T-1 Rules & Guidelines

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T-1 Rules & Guidelines for the modern day Role-Player / Writer




What is T-1 Role-Play?

For those new to the form of T-1, it is a common logic way of text fighting. Even though it is based on imagination, logic in life still exists within T-1. Respect, Honor, and Trust are all key points needed to have a clean, fun form of competition among one-on-one or multiple against one. Order and communication are most important when dealing the starting posts in the T1. Keep in mind, T-1 is also cooperative literature.

T-1 is a multi-style way of fighting that has been in RP longer than most people realize; Those who claim to have played a part in creating T1 Role-Play are fueled by Ego and often a detriment to their communities - Don't fall into this trap. First, you have the different types:

T1 RM = T1 Realistic Melee: This is the Style that is human against human. With real-life limitations. {e.g., Human capabilities of running, jumping, reaction-time, body integrity, vision, etc.}
•EXAMPLE: Bruce Lee, Chuck Norris, etc

T1 UM = T1 Unrealistic Melee: This is the Style that is an above average human against human that are capable of using things such as Magic attack, Sorcery, Vampirism, Werewolfism / Lycanthropy.
•EXAMPLE: Dungeons & Dragons

T1 MP = T1 Moderate Powers: This is the Style that is commonly used now as a more realistic look towards T1 PC. The characters that have special powers, just not ones that have a power that is capable of destroying an entire planet. Powers such as elemental abilities are acceptable, but if there is a power that is capable of using all elements you must keep that power in a moderate use.
It is also important to note that this is where heavily detailed writing becomes more relevant, as the powers, explanations of terrain, and sub-abilities can and will play a deciding factor in the outcome of an encounter
•EXAMPLE: Naruto, Bleach, Final Fantasy, Devil May Cry

T1 PC = T1 Powered Characters: This Style is the most difficult of them all to learn. The complexity of the characters' abilities and powers is what gets them called "God Modders" by less experienced players. The depth put into one character, with the powers, abilities, explanations of terrain, dimension, sub-abilities, character background, and traits will lead an inexperienced opponent to believe there is an invincibility about the character.
Like T-1 MP, this is a level that necessitates thorough detail, as what is and isn't God Modding becomes much harder to define in this category due to the enormity of power some characters exhibit. and even experienced writers can occasionally make mistakes that constitute as God Modding offenses simply due to the complexity required to consistently portray such powerful characters, reinforcing why this style is the most difficult to learn. As such, thoroughly detailed writing is crucial in order to prove validity in an encounter.
•EXAMPLE: Dragon Ball Z, Superman, The Incredible Hulk, Sailor Moon



Due to T-1 Role-Play's extensive depth, long history, and the variation many groups have put on them, certain rules you may be familiar with might not necessarily apply to another Writer, and as such may be void depending on group preferences. As we as a Group are no different; both the commonly accepted rules as well as our own variations (Marked with ♦♦) will be listed below.

In order to help players understand the variations they might see of these rules across different Platforms, it is important to clearly state the commonly accepted rules as well as our own personal derivations that may or may not apply in other communities.

1. The Writer who makes the first Intro Post cannot make an acknowledgement of the Opponent's character until said character has been posted in. This is because until the owner of that character (IE, the opposing Writer) confirms in their post that the character is there, they technically do not exist in the setting yet.

2. Your first post must include a detailed description of your character, including their appearance and equipment. Hair color, eye color, skin color, clothing, height, weight, weapons and armor all must be mentioned in your intro post or can be subject to either being voided or left to the interpretation of the opponent if failure to mention these things occurs.
♦♦This is why we as a group stress over the importance of a Character Bio sheet that can be easily pulled up, referenced, and cross checked to verify information so as to minimize the need to include these things in every Intro Post. By having a Character Bio sheet ready, you can skip much of the Intro portion requiring a vivid description of the character and overly repeat yourself across multiple occasions ad nauseam.

3. If you forget to post something in your intro: Powers, abilities, weapons, or traits, you can not use it at any time later in the fight. Those things forgotten are off limits. If they are used, it is grounds for disqualification from the match as it is viewed as God Modding.
♦♦See Rule 2 Addendum. By having an available and up-to-date Character Bio to confirm if this is an ability or trait your character canonically possesses, you can skip repeatedly stating your equipment and abilities, so long as those features are in your Character Sheet.

4. No Auto-Attacks. This is the statement that your attack landed without letting your opponent counter/block/dodge/avoid/deflect in their posts after. Each attack made must be described as an attempt. Auto-Hitting can often be immediate grounds for disqualification from a match if your opponent is not forgiving.

5. You must post an equal length to your opponent's attack post if you are in dodge/counter/block their attack. Anything less than the other's attack section of the post is subject to voiding the move or disqualification. If you get a 5+ para attack post, (For example), you have to fully explain your actions and how your counter/dodge / block in your replying post that measures up to the attack section length that was posted previously.
♦♦ Length does not equal Quality, and while it an opponent can often write a Multi-Paragraph post, as long as your reasoning in your own writing can sufficiently explain why you are able to fully counter/dodge/block said attack in detail, then your post does not necessarily have to equal the length of your opponent's.

6. Correct spelling, punctuation, sentence structure, and overall quality of your posts are the means of gaining a win. Run-on sentences and poor explanations about your character or anything of the sort, you are subject to disqualification or a request to do another post if not acceptable. The more effort you put into your character's post, the better and smoother the fight will go.

7A. An interrupt is where Person A reacts before the end of Person B's turn. As an example, Person B might draw his sword, curse, and then run across thirty feet before stopping, jumping, and swinging his sword at Person A's neck. In response, Person A would post drawing his sword and charging at Person B as Person B is running, therefore rendering the neck strike (in that form) having never happened. Interrupts are often regarded as the backbone of melee.

7B. 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 In Character, 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.

7C. Both interrupts and hypotheticals, and, indeed, all elements of T1 must be logical or else cannot happen; if you're interrupting a nearly split-second move, for instance, as you're looking the other way and engaged in some other motion, you won't succeed. Likewise, if your hypothetical is that your 140 pound axe will be swung left into the ribs if it's potent downward blow is evaded, and your enemy is nimble and simply ran to the side at the "last moment," you naturally won't hit.

8. Meta-gaming is when you use OOC information - or information your character does not have - in a fight, bestowing him that information, or otherwise exploiting OOC information to create an advantage your character would otherwise not possess. It can also be posting your character, after a duel is agreed on and a random room made, somehow having placed explosives exactly where your adversary is standing after he posts.

9A. Prep, or Preparation for a Stronger Attack or stronger Variation of an attack, is often the backbone of Attacking in T1 Role-Play. These are the steps for a stronger move/attack. An example of this would be Goku of the Dragon Ball franchise gathering energy for an attack, or a Wizard performing a longer incantation that requires more time to empower an ordinary fireball spell. With preps, you can either do a power up or a technique with a better outcome in the end. You must either give up your attack attempt, take a hit or both to do this. you must take in step what you are doing in each post.

9B. When considering how many Charges of Prep a Character has stored at their disposal, it is often very possible and very likely that both or multiple characters involved will have multiple Prep Charges saved. When this occurs and attacks are made to clash such as the nature of Beam Struggles, the attack with more Prep Charges wins. For example, Person A charges Prep for the course of 3 Post Rotations, but Person B charges Prep only once during the course of 3 Post Rotations. When Person A decides to utilize the stored Prep to cast a Fireball spell, Person B will attempt to use their stored Prep to create a barrier. Because of the larger Prep Charge in the Fireball (3), the barrier casted by Person B will fail and be overpowered. In the event that both attacks have the same number of Prep Charges, they will cancel each other out.

10. Teleportation and High Speed Movement to create the illusion of Teleportation is God Modding. This is due to how easily it can be used to evade an attack that would otherwise cripple, debilitate, or otherwise defeat a character. As a result, it is often limited if not outright banned in most Role-Play groups.
♦♦ Due to this Role-Play's nature rooted in the Dragon Ball franchise, many characters seen and utilized by writers are often depicted as capable of performing the kind of speeds that can create the illusion of teleportation. As a result, in order to allow this Role-Play to function as Dragon Ball, we forgo this limitation but put in place heavy restrictions. Teleportation techniques such as Instant Transmission cannot be used in T1 Combat Role-Play and only in Story RP where combat is not in place. High speed movement which gives the illusion of teleportation may be utilized during Combat RP to close the distance between yourself and your opponent, but using it to evade an attack would require restrictions to prevent abuse such as Limited Uses and Cooldown Timers between post rotations.

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