The Real Human Being
Gender: Male
Rank: Ace Attorney
Joined: Wed Oct 22, 2008 5:53 pm
Posts: 3481
This is one of the more advanced RP that I have been a part of in my time.
This is called VS battle.
You create a character, give him skills and weaknesses and descriptions and such.
Here are the rules
Definition: The start of the battle is when the topic for the battle is made.
1. No omnipotent characters
2. No instant-death moves; similarly
3. No "indestructable" warriors
4. If a particular warrior goes undefeated for three consecutive* battles, then that warrior cannot be used unless challenged.
5. You may challenge a specific person to a match before the next battle starts.
6. If an undefeated (via rule #4) warrior loses to a challenge, then they will be granted the right to battle until they win three consecutive* battles.
7. In battles with more than two contestants, contestants will not be permitted to join forces against another, unless specified before the battle. Any formal 'teaming up' will result in disqualificaton for all parties involved.
8. On that note, if two warriors *happen* to attack the same person, they will not be penalized. It is practically impossible to have a three-way battle where everyone attacks someone different.
9. If you use a warrior, you are not to do anything that the warrior wouldn't do or would be opposed to doing.
10. Always assume that the judge(s) do(es)n't know your character.
11. Limit teleportation and illusion; by discretion of the judge. Inform the judge when taking any illusory action.
12. (Once we get enough participants for this to apply) Multiple battles may go on at the same time; however, they must be in different arenas unless arranged so before either battles start. If that is the case, then I will merge the battles into one thread and combine post limits, to minimize confusion when the battles interact.
13. You may choose to have your battle include the wreckage and debris, etc. from a previous battle. Again, this must be decided prior to the start of the battle.
14. You may (before the start of the battle) choose to use the first few posts of a battle for an exchange of words and non-battle actions (taunts). You should set a limit so that it stays brief. These will not count towards the post limit for the fight, unless it passes the limit or happens mid-battle. Also, you may start the fighting before the limit has been reached, assuming you don't use it as an opportunity for a pre-emptive strike (i.e. if your opponent does a handstand for his taunt you cannot push him over instead of taunting. You can however push him over as your counter-taunt, assuming it has no effect on the rest of the battle).
15. You may not use a taunt as preparation for the battle (i.e. no charging up, using buffs, setting traps, etc.)
16. No retconning/time traveling. Temporal changes are too complicated for a Vs. Battle.
17. If your warrior does something that you do not want your opponent to know about right away, inform the judge when that action takes place. Otherwise it will be considered retconning.
18. Undefeated warriors get taken to the Cell. If multiple warriors are in the Cell, they are free to fight eachother there, regardless of win records. These are not counted as challenges and therefore are not applied to rule #6.
*Note that 'consecutive' does not count all battles, just ones involving that warrior.
For Judges.
1. The winner of a battle does not necessarily have to be the one who left the battle in better condition, but it is definitely a factor. You may use whatever criteria you want to declare the winner, assuming that it is a fair assessment, and follows any rules below. Remember: the point is to have fun, not win (winning is just a bonus).
2. You don't have to tell anyone why you chose who you did, except for your fellow judges (if there are any). You should, however, give some reason so people don't question your abilities as a judge. This allows you to play the "I'm judge. What I say is final" card if a player is being too whiny.
3. Out of the list below, you should consider as many of the criteria as you think applies. The only one you HAVE to consider is the first one (after all, it is a battle).
Some possibilities for judging criteria:
General condition (physical, mental, etc.) of warriors
Players' strategy
Players' creativity
Players' involvement (taking time to make the posts more interesting, etc.)
Characters' involvement (whether they spent most of the battle hiding, etc.)
Players' style
What players had to resort to
Staying in-character
4. When in an arena where random things happen, find a way to randomly generate results. This could be a die roll, a computer's random number generator, or asking someone nearby to pick a number between, say, 1 and 10 (eenie-meenie-miny-moe is not recommended, because it tends to have similar results). Please keep in mind the chances of anything happening, so you can maintain fairness and reasonability.
Spectators:
Anyone who is not a judge or player can be a spectator. You do not need to declare yourself as one.
Spectators may not interfere with the battle, but may still post in the thread.
Any actions taken by a warrior that effects the spectators specifically do not count as part of that warrior's turn.
If it starts to become a problem, I will limit the amount of spectator posts. I don't want pages of conversations in between warriors' posts.
Arenas,
Lets make some people!
Elements
Arenas that are strongly affected by an element gets special properties. Spells and energies that correspond to that element are empowered, while spells and energies of the opposing element are dampened.
Here’s a list of the current element pairs and their effects.
Fire
Fire-element arenas are generally very hot. Anyone without protection slowly dehydrates, and may eventually get heat stroke. Cold things don’t remain cold for long, and flammable things may catch fire. Water-attribute warriors take twice as much damage from fire effects, where fire-attribute warriors are not affected by the heat.
Opposing element: Water
Water
Water(or ice)-element arenas tend to be cold. Anyone without protection may eventually get frostbite or hypothermia. Warm things don’t remain warm for long, and water tends to freeze. Fire-attribute warriors take twice as much damage from fire effects, where water-attribute warriors are not affected by the chill. Cold-blooded creatures find themselves slowed down.
Opposing element: Fire
Wind
Wind-element arenas tend to be large and open. Winds may blow projectiles and–if strong enough–warriors around. Earth effects may be nullified if not enough stable ground is nearby.
Opposing element: Earth
Earth
Earth-element arenas tend to be dark and confined. Terrain plays a large role in how warriors maneuver around. Wind effects may be nullified if there isn’t enough air to manipulate.
Opposing element: Wind
Light
Light-element arenas are generally very well lit, and are often in a state of perpetual daylight. Divine/angelic warriors feel empowered, while demonic warriors slowly take damage from the arena. Dark-based creatures tend to feel very guilty in light-aligned arenas.
Opposing element: Darkness
Darkness
Dark-element arenas are generally dimly lit, and are often in a state of perpetual night. Demonic warriors feel most powerful in these arenas, where angelic warriors are slowly damaged from the dark energies. Light-based creatures tend to grow paranoid when in dark-aligned arenas.
Opposing element: Light
Technology
Technological arenas are futuristic. Machines are common, and computers may be available to those who can use them. Magic cast out is absorbed into nearby power cells, essentially nullifying it.
Opposing element: Magic
Magic
Magical arenas are fantastic. Mystical creatures may roam the area, and spellcasters feel empowered. However, magic interferes with most electronics, and jams complicated mechanical devices.
Opposing element: Technology.
Start making your character!
use this to make them
Name:
Species and Gender:
Birthplace:
Affiliation and Rank:
Weapon:
Skills:
Biography: