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01/08/2016 05:20 PM 

Personality Index

Many who meet Rain have described him as 'emo' and seemingly emotionless. (Often compared to Edward Cullen of Twilight). He generally is quiet and observant of others' behavior, this generally attributes to him gaining the title 'a**hole' sometimes because of judgmental/arrogant notions on occasions in which he does speak. He can often come off as very cocky towards others in attempt to stir up their utmost potential. His brain capacity allows him to learn thing quickly. He also enjoys physical body training

On the other hand, Rain mostly enjoys spending time with his close friends in most cases doing nothing. When traveling in more populated areas he generally tries his hardest to be alone to avoid drawing negative attention to those whom he is close to, generally giving off a sense that he likes to be alone. His favorite foods are udon stew and waffles specifically from the waffle house, though he does also partake in home made one.

In contrast with his brain capacity, he is actually blind and and suffers from both short-term memory loss and long-term memory loss.

12/31/2015 01:54 PM 

Data

Raimundo Kiretsu

Kanji: レームンド・亀裂
Romaji: Reemundo Kiretsu
Alias: Black Star (黒い星, Kuroi Hoshi), Spooky Black (気味悪い黒 Kimiwarui Kuro)

Characteristics

Race: Unknown
Gender: Male
Hair Color: Black
Eye Color: N/A

Professional Status

Affiliation: Katsu, Baka Squad
Previous Affiliation: Classified
Occupation:  Classified
Previous Occupation: Classified
Partner(s): Kaisen

Personal Status

Status: Active
Notable Health Conditions: Blind, Insomniac
Significant Other: Aya Storm ♥
Counterpart: Rain Xavia

Ability

Cantus: Hydromaster:Cantus (呪力 Juryoku) is the official term used for the ability to use telekinesis. Cantus is an alleged psychic ability allowing a person to influence a physical system without physical interaction. Examples of cantus include moving an object and levitation. Rain's telekinetic ability allows for him to freely manipulate and interact with surrounding water molecules.
-Mantra: "By thou divine will."
-Personality Index: Above Average

Nen: Nen (念, Mind Force) is the manipulation of Life Energy. Notoriously used among lower level warriors of the Kiretsu family. The clan's ability to passively and actively absorb natural and spiritual energy from living things allows them to manipulate this energy freely and channel it through themselves or other living things that contain contain similar life sources. The most notable is Water Manipulation, as nearly all forms of life existent on Earth rely on water for survival.


God Complex: Black Star: God Complex: Black Star is a Sovereign type sacred object wielded by Raimundo Kiretsu that contains mana of the five abundant element types found on Earth in basis and all of their naturally occurring transformations, though naturally Rain can generally only output water. Its true physical form is a layer of heavy black armor and a black oddly shaped jagged bladed sword, though it can changed form into a necklace, just the sword, or just the armor, and only switches form upon it's user's command. 

Twilight Catcher: Black Star:  The Twilight Catcher is a Long Odachi Warlord type sacred object wielded by Raimundo Kiretsu. Its often called Kuroi Hoshi-T. Like all other Kuroi Hoshi weapons, it includes mana of the five abundant element types found on Earth in basis. It is able to absorb all forms of energy and reflect them as light energy. Aside from its mythical prowess, it is also regarded as the sharpest of all of the Kuroi Hoshi blades, about to severe diamonds in half with a simple swing.

-TRUMP CARD| Illusion Killer: The Imagine Breaker (幻想殺しイマジンブレイカー Gensō Goroshi (Imajin Bureikā), lit. "Illusion Killer") is the mysterious power that currently resides exclusively GC Kuroi Hoshi, allowing the user to negate anything supernatural such as divine powers, magic powers, and even to some's admittance, God's miracles, and repel them with equal force in the form of water.

-Mizugami: Mizugami (水上, of the water) also called Suijin (水神, God of Water) is a technique spawned by the wielder of Kuroi Hoshi by channeling the inner Elemental type water. The user is able to cause floods within near instants, and alter forms of fog, rain, and steam.

-Watatsumi: Watatsumi (わたつみ, God of the Sea), also called Ryūjin (龍神, lit. 'Dragon God) is a technique spawned by the wielder of Kuroi Hoshi by channeling the inner Elemental type water. This ability heavily amplifies the user's ability to control water and also grants them the cut of Kuroi Hoshi to change any physical matter into water.

Teleport: Rain is able to teleport his body by switching places with nearby water molecules.
Flight: Using either his  Telekinetic ability or his Black Star armor, Rain is able to levitate, float, and in some cases fly long distances.
Brain Capacity: Rain inherits the Kiretsu clan trait of near maximum brain capacity which allows him the majority of his abilities. Aside from this, he also has a healing factor, enabling him to heal from wounds and injuries. Aside from this, he can also process information at multiples of the average human being with an added enhanced reaction time to match them. He can freely communicate with creatures who's life sources includes water to read emotions, intentions, and in some cases even thoughts.


Equipment


Blue Fire Powder: Highly explosive when mixed with water. Use of blue fire powder can significantly level the playing field.
-God Complex: Kuroi Hoshi; worn as a chain or carried as a sword: Sovereign Level Weapon, includes magic energy for five basic nature transformations and all of their physical forms.
-Light Black Armor; worn underneath his Black Cloak: Light defense from physical attacks and projectiles.

-Expert Hand-to-Hand Combatant 8/10
-Expert Swordsmanship Specialist 10/10
-Immense Mana 9/10
-Immense Durability 7/10
-Superhuman Agility 10/10
-Enhanced Strength 6/10
-Superhuman Endurance 7/10
 -Keen Intellect 10/10
-Keen Senses 8/10

Eyesight: Rain is blind due to the many stresses he's placed on his eyes over the course of his life. Though this is the case, he still maintains some sensory abilities from former optics.
-able to see energy, as well as its flow within the body and at least eight tenketsu, but cannot see through some obstructions such as smoke bombs
-give unique color to individual energy, giving it colour in order to distinguish it by its composition and source, and detect irregularities in a person's energy flow, such as those caused by outer influence.

Hearing: Rain has superhuman hearing ability which often makes up for his lack of sight. Just from vibrations, he is nearly able to completely read lips or mimic something like pencil movements.

Smell: Rain has a superhuman sense of smell, able to determine organism type and identify people and places solely based on smell.

Taste: Rain's sense of taste is less than average.

Touch: Rain's sense of touch is average among his kind and the same in comparison to most blind humans and is his second best alternative for short range sensory next to hearing.

10/20/2015 01:32 PM 

Character Databook (Naruto)



Databook Entry

Ninjustu:8 - Water Based Justu; Summoning ; Cloning
Taijustu:7- Basic Hand-to-Hand Combat; Kenjustu
Genjustu:8 - Strong Genjustu through Sharingan
Intelligence:10 - Wise; Observant
Strength:8 - Forceful, but not Brutally Strong.
Speed:10 - Nimble; Quick on feet; Processes Information Fast
Stamina:9 - Deep, Expandable Chakra Reserves; Healing Technique
Hand Seals:10 - Vast Knowledge of Justu
Main Weapon(s): Kuraokami (Shape shifting Scythe/Sword/Axe, made of Black Ice and Crystals); Kunai; Assortment of Long Swords; Assortment of Needle Swords

Abilities

Rain is a very capable shinobi on and off of the battlefield. On the battlefield, he is known for his tremendously powerful suiton, previously for the use of the 'Black Waters', and use of various weapons and tools. As a born member of the Kiretsu clan, he is naturally able to react swiftly and gain natural energy through physical contact with materials in which the source is abundant.  He is capable of using Water Styled techniques of high ranking with no existing sources and minimal seals, demonstrated in his battle against the Mizukage Kenshin Uchiha, though proved during this battle that flames powerful enough can override even his water. He has a vast knowledge of justu because of his previously nomadic lifestyle before joining Tanigakure no Sato and has also trained under many Shinobi who call themselves "masters". His knowledge of even basic justu is extensive, which originally gave him the moniker "Rain of the White Clouds" in reference to his great and efficient use of the substitution technique. He has a noticeably strong chakra prowess, which because of his Joteigan emits a very horrific radiation, even in its sealed state, though most know him to use as minimal chakra in battle, and building up on top of his neutral reserves before attempting to go into usage of a higher ranking justu to withhold dipping into his natural flow as long as possible.

 Rain's Rinnegan

Rain's Rinnegan appears dark grey in coloring compared to the known light purple due to the strength of the Kiretsu's chakra causing it's coloring and abilities to slightly alter from the norm. The sensory skills remain the same, and there is also no chakra requirement to keep the eye active. The eye is able to see chakra and tenketsu, though it can't see through most obstructions. The eye also grants him the power to create chakra receivers to transmit chakra over long distances.

Abilities

Rain's Rinnegan is capable of performing a variant of the 'Six Paths' techniques. Contrasting most wielders of doujustu, he also cannot open the Outer Path nor summon the Demonic Statue of the Outer Path. All of his justu relatively correlate with his natural abilities, amplifying them.
Deva Path: Rain's use of the Deva Path's gravitational forces are much different than most's. Shinra Tensi, Ban'sho Ten'in, and Chibaku Tensi all correlate with the two seals on his left and right palms, representing Water and Iron. Shinra Tensi and Bansho Ten'in allow Rain to control the gravitational forces of the surrounding respective matters, including vapor and ice, also able to affect life-forms who's bodies include water. The technique is generally used to deflect opponents and weapons, while also to draw his own arms to his hands and bring opponents or sources of water closer to him. Chibaku Tensi allows Rain, after tagging an object, to attract surrounding respective matter to that object. This allows him to easily drown opponents and trap them within fields of weapons.
Asura Path: Rain is able to manipulate his bodily structure using water as a medium to mechanize his limbs or change their forms. The general assortment of the Asura Path's weapons isn't present and all attacks from this form are based from Water or Weapons.
Human Path: The Human Path ability remains relatively the same in Rain's Rinnegan, giving him control over individual's souls, allowing him to read the mind's of opponents while subsequently killing them using the Absorption Soul Technique, though in contrast, the victim's soul isn't what he is able to target, but all of the water inside of their body. Similarly, the Naraka Path allows him to access the King of Hell and access the shared field of vision between the two.
Animal Path: The Animal Path allows Rain to summon an abundance of ninja tools, weapons, scrolls, large bodies of water, and an arsenal of birds with no hand seals. It is notable that none of Rain's bird summonings are only used for transportation purposes and not for battle.
Finally, the Preta Path has similar bottomless effects as the original, but because of the Kiretsu's influence on it, it is also able to absorb natural energy without dire side effect, though the technique is still used through the Blocking Technique Absorption Seal.

 Rain's Sharingan


Like his Rinnegan, Rain's Sharingan is discolored and appears dark grey with white tomes within a white ring. He gains no additional abilities or alterations from this doujustu though, and all powers remain the same as they exist in Uchiha who wield the eyes. He has access to both forms, being the Eye of Insight and the Eye of Hypnotism. It slightly makes up for the Rinnegan's inability to see through obstructions, gaining the ability to see through most, detect disruptions in a person's chakra. The eye also allows the user incredible perception, being able to read lips and actions and allows a near predictive capability to the user. Due to his Kiretsu clan instincts, he is easily able to keep up with the speed of perception from the dojustu. Using this ability, Rain can also copy justu within his range of ability. He is also able to use multiple Genjustu: Sharingan abilities, and ultimately is training to use the clan's Kinjustu; Izanagi and Izanami by combining the prowess of both of the Eyes.

 photo joteigan_zpsdmy5eaaz.png

Rain's Joteigan was sealed after Infinitum, existing as his own separate being as other instances of Rain's life did in Yomi, saw its true wielder wasn't himself and that they were all being controlled while believing they were acting upon their free will. The Kiretsu Clan's history of Spirit Sealing gave power to their Dojustu, originally holding the might to successfully wield Natrual Energy, and though the powers of his form derived from the Seven Lucky Gods, the actual wielder of the Doujustu was a demon of imperceptible might, only referring to himself as Lucifer.  It was due to this demon that the eyes gave off a radiance of evil and crows followed any form of Rain wherever they went. Infinitum, being the only instance of Rain that didn't receive the Dojustu only realized this after seeing the field of vision shared between the eyes, where his Rinnegan and Sharingan rejected the sight because of its powerful genjustu. The true power of this eye remains unknown, but this could also be an additional reason as to why his brother, Tensai Kiretsu never used the Dojustu after unlocking it. The doujustu was marked Kinjustu to use by the clan because it made clan members susceptible to any being who had more control over natural energy, such as spirits and demons.  The seal can be lifted under two circumstances; depletion of Infinitum's chakra to the point he can no longer hold the seal, or death.  
Seven Lucky Gods:Through use of the Black Waters, each of Rain's bodies were given an assortment of techniques. Ichi: Hotei Pasu: This technique allows the user to rapidly heal any wounds through rapid cells replication by a source of natural or chakra based energy (the latter being more taxing). This technique is used by the respective will filling the afflicted area to begin the process, though it happens swiftly, the user is still granted movement during the operation so that they are not slowed down.
Ni: Jurojin Pasu:The Jurojin Gate allows the user to control time in a marked area, to an extent in which it can either be sped up or slowed down in an instant. An example of this would be Rain Xavia's altercation with Yami. As the Rock bounced off of the lake's surface, the waters sped up the time experienced by the rock, causing it to ultimately crumble into non existence.
Similar to the Hotei Pasu, San: Fukurokuju Pasu allows rapid cell replication and grants the user the ability to go extended periods of time without nourishment nor breathing, using their Will as a medium to create a source of the latter and former for them to continue on with. This is also the source of the genetically identical clones.
Shi: Bishamonten Pasu: The Bishamonten Gate allows the user to manipulate the ultimate attack, defense, and sealing; a spear able to pierce through chakra of nearly origin and a mirror like shield that negates nearly any attack and sends it back, and a small pagoda known to hold the souls of victim's pierced by the spear. This gate also grants the user amplified reflexes, senses, strength, and speed, along with a mysterious connection to the clan secret technique Hachiman.
Go: Benzaiten Pasu: The Benzaiten Gate allows the user to grasp onto any knowledge before them near instantaneously, read an opponents movements not matter how fast they are, and dispel nearly any illusion cast upon the user's mind. This is possible because of their expansive comprehensive knowledge and the absorption of their surroundings, able to recognize even the slightest bit of change in their surrounding area.
Roku: Daikokuten Pasu: The Daikokuten Gate allows the user to infinitely replicate an object of their bidding, and is generally the main gate used by Rain Xavia, as the birds that 'make-up' his body. This technique requires the black water to first have complete comprehensive knowledge of the object they wish to replicate, often in conjunction with Benzaiten Pasu.
Nana: Yomi Pasu: This technique is considered to be one of the most powerful genjustu in existence, even in relation to the Tsukiyomi. This technique is used by first  infiltrating an opponent's body with the black water, followed by using water and chakra in the new sources body to begin replication. This stops movement in the afflicted area as it begins to spread. During or after this process, the liquid travels to the brain, where the mind, having a direct connection with the user's chakra, is cast into the genjustu known as Yomi. If they victim's entire body is corrupted by the liquid, they are kept within the realm for eternity; even if they were to escape, they'd return to a lifeless body, virtually killing themselves.

Hiden 
Though sometimes characterized as Kekkai Genkai (depending on the ability), the Kiretsu clan have a variety of Hiden taught throughout the branches and individual families. They are similar to the Joteigan in the way that they were developed. The clan's ancestors learned these abilities from the spirits that roamed the Earth pre-history in order to develop a plan to stop the terrestrial wars of the Otsutsuki clan. This training also gave them their bodies' liquid relationship with natural energy. Unlike the Joteigan, these abilities do not have links to the fruit of the Shinju, nor does the teacher of the ability remain accessible to all learners throughout generations. The name of the Hiden is related to the God or Spirit it derives from. The most of these abilities learned by a single clan member was 10.

1. Kuraokami  -  photo kuraokami_zpslnkr40gs.png
Kuraokami is the first of the two Hiden that Rain is able to use. It was derived from the Divine Dragon Spirit Kuraokami, god of rain and snow. This trait was most likely inherited from his parents because both of his brothers and sister also have access to this ability. It allows for the user to freely alter the temperature of their main element (mostly to make it colder or to freeze it). When witnessed, most mistake it to be Ice Release, though, the element can be any of the five basic nature transformations. The user can even make flames that freeze an opponent instead of burning them, and use the properties of that element to their advantage, such as Black-Star II's use via Lightning. The use isn't limited to only chakra of their own creation; it can also be used on natural occurrences of their respective elements.

2. Watatsumi (Ryujin)
Watatsumi is the second of the two Hiden that Rain is able to use. It was derived from the Legendary Dragon and Water Deity of the same name. Rain mysteriously learned this ability after breaking free of the grasp of the Joteigan. This ability doesn't have a nature icon because doesn't virtually create a new element as Kuraokami does, and its powers are used through various tools accessible through the Animal Path and in some cases the Asura Path or worn/ carried naturally. The first set of tools allow for tidal control of water and are Rain's black needle blade which holds a Tide Jewel within, a necklace which in encrusted with many tide jewels which allow him vocal control over tides. The second tool set is Golden Trident encrusted with tide jewels. It allows for free creation and manipulation of water.




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04/13/2014 09:58 PM 

Do's and Don'ts of Role play / Golden Age

The following post is a reference. The original text was written by The Genocidal Monster and can be found at this address: https://www.roleplayer.me/view_forum_topic.php?topic_id=11069&group_id=2000


Basics

  • Roleplay is all about communication on and off field. Off field before a roleplay begins, both players SHOULD know where they want the roleplay to head.
  • Off Field: Are you roleplaying for a fight? Are you roleplaying to progress a story? Or are you roleplaying just to see who is better at killing? These conversations are great preventers of future disputes over the roleplay. If these conversations are not put into place before a roleplay, problems will more than likely occur. Take for example a person who is roleplaying to fight. If they meet a person who just wants one hit kills, then disputes over fairness will occur.
  • On Field: Legibility is important. If you can't convey what you mean, reword it or simple remove it from your post all together. Any questionable things in a post will always slow down a roleplay. Remember, you have several hours to look over your work before you submit it. This gives you plenty of time to look over your post, or even send it to friends to make sure it makes sense.
  • Roleplaying is all about smarts. Roleplaying is truly a game of chess. Always educate yourself as much as you can on a subject. Whether it's learning the science behind an element, studying an anime/cartoon, real world fighting, or simply just observing other roleplayers. Knowledge is always your most powerful ability.

Do's for Fighting

  • "Keep it simple stupid". Never try to describe a movement that is too difficult for you. By attempting to do so, it will just cause confusion. Over time, everyone gets better at explanations, but you should never dive into something you aren't ready for. An example is say you want to perform a complex set of movements. If you aren't ready to do it, your post would look like loosely connected words. Always go for the simpliest move you can do to avoid OOC conversations.
  • Never depend on abilities. There is a common trend among roleplayers to add to your character to make them more powerful. It is always better to be really good at something, than be decent at a lot. What I mean by this is that is say you have a character who can control five different elements. Face value they look very powerful, but if you are going against someone who has spent years just perfecting water play...then more than likely they will defeat you. A great example was shown in the show "The Legend Of Korra" on episode three. For those that don't know, Korra at this time has mastered Earth, Water, and Fire. However, when she came up against people who were pure close combat with no elemental abilities, she lost. (Link https://www.youtube.com/watch?v=K59N3RfCIEI ). The moral of the story, don't add abilities, but rather subtract and build your character from there.
  • Transformations should be avoided for newer roleplayers. In all honesty, performing transformations legally can be a very complicated and sticky process that takes years of roleplaying to know what should be considered fair.

Don'ts for Fighting

  • Don't ever assume you are better than someone else. The moment you do, arrogance becomes your biggest enemy and the roleplays biggest enemy.
  • Always assume you can do better and take criticism to heart. Listen to peoples opinions, and even if you don't agree with them, accept that people have a right to them.
  • Always keep a cool head and keep yourself emotionally distance from a roleplay. The moment you get emotionally involved, the roleplay becomes too personal and issues can start.
  • Don't forget that roleplay is meant to be fun. If it feels like a chore or a hassle, then step away. No one can make you roleplay and do something you don't want to.

____________________________

(https://www.aniroleplay.com/view_forum_topic.php?topic_id=5526&group_id=1486)

T1 hasn't been used correctly since the original T1E made cross genre a big no no.

 

T1 is simply a guideline of rules to follow to create the most fair fight possible. However, it is a glorified excuse to be a one hit kill wonderlust. By having to write every essential detail in your opener, you learn to write as sneaky as possible to say what you have to without your opponent knowing what you are talking about. This creates certain problems in itself. The first is obviously the misuse of misdirection. Most bitching in fights this way come from someone thinking they are typing something completely obvious, but in all honesty is so far of a stretch it has to be open for debate. The other problem it creates is a dangerous game of chess. At first glance a game of chess sounds fun, but the true extent eliminates story in a fight. By having to hide what you are saying, you have to constantly try and outsmart your opponent. By doing this, you plant cheap tricks here and there in an attempt to win the fight as easily as possible. This leads to fights concluding earlier than one may like by the fact that the whole fight, in real time, lasted only ten seconds.

The most effective way to use T1 is to discuss beforehand what kind of fight you would like to have. Are you looking to prove who is the better fighter in tactics, hand to hand, skill, or are you just looking for a fun sparring match for story purposes?

T-1 Golden Age rule set with examples; original text can be found here: https://www.roleplayer.me/view_forum_topic.php?topic_id=20346&group_id=6776


1) Do not god modd; follow the limitation of powers.

Explaination: RP is not about power; it's about skill. Don't simply hand your character so many powers and abilities with so much power that he or she becomes akin to God. Try to stick as closely to your core cannon as possible, and simply do more with what your character already has available to him or her. God modding is not simply attempting to control your opponent's character; it's packing your own character with so much that he becomes a literal god, impervious to damage and capable of doing almost anything. Also, certain powers should be avoided; these powers include but or not limited to: time control, unlimited use of portals, telepathy/mind control, control over all the elements, immortality/invulnerability.

Example:
Wrong:
-A goddess who can control time and also has the power to control her opponents.
-A DBZ character who controls his/her own dimension and/or is master of all the elements.

Right:
-A goddess who has a number of acceptable powers.
-A DBZ character who has gained the limited use of one element.

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2) Interactions are turn-based.

Explaination: Interactions between two RP characters in the T1 format are turn-based, meaning each RPer takes turns making posts. Whether it's a simple conversation or a heated battle, all RPers must give the other RPers a chance to respond. Unless otherwise determined at the beginning of a battle, it is assumed that each RPer has an unlimited amount of time in which to make his or her post, though this should not be abused to the point of never responding. Each turn is over after the second RPer has made his post. Please note that in situations where there are more than one RPer present in a battl, a clear structure for who posts in what order should be made. In a conversation between numerous RPers, the RP does not always have to be turn based, particularly if one RPer present is inactive or expresses that his or her character wishes to be more observational than conversational.

Example:
Wrong:

First RPer: I throw a punch at you and laugh
First RPer: How do you like that?! I then throw a second punch at you, hitting you in the face.

Right:
First RPer: I throw a punch at you and laughh.
Second RPer: I dodge your punch and smirk. That the best you got?!
First RPer: I throw a second punch at you. Not even close!

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3) Separate speech and action in a clear manner.

Explaination: RP posts should be written in a clear manner, and separating action from speech feeds into this. When your actions and speech are bled into each other, it can become difficult to figure out what exactly is going on. It is each RPers responsibility to make each of his or her posts understandable. Typically, it is best to put actions in one of these forms: brackets [[]], dashes --, collons ::::, or stars **. It recomended that you do not use qoutation marks (""), as they are often used for speech and can thus become confusing when used for multiple purposes. It is not required to put your speech in qoutation marks as long as you keep your speech clearly separated, but it is suggested.

Example:
Wrong:

I run at you and then throw a punch at you. So how do you like that?! I hit you again and laugh. Too easy!

Right;

-I run at you and then throw a punch at you- "So how do you like that?!?!" -I hit you again and laugh- "Too easy!"

[[I run at you and then throw a punch at you.]] So how do you like that?!?! [[I hit you again and laugh.]] Too easy!

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4) Use third-person narration when performing actions.

Explaination: When you RP, you're pretending to be a character. This isn't your real self; this is a character you're writing about, and thus saying you're doing something is incorrect; the character you're RPing as is the one doing something. When you perform actions, refer to both your character and your opponent's character by their names or by titles, or simply as "he/she/it" or "his foe/opponent".

Example:
Wrong:
-I run at you and hit you in the face- Take that!
-I run at Billy and hit him in the face- Take that!
-Bob runs at you and hits you in the face- Take that!

Right:
-Bob runs at Billy and hits him in the face- Take that!

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5) Do not auto, or perform any other act which controls your opponent's character.

Explaination: Autoing is the act of announcing that your attack hits your opponent automatically, hence the name "auto". An auto can be anything from a regular punch to a lazer beam to the effects of magic. Attacks may only hit automatically if your opponent fails to respond to it in his or her next post, as any attacks you make that your opponent does not respond to are assumed to have hit and their full effect taken. Also, at no point may your character determine anything at all about your opponent's character, whether it's announcing your opponent's physical condition (ie, bleeding or becoming poisoned) or whether it's announcing their emotional or mental state (ie, surprised or angry). You may hint at these things as polite suggestions or by means of explaining your purpose, but you may in no way state them as fact.

Examples:
Wrong:
-Bob hits Billy, causing blood to gush from his nose-
-Bob jumps towards Billy, causing him to be surprised and making him fall down-

Correct:
-Bob throws a punch at Billy, hoping to hit his nose-
-Bob jumps towards Billy, hoping to surprise him and possibly make him fall down-

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6) Use sub-calculated damage rather than calculated damage when launching an attack.

Explaination: When you make an attack, it is both customary and pragmatic to describe the attack and it's desired effect, but you should not state the effect outright; merely provide suggestions. Stating that an attack will disable, burn, cut, or send your opponent flying is calculated damage, where you determine for yourself what your attack will do. This is wrong; it's up to your opponent to determine the actual effect of the attack. Instead, use sub-calculated damage, where you provide a basic review of what you hope to accomplish with your attack as well as possible effects should the attack connect. This way, you are not determining what your opponent's character does, but you provide your opponent with something to work off of, too keep things running smoothly and quickly.

Example:
Wrong:

-Bob powers up and aims a powerful blast at Billy's chest. This blast soars through the air at high speeds and if it hits, it will cause Billy to be burned and sent flying backwards and into a tree.-

Right:

-Bob powers up and aims a powerful blast at Billy's chest. This blast soars through the air at high speeds, thus giving it a higher chance of connecting. Should it connect, this blast could possibly pack enough power to produce a burn of some sort where it strikes, as well as possibly send Billy flying backwards if he was not prepaired for it. If Billy is hit and sent backwards, there is the possiblity of him crashing into a tree.-

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7) For each of your posts, you should both respond and attack.

Explaination: Each time you post in an RP battle, you should respond to your opponent's previous post. Do not simply ignore what your opponent said and/or did in his/her previous post. If an attack was made, you must show your character's reaction to it even if you choose to allow it to hit or you choose to dodge it completely. If you do not do this, your opponent can assume that the attack hit, and make mention of it on his/her next turn. And when you respond to your opponent's post, actually provide some detail on it. Do not simply state that it hit or missed. Describe, in a logical manner, how you dodged or blocked the attack if it missed, or describe the actual effects of the connecting attack if it connected with you. If you choose to take a hit, be sure to allow your character some damage; don't simply shrug everything off all the time. Upon responding to your opponents post, it is then customary to make an attack or attacks of your own. Remember, be sure to be descriptive in this, should you choose to do so. However, there is no rule stating you have to attack each turn; you can feel free to simply react to your opponents attack, but this is usually not the case.

Example:
Wrong:
First RPer: -Bob throws a punch at Billy, attempting to hit him in the jaw and possibly causng it harm. Afterwards, he would jump backwards and sneer- How do you like that, Billy?!
Second RPer: -Billy would jump at Bob and attempt to knee him in the stomache, attempting to leave him breathless- You suck, Bob!

Right:
First RPer: -Bob throws a punch at Billy, attempting to hit him in the jaw and possibly causng it harm. Afterwards, he would jump backwards and sneer- How do you like that, Billy?!
Second RPer -Bob's punch towards Billy's jaw connects, and Billy his moved backwards as he feels a surge of pain throughout his face. Growling in pain and anger, Billy would then jump at Bob and attempt to knee him in the stomache, attempting to leave him breathless- You suck, Bob!

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8) Use correct spelling, grammar, and sentence structure.

Explaination: RP is a world of words, and as such, your posts should be treated with the same amount of thought and attention as you would use for homework. Posts that are sloppy and filled with mistakes can be hard to read and understand, and take away from the RP experience. Shortcuts such as "u" for "you" and "4" for "for" should also be avoided, as they unprofessional and annoying. Also, using proper sentences can create an easy flow of reading. If a post is one long sentence, without breaks, or is simply a combination of sentence fragments, this can lead to confusion and both stalls and inhibits RP. It is each RPer's responsibility to make sure his or her posts are clearly understandable. It only takes a few extra moments to do so, and it can make things so much easier.

Examples:
Wrong:
-Bob jumps back 2 ecsepa Billy's attack and then runs striahgt 4 Billy- U r dead!
-Bob is hurt but he don't care he just runs 4 Billy and when he gets close he throws a puch and it misses but then he laughs and throws more punches when he's donw he tries to kick Billy then he runs away climbs a tree and laughs down at Billy and then he shoots at him with his gun-

Right:
-Bob jumps backwards to escape Bily's attack and then runs straight for Billy- You are dead!
-Bob is hurt, but he doesn't care; he just runs towards Billy, and when he get's close, he throws a punch. It misses, but Bob laughs and simply throws more. When he's done, he tries to kick Billy, and then runs away to climb a tree. Upon doing so, he laughs down at Billy and then shoots him with his gun-

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9) Be descriptive and use detail for both your character and your attacks.

Explaination: T1 RP is all about in-depth roleplay. Providing vivid descriptions is a part of this. Do not simple state the name of an attack, or use a minimal amount of description for what you are trying to accomplish. State how your attack works, what it looks like, where it is aimed, what it is supposed to do, etc. And don't simply do this for your attacks; also spend some time describing your character. What does he/she look like, where is he/she, how does he/she feel, what is he/she trying to accomplish, what's going on in his/her mind, etc. The more descriptive you are, the more in-depth and interesting your posts become. However, do not simply state the same facts over and over again simply to provide more information. Refrain from using repetative variation; that is, don't simply state the same thing again and again in a different way.

Example:
Wrong:
-Bob throws a punch at Billy-

Right:
-Bob becomes angered by Billy's treatment of him, and soon it becomes too much. Enraged, Bob launches himself at Billy, throwing a stiff right hook aimed towards Billy's jaw in an attempt to silence Billy. Bob hopes to connect this punch and possibly cause some pain for Billy, and as he attacks him, Bob grins a wicked smile of anticipation and joy for having finally struck back.-

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10) Use paragraph structures for your posts.

Explaination: If your posts are long, fracture your post into numerous, sensible paragraphs. Do not simply have one long, huge paragraph. Attempt to limit one attack or response to each paragraph. This makes long posts easy to read and follow. Long, descriptive posts may be the aim of T1 RP, but if it's confusing or cluttered, it loses it's respectability.

Example:
Wrong:
-As Billy took a swing at him, Bob would jump backwards, putting distance between himself and Billy. Billy's punch would sail through the air harmlessly, as Bob was now out of Billy's reach; and as it was only one punch, Bob did not have to do more to dodge his opponents assault. Bob would then launch himself at his opponent, rage evident upon his face. He had been waiting for this moment for a long time, and now that the battle was here, Bob was ready. Billy was going to go down this time; Bob was going to make sure of it.- Here I come, Billy! -Bob would throw a punch at his opponent as he crashed into him, attempting to use his momentum to add force to his blow. He aimed this punch for the bridge of Billy's nose, attempting to hit him right between the eyes; if this was to connect, it could possibly injure Billy's nose, as well as produce some possible vision problems that would make the rest of Bob's attacks more likely to succeed. Bob hoped that this attack would prove effective, but if not, he was not concerned. Upon making this punch, Bob would then move into an offensive position where he would then throw a series of punches straight for Billy's gut, attempting to use his body as a punching bag. Each punch was swift and hard, and those that connected could possibly cause Billy to lose his breath. Too many connecting punches could prove to be quite harmful. If Bob's earlier punch had succeeded, and the effect he had been aiming for achieved, he would be more likely to connect with a lot of these subsequent punches.-

Right:
-As Billy took a swing at him, Bob would jump backwards, putting distance between himself and Billy. Billy's punch would sail through the air harmlessly, as Bob was now out of Billy's reach; and as it was only one punch, Bob did not have to do more to dodge his opponents assault. Bob would then launch himself at his opponent, rage evident upon his face. He had been waiting for this moment for a long time, and now that the battle was here, Bob was ready. Billy was going to go down this time; Bob was going to make sure of it.-

"Here I come, Billy!"

-Bob would throw a punch at his opponent as he crashed into him, attempting to use his momentum to add force to his blow. He aimed this punch for the bridge of Billy's nose, attempting to hit him right between the eyes; if this was to connect, it could possibly injure Billy's nose, as well as produce some possible vision problems that would make the rest of Bob's attacks more likely to succeed. Bob hoped that this attack would prove effective, but if not, he was not concerned. Upon making this punch, Bob would then move into an offensive position where he would then throw a series of punches straight for Billy's gut, attempting to use his body as a punching bag. Each punch was swift and hard, and those that connected could possibly cause Billy to lose his breath. Too many connecting punches could prove to be quite harmful. If Bob's earlier punch had succeeded, and the effect he had been aiming for achieved, he would be more likely to connect with a lot of these subsequent punches.-



Uriah

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