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Khaos9653
Crew

Lupine Shapeshifter

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PostPosted: Wed May 04, 2016 9:19 pm


This is a fighting guide intended to help clear up some problems, as well as to help newcomers or 'newbies' have an easier transition into the world of Roleplay fighting. There are common questions here, and if you have any more you simply need to direct your attentions towards the questions and suggestions, and your question will be shortly answered and added! Some common things that are included here are defenses, types of fighting, elemental questions, as well as links to visual pictures. We hope this helps!
PostPosted: Wed May 04, 2016 9:24 pm


WHAT IS FIGHTING?


What is fighting? It is commonly called ‘sparring’, and there are several different types: pin, death grip, force breeding, friendly, and death match. Of course, these are just a few examples of a fight your character could be facing! Sometimes, characters create their own types of fights ( anything from the right to take another character as a mate, to the right to leave Midnight). Don't think that only the most common fight types, which are listed below, are the limits of your spars!

Pin, which is a ‘pin fight’, is where you fight until you have one person that has pinned their opponent, the pinned person is then determined as the loser and the Pinner is then the definite winner.

Death grip is where you fight as though you are trying to kill the other person, but you are actually not going to. You obtain a ‘death grip’, which is usually by gripping the jugular vein, the voice box, or other important arteries.

A force breeding fight is rather self-explanatory and is usually between a male and a female, where the male is attempting to rape the female.

Friendly fights are simply that, and are usually three to five ‘moves’, or attacks, long. Then, a chosen judge chooses the winner.

Khaos9653
Crew

Lupine Shapeshifter

10,925 Points
  • Hellraiser 500
  • The Wolf Within 100
  • Demonic Associate 100

Khaos9653
Crew

Lupine Shapeshifter

10,925 Points
  • Hellraiser 500
  • The Wolf Within 100
  • Demonic Associate 100
PostPosted: Wed May 04, 2016 9:27 pm


HOW ARE SPARS JUDGED?


Your spar will be judged fairly and without bias by someone in the guild. Anyone in the guild may judge but keep in mind that the contestants may want someone with experience. Don't be offended if they request a different judge or ask for a second opinion. Until you're familiar with the sparring system in Midnight, we encourage you to observe spars and judgments before you actually decide to judge a spar.

When judging, you will be called upon to use the universal judging system shown here.

If you are displeased with a judgment, feel free to contact a second judge! However, the only way you'll get a third judge is if the first two judges disagree. We don't allow rejudging of fights, though we do let you seek out a second opinion and a third, if the first two disagree. If you've any questions, please contact first the Crew, then the Vice Captains and if you are still having problems only THEN do you contact the Captain Directly. Chain of command is VERY important here.
PostPosted: Wed May 04, 2016 9:30 pm


HOW TO : PROTECT YOURSELF


When sparring, you utilize your characters defenses. Defenses are how we say that a character is aware of their surroundings and expecting an attack. They are an absolute key in fighting, since it determines whether or not your character can protect itself from a lethal attack.

Example would include:

-Widening ones stance

-Placing a hand on a weapon

-Drawing a weapon

-Dodging

-Blocking or Parrying

-Running Away (However you are then susceptible to being chased)

Even if you are not attacking, as in your initial post, it is highly recommended that you place all necessary defenses in the first post. Someone can ambush you and take advantage of the situation, since it would be seen as your character not paying attention or being 'open'. Not having defenses in your first post will effect your final score as well!

Unfortunately, you must retype your defenses for every post. It's tedious and boring, but necessary. Once again, it indicates how much you/your character is paying attention... but be realistic. If your character is having a limb savagely torn off, they may not be too concerned with balance.

Your defenses will change throughout the course of your fight. You can't always have perfect balance. Generally, your defenses depend on your positioning. Things like this change from post to post as your character changes positions.

Khaos9653
Crew

Lupine Shapeshifter

10,925 Points
  • Hellraiser 500
  • The Wolf Within 100
  • Demonic Associate 100

Khaos9653
Crew

Lupine Shapeshifter

10,925 Points
  • Hellraiser 500
  • The Wolf Within 100
  • Demonic Associate 100
PostPosted: Wed May 04, 2016 9:45 pm


HOW TO : TAKE DAMAGE


While fighting, it is essential to be realistic. How do you use realism? If your character is less experienced than your opponent, then please, purposely, make mistakes. If your character is smaller than the other, then make sure to include that, and if they are larger than you and are leaning on you, be sure to consider the effects it will have. If your character is elderly, they cannot be as strong as an opponent in its prime. If your character is hurt before entering a fight, make sure to include that injury. Taking these small details into consideration when fighting will help you be a better fighter and a better opponent.

You do, however, have one full dodge per fight. A full dodge is a 'point', basically, where you can evade any attack completely and totally, with out harm, so long as it is at least semi-realistic. You can't be just about dead, and claim a dodge. It doesn't work like that. However, if an opponent attacks you with, lets say, 'a throwing dagger', and you're about to be hit with a devastating blow, you can use your full dodge to evade it. This tends to get points taken off when judging, as it is generally an unrealistic decision.

How much pain you show depends on whatever is realistic. Keep in mind, you can't evade everything, and you've got to take a hit when it's realistic. If you need help, get advice from an administrator or a well known fighter. They'll keep you on the right track. If you've ever been in a fight before, I'm sure you understand that getting hit in a sensitive spot can knock you off your balance, where as some other pain can make your adrenaline rush and make you stronger. Show pain, show weakness. This is all fun and games; be nice.

Depending on where your character is damaged, it can affect each character differently. If your character gets a hit to the leg and it breaks, that leg is now rendered useless. Your character may be able to put some pressure on it, but it would be unbearable and the pain would make them ill. No one can ignore that much pain for long. If your character gets a hit in an artery, blood loss will start to effect them. If your character gets a hit in their throat, usually they will crumble, because that is a death-grip spot. How does different damage effect different areas? Be reasonable, people. If you hurt your foot, and not your leg, you generally don't want to walk on it. If you hurt your leg instead of your foot, you can waddle on it. Be realistic.

While it is easiest to use simple terms such as 'neck' and 'upper leg' rather than the very technical terms that science gives anatomy, some fights require specifics. If you're looking for a very specific area of the body, it would be a good idea to refer to the human anatomy. It gives a rather good outline of what everything is called. Please make sure you're referring to a certain area with the correct name, or you'll cause unwanted confusion. Remember, however, that it's always best to stick to simple words rather than technical terms!
PostPosted: Wed May 04, 2016 10:05 pm


HOT TO : SPAR MOVES


When sparring, each opponent makes turn making moves. Moves are attacks, but mostly just counter-attacks. A counter attack is responding to another attack while making another move, and also defending yourself. The only attack that is not a counter attack is the move by the wolf that initiates the fight, or when you cannot defend yourself.

A counterattack is where someone does not completely evade an attack made by another character, and in the process of dodging attacks as well.

Can I take no damage at all?
Yes, but you can do this no more than once. This is called a full dodge. More often than not, you counterattack, where you take minimal but realistic damage while attacking your opponent simultaneously.

Can I make two attacks in the same post?
Yes, but only if you do them simultaneously. Let's say, for example, your character is trying to ram his chest into his opponent's chest and simultaneously attack his opponent's face. This is acceptable, though please be reasonable and realistic when doing this.

Khaos9653
Crew

Lupine Shapeshifter

10,925 Points
  • Hellraiser 500
  • The Wolf Within 100
  • Demonic Associate 100

Khaos9653
Crew

Lupine Shapeshifter

10,925 Points
  • Hellraiser 500
  • The Wolf Within 100
  • Demonic Associate 100
PostPosted: Wed May 04, 2016 10:40 pm


HOW TO : USING ELEMENTS


Do I have to use elements? No! You're permitted to choose, in most cases, whether or not you want to use elements. In a friendly or "unimportant" fight, the roleplayers usually agree to use or not use elements. However, during official and important fights, the challenged character gets the final choice.

How do you use elements while fighting? They will have to be used cleverly. To get ideas, take a look at your Species power (listed in the Species tab). Elements can be a fun tactic when added to any fight. However, you have to make sure that you are taking damage from using your attacks, since they all have side effects. It is a ‘two steps forward, one step backwards’ scenario. This is where you can begin to use your imagination and have a little bit of fantastic fun.

The side effects are different for every species/element, but they need to be taken into account whenever you make a 'move'. The side effects get less the more powerful you go, but grow as you develop your skills. Your NP is not only your money it is also your Power. Nightmare Points are rather like an energy meter. The side effects are different for every character/species depending on how many Nightmare Points you have, and must be taken into account. Read carefully! There's little details jam-packed into the descriptions that one needs to know.
PostPosted: Wed May 04, 2016 10:50 pm


YOUR FIRST MOVE


Defining your first "move" is rather hard, but generally, just post your defenses and get ready to attack or be attacked. If you're attacking, then set your defenses and attack, but make sure to have them both realistic and possible. For instance, if you're extending your arm to grasp some part of the body, your neck may not be as protected as it could be. Not all defenses can be totally secure whilst moving; be realistic. Of course, you don't have to be 'polite' and wait to acknowledge your opponent.

What are some helpful first attacks?
This depends on if you're being attacked or if you're attacking. However, if you are attacking, the most common is to go for the lower part of the leg, the bulk/muscle of the shoulder blade, and/or the side of the neck. If you're being sneaky, you may attack from the behind, or feinting in one direction before going on to attack. These are all common maneuvers. Another one that is not widely seen, but can be very effective, is attacking head first directly. Remember, keep your defenses as secure and realistic as possible.

Khaos9653
Crew

Lupine Shapeshifter

10,925 Points
  • Hellraiser 500
  • The Wolf Within 100
  • Demonic Associate 100

Khaos9653
Crew

Lupine Shapeshifter

10,925 Points
  • Hellraiser 500
  • The Wolf Within 100
  • Demonic Associate 100
PostPosted: Thu May 05, 2016 6:25 pm


What Not To Do


When fighting, please make sure you do not power play or god mode!

Power-playing is when you control the other person’s character, as in saying where they moved, what they did, or otherwise. Unless you have the acceptance of the other person, or are restating what they have already said, it is unwise to use this tactic.

Godmoding is when you are ‘godly’, and using excessive force, taking no damage, or using otherworldly elemental powers with little to no effect. It is, unless you have the acceptance of the other person, unwise to use this tactic, as well.
PostPosted: Thu May 05, 2016 6:32 pm


Character Differences


Each character on Doutaini is unique in their appearance and personality. Believe it or not, this affects how your character will fight. If your character is small, or even tall and slender, they will be more likely to rely on quick turns and attacks and speed; a thicker, larger character would likely rely more on strength to win.

Usually, you can tell how large or small a character is just by that character's description or common sense. Remember, though, where size variations are concerned, a character that is "larger than most" will not be alarmingly so! Characters, save for demons, don't have that big of size differences. Also, please keep in mind that when you're fighting a "large" female, that they are realistically smaller than males. However, there is always the occasional butch female. To be realistic, the only true difference is an inch or two. Unfortunately, people tend to skew the perception of different characters. It's not something to be overly worried about, though if your partner gives you too much hassle, try your best to sort things out or contact an admin. If you need clarification, because you and your fighting partner cannot come to terms, then just ask an administrator!

To encourage you to keep your character within normal, healthy guidelines, please refer to the species page. If you get too outrageous with your sizes, whether too small or too large, please consider adjusting your character accordingly. Remember, if your character is too massive, it is not going to have an easy time when being broken, and would, in reality, perish from lack of food and/or abuse from the breaking and training process. The admin will step in if absolutely necessary, but we'd rather you change your character to something more natural, yourself. Even personality affects how your character reacts in a fight! If they are hesitant or unsure about fighting, their nervousness could lead them to make mistakes. If they are comfortable in the Dungeons, they may be able to block more pain out than others. Characters who are more pumped up have more adrenaline which would allow this to happen as well. Don't go overboard, though. Do your best to stay realistic, always!

Khaos9653
Crew

Lupine Shapeshifter

10,925 Points
  • Hellraiser 500
  • The Wolf Within 100
  • Demonic Associate 100

Khaos9653
Crew

Lupine Shapeshifter

10,925 Points
  • Hellraiser 500
  • The Wolf Within 100
  • Demonic Associate 100
PostPosted: Thu May 05, 2016 6:35 pm


DEADLINES AND DEFAULTS


Generally, unless otherwise stated, there are deadlines for fights. These stats are posted at the bottom of the fight. If they are not posted, there is not considered to be a deadline (except in the case of Death Matches. In this case, if no time limit is set by the players, a deadline of 5 days is imposed on the match regardless of consent from those involved. Players may choose their own time limit to put in place of the 5 day deadline, but all DM's must have a limit set). If you do not post by the end of the deadline, depending on your fight, you will be either be the loser or simply be dead. Most fights have a three day time limit, while death matches have a time limit of five days, unless otherwise negotiated. Please make sure that when you look at deadlines.

If you are having an unimportant fight and have not set a deadline, but find that your roleplayer has stopped replying, please contact an administrator. You may set up a deadline starting on the date that the admin posts the notice. If your opponent has not posted by the end of this newly posted deadline, you will be awarded a default. However, it is wise to include a deadline for all important fights whether they are official or not. Otherwise, you may run into some technicalities.

Extensions do not require staff approval, however, each character is only allowed 1 per spar with the agreement of their opponent. Extensions are for an additional 48 hours and do not affect your score when deciding a winner. There must be a post on the spar thread saying that an extension is being used and approved by your opponent, otherwise, staff might deem the spar a default.
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