting in, that is, if you use an enviroment at all. Also, no special powers or abilites are allowed, it is basically T1 realistic melee all over again, only yet again, as already stated, a 'dumbed down' version.
T1 PC
T1 PC is a spin-off of the original Type 1 text based combat system; T1 PC allows you to do anything and everything you want, be it CQC(Close Quarters Combat) also known as hand to hand combat, to weapons, magic, seemingly anything your mind can conjour up. That is of course, aslong as you follow your characters abilities. T1 PC has no true limits or possibilities, which mean it can often be over whelming to those who aren't familiar, or all that great with the standard T1 style. While T1 PC originally started as casting fire balls and summoning legions of the undead and other such feats, it has now moved on to things like theoretical and quantum physics. T1 PC can go from being an extremely good fight with very realistic, yet very advanced players, to being a fight between players who don't want to lose and turn into Gods for lack of better words. That is the major flaw with T1 PC, and why I personally don't like the style. Too many people are to bent on winning and power crazed rather then using T1 PC in a fashionable, respectable sense. Thus when it is mistreated, it is degraded and loses all it's interest, or so some of the more experienced roleplayers might tell you.
Speed-Fighting Guide
Novus Initium Speed-Fighting Laws
1) When an official match is in session, two referees must be present to watch and judge the match.
2) Speed fights may only be held in the Chat section of the forum in rooms that are not labeled as OOC.
3) Fighters must have character sheets to be considered a fighter. Without a character sheet you will not be recognized as such until creating one.
4) Fighters must stay in character during the match. Communication OOC can, simply, be displayed in quotations as such: "This is OCC."
(processing rushing, defender's, and other things as well. take note that these laws are not complete.)
Speed-Fighting was once a popular style of fighting, and now we are here to bring it back. With complete revitalization.
- Range
- Attack
- Connection
- Prep
- Counter/dodge/block
Range
;Launched into the range of the male Bob, the velocity of his form showing his great agility.;
Attack
;Shonengetsu sent his right hand as a closed fist, to the head of Bob.;
Connection
;The right fist had slammed into the head of the male Bob, sending him back a bit.;
Prep
;Shonengetsu clapped his hands together, releasing energy gates, to let the energy flow to his hands.;
Counter/Dodge/Block
Counter
;Shonengetsu gyrated his body, right hand grabbing Bob's hand, then sending it back to Bob's face.;
Dodge
;Shonengetsu twisted his body, moving to the left of Bob's fist.;
Block
;Brought up his right hand, open palm, to catch the fist of Bob.;
These examples of posts must be followed in every style, but abiding by their rules and word limits.
To be able to go through with these set of house rules for I6, should up your accuracy, your diversity, and should raise the base speed of your WPM.
General Speed Style Information
R – Royal: Calls for no typos in a style that allows a certain limit for typos. Often, when a style is referred to the Royal rule, the word limit changes. Please review style list below.
A – Advanced: Calls for a change up in the word limit of the style this rule is being called upon. For example; B4 is 10+ words straight through. B4A calls for an extra 5+ words on the preps and counter/dodge/blocks changing the word limit from 10-10-10-10-10 to 10-10-10-15-15. Review the style list below.
I – Industrial: Industrial fighting styles are the foundation for speed fighting here in Novus Initium. Some would say Industrial speed fighting resulted in the creation of every other style and became an inspiration for more to be added. Review the style list below.
B – Basic: Basic fighting styles have become the default training style for new and upcoming fighters. This is the most basic form of fighting, giving its word limit length. It allows beginners to learn speed fighting in a general sense. It also allows for easy training and understanding amongst the concept of speed-fighting. Review the style list below.
C – Consecutive: Consecutive styles are the result of advanced fighters having the need to be descriptive and attention-grabbing. Consecutive styles result in the increase of your base WPM, boost speed, and accuracy. It will also result in the enhancement of your word count and errors. Consecutive styles have an Auto royal rule integrated in them for the advancement of complete revitalization and a new take on speed-fighting. Word lengths include 15+ and 20+. Review style list below.
Styles
1) I6
Word Limit: 7-7-10-10-10
Allowed: 2 typos - After 2 typos, your post is invalid.
Industrial 6 is the most basic form of speed fighting, I would assume. It's so easy, and so easy to perform. But only masters can get away with using I6, and still be logical. Though, when fighting in I6, considering how short the style is, doesn't mean you have to be illiterate to be fast. When fighting under Novus Initium law, posts must be literate, and logical:
2) I6A
Word Limit: 10-10-15-15-10
Allowed: 2 typos - After 2 typos, your post is invalid.
I6A or Industrial 6 Advanced is what it is named... Advanced. For the style of I6, and advanced fighters of I6. To keep speed, with the word limit, and being as graceful as a warrior that you should be, you will find I6A to be a very interesting style to fight in. The word limit mixes in B4 and C15, giving you multiple possibilities of attacks, dodges, counters, and blocks. Make sure to keep your posts diverse, so you don't stick to one thing. It becomes a habit!
3) RI6A
Word Limit: 10-10-15-15-10
Allowed: No typos. - If you typo, your post is invalid.
RI6A A.K.A. Royal Industrial 6 Advanced, allows fighters to experience A classed text combat. Within this style, you are given no chance to typo, or else you are void. This could ultimately cost you the match, though fighting in this style should help with accuracy while maintaining speed.
4) PI6
Word Limit: 7-10-15-10-10
Allowed: No typos, and no punctual errors. If you typo, or make a punctual error, your post will be invalid.
PI6 Or Perfect Industrial 6, gives fighters the chance to be, well, what the style says, Perfect. This could intensify your grammar, punctuation, and enhance your writing skills as a person, but also shows your skill as a speed fighter in the RP world. Mixing I6, I6A, RI6A & PI6 gives the ultimate training.
5) B4
Word Limit: 10-10-10-10-10
Allowed: 2 typos. After 2 typos, your post is invalid.
Basic 4, as a style, is pretty popular among the fighters that are training. It's a great style to fight in, but the same goes for this style, as does for I6. People have been being illiterate because of the short word limit, and only focus on the speed of the word put out. Just because it is speed fighting, keep in mind, it is not Special Ed.
6) B4A
Word Limit: 10-10-10-15-15
Allowed: 2 typos – After 2 typos, your post is invalid.
B4A A.K.A. Basic 4 Advanced is the advanced style for B4. The word limit is a bit different. You’ll find that prep & counter/dodge/block’s need 15+ words. Evidently, this is a brilliant style to integrate into your genre of specified or recommended styles.
7) RB4A
Word Limit: 10-10-10-15-15
Allowed: No typos. If you typo, your post is invalid.
RB4A A.K.A. Royal Basic 4 Advanced allows for advanced fighting, and your spelling better be spot on. This style takes the bar up one notch by inducing the fighters in a mix better C15, I6A, and B4. Unlike no other, RB4A brings a universal meeting place for long-style and short-style fighters.
8) PB4
Word Limit: 10-15-10-15-10
Allowed: No typos, no punctual or grammatical errors.
Perfect Basic 4 is explainable by its title and its rules. Only the Elite use this style.
9) C15
Word Limit: 15-15-15-15-15
Allowed: No typos.
The Consecutive styles are very common among speed fighters. Without the C styles, we probably would not have decided to create new house rules of any kind. Along with C styles, came other styles from inspiration. Some would say C styles are the only speed styles needed. C15, of all the styles, is considered a half way point between everything. Not too long, not too short, but just right, and with the automatic Royal input for no typos. I recommend this style to everyone.
10) PC15
Word Limit: 15-15-15-15-15
Allowed: No typos, no grammatical or punctual errors.
11) C20
Word Limit: 20-20-20-20-20
Allowed: No typos
12) PC20
Word Limit: 20-20-20-20-20
Allowed: No typos, no grammatical or punctual errors.