After seeing Shadowmanductor's and The Bard Jackal Christian's post above, I've decided that something needs to be cleared up once and for all. As far as a lot of others and myself am concerned, T2 was originally created by a member (or members) of Jacmus Prime, and it was considered an incredibly honorable tradition amongst speed-fighters. At one time, T2 was the style of all styles, and anyone who was considered anyone in the speed-fighting communities back during the Multicity era were said to be masters of T2.
Quickhand did not invent T2, nor did he present it accurately. To the members of Jacmus Prime and those who "fought and died" during Eden's era, as Shadowmanductor so bluntly described it, yes, this could very well be the highlite of a most heated discussion. Some people might even take offense to this tutorial, as Shadowmanductor clearly has.
Quickhand is right about one thing though. Blake did in fact have a hand in the creation of the original T2 ruleset. However, none of those "original" rules have been provided on this thread, at least not yet, but I will post them in a moment so that everyone can see them. Quickhand's tutorial is not the "original" tutorial, and Shadowmanductor's tutorial actually says at the very bottom of it that it is a "revised" version of T2 credited to Remaeus (Eric) of RPGateway.
Neither one of them are the "original" rules of T2, both have been extremely watered down from the original tutorial, which I am about to post. I've decided that it would be in everyone's best interest to learn the "original" rules of T2, which can in fact be traced all the way back to Blake Hardman and members of Jacmus Prime, who have already verified my ruleset as being the "only" ruleset for T2.
Read it and learn...
Eden Type Two (T2)
Written and Discussed by Dalmuros
www.geocities.com/eden_era/T2Basics2.htmTHE BASICS FOR SPEED-BASED COMBAT
T2, or Type 2, commonly known for being the speed style of fighting. This style is often accompanied with a word limit for the minimum ammount of words a person is expected to use in each line.
Most of the time, this will come to be the tradition 7-10-7 style.
ATTACKING
Attempt:
The first number of the trio -7- represents how many words are needed minimum for the attack. This line must be proceded by a colon, to be registered as a legal action.
Skyler_Winterborn:'s arm extends, pushing outwards, extedning his Rapier to Micheal's gut.
(Please note the use of the names in names in the lines, make sure you use that in all lines of combat. It helps to determine who you are attacking, And is also commonly used as a way to know if someone is cheating or not. Believe me, it happens).
Connect:
The second number -10- of course is the ammount of words needed to make an attack, connect, or to actually do the damage to an opponent. Once again there must be a colon present before the attack, so it is recognized as a legal action within the combat.
Remember:
an attack only counts if both an attempt and connect are typed before an opponent defends against the attack.
Now if there was no Dodge made to the aforementioned attack, a connect line could look as follows:
Skyler_Winterborn:'s rapier plunges into the gut of Micheal, tearing through the flesh of his stomach.
DEFENSES
Moving/Dodging/Parrying:
And finally the third number -7- once again would be the defend/dodge line. Many of the more skilled fighters in T2 use this as perhaps the most important part of their fighting. If done correctly, this can induce an opening (i.e. They might swing at air, or something else, leaving them quite open). Now there isn't much restriction on this, as it can simply be ducking, jumping, moving to the side, or knocking an attempted attack away. This must be done in the middle of an attackers -attempt- and -connect- line. Now since the days of yesteryear, this has also become the -movement- line, in which many of the older T2'ers and even younger ones alike, now, use to confuse their opponent, clear distances, or merely to change which side is being attacked on their opponent. Now in between the attack allready stated, Micheal's dodge to that attack might have looked something like this one.
Micheal_Thistledown: Swings his sword downwards, the blades collide, pushing Skyler's sword away.
Counterattack:
Now there is the counterattack line. It requires 12 words (Yes, we know it isn't stated in the number count, but it is normally recognized throughout the Rp'ers as legal). It's basically the mixture of one of above dodges/parry/etc. and an attack. And yes, as with all actions, once again, the colon is required. This also has changed and manifested in the ability to move-attack, rather than the dodge-attack, only, that it used to be.
Micheal_Thistledown: deftly steps left of the blade, Arcing his own blade out to Skyler's chest.
Micheal would then make that connect as normal.
KILLING
Now after a while of fighting, you might want to end the fight. This can be done through anything from knocking an opponent out, all the way up to and including death. It is as follows. 5 Normal hits must have been completed as stated above on any single target. Then it must start with your average attempt. Then be followed by an extra prep line, -10- words, then finally ended with the final connect. All in all it would look something like this...
Micheal_Thistledown: Swings his sword out-wards, for the neck of Skyler.
Micheal_Thistledown: Places another hand on the swords handle, giving it more force as it nears Skyler's neck
Micheal_Thistledown: The blade tears into Skyler's neck, tearing clean through it, the head rolling off as the blade exits the oposite side.
(This is sometimes very difficult for people who are near equals in combat, and both would probably just give up, rather than go into an all out type fest, to see who can land that fatal blow).
Remember:
Adding Rp into these lines helps to describe the settings, the damage you do, playing the damage you take, and many other things more clearly, and is approved of by many of those who use this chosen style. Meanwhile things such as fillers (in a blur, in a flash, sighs and shakes his head, Are among the common ones used in T2 lines) are frowned upon, and should not be used. An example of a filler is on the Lexicon. Check there for more information.
"Blake Hardman wrote the original rules for T2, which I still have. The modern rules for T2 (7-10-7), and eventually the counter of 12, were not written in the original rules, it simply had [opponent name] [action] [weapon used], then [damage] etc in the following line, but with no count for word limitations. This caused for many people developing the shortest possible lines to hit someone and didn't excite the beauty that T2 could be when used correctly. [swings a fist at Matt] [smashes the fist into his face] just isn't exactly a work of a true role-player. The 7-10-7+12 was adopted and spread by myself. That makes most of those other styles that simply use different word amounts invalid, they are still T2 to the core of them, just as mine is. I wrote all of Eden's original texts for combat, over time a couple were replaced by differently worded ones, though not better, but that's my opinion. Particularly the overly verbose T1 tutorial they adopted. My T2 rules were there until the end. Personally, I don't care about word limits when I fight T2, All I truly care about is if an attack looks good. If it has few words, but looks nice, and hits me, I'll most likely accept it." -- Juntai (Matt)
Copyright © 2001 Dalmuros (Alex)
All Rights Reserved.
Authenticated @ 2003 Dionysus.
Special thanks to Blake Hardman, the original founder of T2.
Extended Copyright © Nathan Dexter 2011
Generated with permission.
Re-Authenticated @ 2011 Liberazi (Dex).
Supported by TCM Enterprises Ltd.
Special Thanks to Dionysus (Wes), for providing this tutorial.