Post by Salacious on Nov 15, 2011 16:18:20 GMT -5
S20 Guide
[/U][/CENTER]This is a brief recap on the style of S20. S20 is a straight style, meaning all word minimums are 20. Additionally, S20 is a royal style so any attacks with typographical errors will be invalid. S20 is a speed style, meaning skill is primarily centered around the ability to type fast. The first to submit an attempt and connect post with the adaquate requirements before the opponent submits a defending or countering post with the adaquate requirements scores a point.[/U][/B] S20 matches go to five points by default. To see shortened versions of requirements, look at the bullets after each description of a combative function.
Stancing
[/B][/U]A stance holds no real bearing in a speed fight; stances are usually done for the sake of roleplay rather than anything pertaining to the actual mechanics of a fight. One may ask to stance before the beginning of a fight. Stances are basically introductory posts, which hold a self-explanatory name. When stancing, one usually posts their character in the action of moving into a stance. There are no requirements for a stance post and one usually looks like this:
< His hands came to his chest now, his tightly balled fists residing over pectorals hardened from training as he skipped from foot to foot, prepared to engage Bob (the hypothetical opponent) in combat. >
• No specific requirements.
Word minimum
[/B][/U]Incorrectly referred to as "word limit," most novices are victimized by the common misconception that word minimum limits the amount of words that can be typed. Au contrair: Word limits are word minimums. As aforementioned, S styles mean that the number after (15, 20, 30, etc) is the minimum amount of words that can be typed for everything. All posts in the given style and exceed that amount of words but they can not fall below, for this means that the post in question is invalid.
Drawing
[/B][/U]A draw post states that one is drawing a weapon. It has to abide by the 20 word minimum. You additionally have to state what weapon is being drawn. Stance posts can not be drawing posts, as drawing must be done in the midst of combat. By drawing a weapon, one may attack and connect with it as they would their hands and feet in range. Utilizing weapons do not ordinarily grant special effects. While you may create cuts and other wounds, you may not lob off limbs without required preps. Drawing ranged weapons does not mean that you may attack out of range without a prep. If you drew a gun in a post, it could be used as a ranged weapon but it would require ordinary preps and you'd only gain the ability to hit someone with it like a melee weapon.
< His hand moved to the hilt of his sword, withdrawing a katana that glimmered in the sunlight. It now sturdied itself before that of his opponent. >
Additionally, if drawing a ranged weapon then one may use its ranged function as they would their hands and feet in range. Drawing allows people to also use magic as they would their hands and feet in range, but only as weapons. Barriers and other prep requiring functions require their ordinary preps.
• Abide by (meet or exceed) word minimum. State drawn weapon.
Range
[/B][/U]The concept of range is that if one is too far from the opponent then they will not be able to hit. When out of range, all attacks need what's called a prep to hit, as they are projectiles or attacks that somehow penetrate the distance between one and their opponent. When in range, one may simply attempt and connect an attack. Range posts should usually state that one is moving either in or out of range. One may also move in or out of range more than one time, however moving out of range three consecutive times means that one automatically forfeits. Being out of range two times does not change the requirements for prepping ranged attacks, which is that there is only one prep needed. Being out of range twice does mean that one needs to move in range two times to attack as though they were in range. Also, one may not move out of range in place of a dodge or block. Whether one starts in or out of range is to be stated before the fight, thus the terms "S20, no AAA, OOR." The OOR means "out of range" and IR means "in range," as stating them with a style signifies that both combatants begin the fight either in or out of range.
< He would move into the range of Bob, stopping before the man and moving his hands up defensively. >
< Black-Spiderman shot out of the range of Bob, moving out of the immediate proximity of the man. >
• State name of opponent. State whether or not you're moving in or out of range. Meet or exceed word minimum.
Preps
[/B][/U]Preps enable one to use special attacks and functions in S20. Preparation posts only mandate that one meet the 20 word minimum; one should state that they're preparing something, however eloquent that statement may be. Contrary to what some may say, the requirement of one preparation post to do something does not mean that there is only one requirement for the entire fight, it means that there is a requirement everytime you attempt to do that something. The same applies to all quantities of preps needed to commence a certain action.
Additionally, multiple preps being required means that one must "stack" them. To stack preps, one must prep consecutively without being hit. This means that one must evade or counter (but you can not counter with/using a prepared attack) continuously to fend off all hits while they "store" these preps. If the opponent lands a hit while one has preps stacked, then the person hit loses all of their preps. A preparation doesn't necessarily have to state that one is preparing something, but ofr the sake of eloquence and good writing it probably should. Usually it's assumed that one is prepping when their post lacks a name and states their character is doing something. It's worthy to note that preps are done separately from actions, meaning one must make their preparation posts separate from the post performing a certain action. Also, all preparations must be done in separate posts, for no one can prerform two preps in the matter of a single post. One may prep regardless of range.
< His eyes glimpsed toward his opponent, and a subtle glow began to borderline his slender frame as his power acutely increased for the time being. >
• Meet or exceed word minimum.
Attacks
[/B][/U]An attack is the cornerstone of almost every strategy, regardless of how reduced it is in moderation. Attack posts require the following details: What you're hitting with, what part of your opponent you're hitting, and your opponent's name. Attacks are referred to as "attempts" because one is "attempting" to strike their opponent. That means your opponent states that you're swinging, shooting, etc. at something. You don't actually land your attempt until the next post, which is the goal of speed fighting -- submitting the next post with adaquate requirements before the opponent does so or submits a defense post.
Fights can not be completely logical because to some extent speed fighting is still a game. Therefore, if two people submit attack posts with their respective requirements, the first to submit a connect post with all of the requirements is the one who hits and the person who is last to submit has their post negated. Only one scores a point, hence the contest of typing speed. Additionally, one does not have to state which hand, leg, foot etc. their using when they attack. These are Myspace rules, and thus archaic. This is what an attack post looks like:
< His right hand swings through the air to the jaw of Bob, his arm bent at a 90 degree angle as his hips turn and propel the fist toward the dummy at an alarming rate. >
• Opponent's name, what is being used to hit opponent, what part of the opponent is being attacked. Meet or exceed word minimum.
Connection
[/B][/U]In the respect of an attack being an attempt, a connection post states that you're landing. Submitting the connection post of a valid attack before an evasion, connection, or any other peremptive action means one scores a point. As in an attack post, a connection post requires that you use the name of your opponent, state the part of your opponent that you're hitting, and what you're using to hit your opponent. In your connection post, you may control the reaction of your opponent to an extent. You may state the effect your attack has on your opponent to an extent, though this may be looked down upon by some. If it's a hook, then logically your opponent's head will snap to the side from the blow.
In stating the effect of your own attack, your wounding only goes so far. While you may cut and butcher your opponent, severing limbs, breaking bones and grappling are all things that require preps. You additionally may not knock your opponent out of your range. Combinations are part of T2 rules, but they're pretty much obsolete. If you ever hear of them, then as unbiased as I can say this, I recommend not using them in the midst of combat. This is a connection post:
< His right hand crashed into the jaw of Bob, throwing the gaze of the man over his shoulder as he staggered backward from the blow's power. >
• What you're hitting the opponent with, what part of the opponent is taking the blow, name of the opponent. Meet or exceed word minimum.
What a prepped attack should look like
[/B][/U]Assuming an attack requires two prepped posts....
< He channeled abstract energies from the depths of the unknown, bringing the belligerent forces into a gaseous form that seemed like a floating shadow... >
< The amorphous form of black didn't necessarily take shape, however. It would merely hover there, awaiting the command of its master. >
< His hands moved forth now, hovering the black energy to the chest of Bob, hoping to move the dummy backward. >
< The energy of black would thusly push the form of Bob backward, slamming him into a wall adjacent as his chest was riddled with lacerations and practically skewered from the blow. >
This isn't a specific example; the example is only here to show that something requiring two preparation posts means that those preparation posts are done separately from the action. If it's an action such as summoning a puppet, then one would make two preparation posts (this is the requirement) and then make a SINGLE post (it would only require the name of the entity being summoned) stating that a certain action is coming into play. This of course assumes that one hasn't taken a hit before/in between all preparation and action posts being submitted. Remember, one may not counter with a prepped attack or action.
Advance And Attack
[/B][/U]Who capitalizes "and" in an acronym? At any rate, Advance And Attack is the action of ranging and simultaneously attacking in a single post. Both requirements for ranging and attacking are required in an AAA post, though name is only to be used once. Advance And Attack is usually enabled or disabled at the beginning of a fight. If AAA is not stated as disabled or enabled at the beginning of a fight then it is accessible in the heat of combat and generally assumed to be enabled but unused. Advance And Attack is treated as an attempt and if it fails then the simultaneous range is still valid. AAA also virtually disables the purpose of range. An AAA post looks like this...
< Lunging across the landscape, he would come to move into the range of Bob while swinging his hand to the stomach of the dummy to wind him. >
• Whether or not you're moving in range of opponent, name of opponent, what you're using to hit opponent, what part of the opponent is being stricken. Meet or exceed word minimum.
Dodging
[/B][/U]A dodge is done after an attempt and before the submission of a connection post. As a valid connection post of a valid attack legitimately scores one a point, a dodging post prevents the other person from scoring a point. To clear up a common misconception of beginning, one may not dodge and simultaneously evacuate range. If an attempt is up without the acknowledgement of evasive movement or a connection that cerifies it has already hit, then one must block, dodge, or counter it and then move out of range. Dodges require a name and the part of the opponent being evaded.
< The man shuffled to the side of the incoming fist, tilting his body so that Bob's hand would merely glance off his chest. >
• Name of the opponent. Meet or exceed the word minimum. Part of the opponent being evaded.
Blocking
[/b][/U]This is virtually the same as dodging. The only difference is the in character action. Idealistically, if blocking, one should state what they're blocking with. They should additionally state what they're blocking, who they're blocking and the name of the person they're blocking. It's a given that word minimum needs to be met as well. This is what a block should look like:
< His hand flew out to stop the incoming fist of Bob, the man's knuckles grinding into his palm as he pushed the hand of the man aside with ease. >
• What you're blocking with, what part of the opponent is being blocked, name of the opponent, meet or exceed word minimum.
Counters
[/B][/U]Counters are evasive maneuvers combined with attempts that can earn one points when connected without being dodged or blocked first (as regular attacks in the latter sense). As dodges and blocks are, counters are done after attempts. Counters take an attempt, evade/block it, then send an attempt back at the opponent in return. To clarify, the blocking/dodging portion of a counter must be done before the attempting portion. That being said, counters are to be used sparingly. While there is no rule in the community outlawing the excessive use of counters, it's general etiquette to not overdo them. Disobeying this rule may give you a bad reputation, and it's never really good to be looked down upon. Here is a counter example:
< His hand came down onto the hand of Bob's, pushing it downward and steering it from its target as the same hand curled into a fist and shot out instantly after, aimed to the nose of Bob. >
A counter is only a dodge or block melded with an attempt, and being an attempt, a counter can be dodged, blocked or countered itself. All counters need to be connected to earn points.
• The requirements of an attack and a block/dodge (depending on how you counter). Name of the opponent (only once), what of the opponent's is being evaded, if blocking first instead of evading then what you're blocking with, then what you're using to hit your opponent, what part of your opponent is being attacked. Meet or exceed word minimum.
Please note that when some styles boost the word minimums for counters, the word minimums for connects of counters is not altered...
Rushing
[/B][/U]Rushing is the action of attacking one without consent to a battle. Rushing is pretty much archaic because most fighters hide behind Defender's Law. According to these rules, the room owner must enable rush, thus making it valid. Additionally, rushes can either be accepted or turned down. When rushing someone, you don't have to be in the midst of a specific action -- you only have to state their name and the style you're rushing them in. Two conflicting rushes can be done, but the first to land an attack in their respective style determines the style of the entire fight (T2 advantage much?). If rushing one in a deathmatch, a person is expected to state that they're rushing them that way (usually done by stating 'DM' at the end of the specified style). Here's a rush (which can be paired with actions that determine IR or OOR):
< He determined his target Bob from across the room, narrowing his eyes at the man as he clenched his fists with a snarl. (S20, no AAA, OOR DM) >
By blocking, dodging, countering or attacking back, one consents to the terms and styles of a rush unless rushing in a conflicting style.
• Name of opponent, style they're being rushed in. Other requirements depending on action associated with rush (like attacking, ranging, etcetera).
Addition Functions of Speed Fighting
[/B][/U]Bone breaking and limb severing - Two preps, then an attack post aimed to the targeted limb/bone. Landing renders the limb useless for the rest of the fight. meaning the player can not attack with it, rendering attacks with said broken or severed limb invalid.
Grappling - Two preps required. These attacks hold the player in place and disable their ability to move in or out of range. One post is required to break these, though I feel an attack should be required instead...
Magic usage - Apparently requires a prep, go figure.
Transformation - Requires five prepatory posts, then a separate post stating transformation (as preps are separate from actions). When transformed, hit count boosts to 2 by default.
Ranged actions - Requires one post. When out of range one is able to utilize a technique that penetrates range difference and attacks the opponent.
Healing - In the event of a broken bone or severed limb, one prep is required to heal and restore the body part into usage in the duration of the fight.
Killing - Keep in mind that a deathmatch must be agreed upon for this. Once one acquires five hits, any attack after may be a kill hit. Kill hits require a single prep and can not be blocked or dodged -- only countered. If one lands a kill hit in a deathmatch then the other's character dies. However, when only dead, one may be revived. Additionally, knocking someone out can be done in place of a kill hit such as this.
Transforming attacks - Contrary to common misconception, this does not require additional preps. It requires one prep if ranged because it's ranged. As one can throw a hand, stop it, and instead aim a foot to the knee -- one can launch a fireball that cools into a ball of ice due to magic. No preps required IR unless using magic that isn't a weapon, no prep required OOR as it's ranged. The supporting fact to this logic is that it's customary for fighters to use magic attacks for projectiles with a single prep.
Summoning - Referred to as "puppeteering," summoning a dummy requires two prepatory posts then a single post stating the act of summoning/creating your puppet/breathing life into a corpse/etc etc (be creative). A dummy requires a separate name. One may move in and out of range while keeping their dummy in range of the opponent. The dummy may attack, evade and block as a regular person, however, with one hit (a landed attack and connect) a dummy can be erradicated. Therefore, one must be judicious in their use of it. Dummies can be blocked, evaded and countered (and a landed counter could also kill off a dummy).
There aren't really rules for who moves out of range when. Dummies can prep and commence magic attacks as well (though that'd take specification that prepping was on the dummy's behalf). Some fighters like to abandon range of the dummy and simultaneously move in the range of the person behind it. If that's the case then it's vice versa; the puppeteer may do the same exact thing. Hitting the puppeteer does not disable the puppet, as the only way to get rid of a puppet in battle is to land a single hit upon it.
Barriers - Two preps are required to commence this, with a separate post creating a barrier. Barriers protect the user without the user having the block. It takes one hit (a landed attack and connect, just like the dummy) to dismantle a barrier entirely and break your opponent's defenses...
Revivals: I've heard that revivals are 24 posts in T2. Since 20 words is more than half of the T2 word limit, this could reasonably be cut down to 12 posts in S20. 12 posts should be the status quo for bringing dead characters to life, and no, this posts can not be made by the dead character in question, but preferrably by someone else.
Soul Stealing: It takes six preps to "seal" someone's character. The act of sealing means that a dead character can not be revived and that person basically loses that character forever, as the character is erradicated entirely and unable to revived with the very essence of their being having "stolen."