𝖂𝖔𝖗𝖑𝖉 𝕰𝖆𝖙𝖊𝖗

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03/02/2022 10:27 PM 

T1 Rules

Rules of T-1 Roleplay

Rule 1: All attacks should be done in "attempt".

      Here is an example of IMPROPER T1 etiquette:

Jim replied to John's post:
Jim got off the ground after John's punch. He ran at John and threw a fist at John's face. He heard a crack as John's cheekbone broke.


^ This is a form of "godmodding." Due to Jim's post, it is impossible for John to dodge the attack or have any way of lessening the damage. Auto-hits are not part of T1 role play and in battle will result in an automatic disqualification. Sometimes you may be asked to re-do the post. (If you're lucky)

   Here is an example of PROPER T1 etiquette:

Jim replied to John's post:
Jim got off the ground after successfully being hit by John's punch. He ran at John and began to throw a punch towards John's right cheek.


^ This is a good use of proper T1 role play. Notice how Jim never said that his punch connected with John's face. Jim said that his punch was going "towards" John's face. This allows John some options in his next post.



Rule 2: Use details.

   Here is an example of IMPROPER T1 etiquette:

Jim posted:
Jim threw a punch at John.

John posted:
John dodged.


^ Both role-players did not use proper T1 etiquette. Notice how Jim only said that he was going to punch John. And then all John said was that he dodged. More descriptive features are needed to make the role-play more interesting and to avoid god-modding.

   Here is an example of PROPER T1 etiquette:

Jim posted:
Jim's left leg bent forward while his right leg straightened behind him, his feet were firmly planted on the ground as he began to throw a right punch towards the left side of John's face.

John posted:
As Jim's punch came toward him, John bent his knees and ducked while moving his head right to avoid Jim's fist.


^ These posts are neither god-modding or ill-described. Both role-players used details to describe how they moved. Notice how Jim described which hand he was using to punch at John, and where he was going to punch. And John described how he dodged the attack instead of simply saying, "John dodged." Not only is this good T1 role play etiquette but it is also more interesting to read and gives the reader a good picture of what is happening.


Rule 3: Taking Turns

T1 role-play includes the role players to take turns as they post. Whether its 1-1, 3-1, or 3-3, the role-players' turns should be set before a match and each role-player should know who they post after and who they post before.

   Here is an example of IMPROPER T1 etiquette:

John posted:
John stood, waiting for Jim to make his next move.

Jim posted:
Jim ran towards John and began to punch towards his face

Jim posted:
Jim then began to kick towards John's side.

^ This is unacceptable in T1 role-play. Jim posted twice without any regard of what John could do after Jim threw a punch towards him. If John dodges both attacks, Jim may accuse him of god-modding when really, Jim is the god-modder.

   Here is an example of PROPER T1 etiquette:

John posted:
John stood, waiting for Jim to make his next move.

Jim posted:
Jim ran towards John and began to punch towards his face

John posted:
John brought his arm up in front of his face, successfully blocking Jim's punch.

Jim posted:
Jim then attempted to kick to John's side.


^ Jim and John have successfully taken turns in their fight. Neither one has posted twice in a row and therefore, neither one can be accused of god-modding.


Rule 4: No Overpowering

   Here is an example of IMPROPER T1 etiquette:

Jim posted:
Jim laughed as John was on the ground. Jim was charging an enormous amount of energy. He then shot his "Super-Ultimate Apocalypse Blast" capable of destroying the entire world.

^ There is no way for John to stop the blast or dodge it without being a god-modder either. Attacks that either cannot be dodged or blocked or can destroy an entire village or planet are god-modding techniques and are not allowed in role play.

Note: Any form of attack is god-modding if it can't be dodged if it makes the user invincible if it destroys such a vast area that it's inescapable.
One-shot kill techniques are not god-modding as long as the target is able to dodge or escape in some manner.


   Here is an example of PROPER T1 etiquette:

Jim posted:
Jim charged a large amount of energy. He shot the blast towards John. The blast is capable of covering about a 50m radius.


 
^ The attack is not a god-modding technique in T1 role-play. It is possible for John to get out of the blast's range without god-modding.

Hints for Quality Role-Play


1.) Try not to make a post that short. Short posts tend to contain little to no detail and is not good in making role play interesting. Quality role-players will find short half-line posts bothersome.

2.) Keep your attempted hit until the end of a post. Try to describe in the beginning of a post all your motions and attempts at confusing your opponent before you begin your attack. This will allow the reader to find interest in your posts. Seeing how you use intelligence and speed instead of sheer force.

3.) Avoid what I call "Pokemon Role Play." When using jutsu, describe what your jutsu is doing and do not use auto-hits or simple "you missed" or "I dodged" posts like as if it were a Pokemon game. Remain detailed in all your posts. A bad example is something like:
"I used Fire Style: Great Fire Bomb and you burn to ashes."
UNACCEPTABLE.


4.) Use 3rd Person Role-Play. Avoid using terms such as "I" or "We." 3rd Person role-play tends to be more popular and makes it easier for a role player to describe things such as a character's background story.

5.) Try "Organizing" your posts. Popular ways of organizing posts include: bolding quotes, using colored fonts when using jutsu, aligning posts center, making the font size smaller, and italicizing when posting the past or future.



COMBAT REGULATIONS
  • Every action that is neither melee or an inherit skill must be prepped at least once before an actual attack is issued.
    • There are no exceptions to this rule.
  • Any user may use their character to attack any other user's character without prior indication as long as the aggressor remains within his character limitations and is aware of the placement of the character they are aggressing. 
    • Exception #1: The attacking user attacks without entering the RP environment.
    • Exception #2: The attacked user is:
       a): Away.
      b): OOC.
      c): Hiding.

       
  •  Every attacking action has two or more counterparts. The first, although sometimes unnecessary, is the move where the spell is either charged or prepped (this could span several action sequences, building in power.). The second, always necessary, is the actual attack where an attempted strike at the combatant is made. The last is the resolution of the attack, wherein two things may occur.
    a): The attacked states the hit, commonly removing the opportunity for user to state the cause and affect of the attack.
    b): The aggressor states the hit, themselves stating the cause and affect.
    • Exception #1: The attacked dodges, the attack continuing without striking its intended target.
    • Exception #2: The attacked reflects the attack, whereon they become the aggressor.
    • Exception #3: The attacked blocks, the affect of the attack removed to another object.
    • Exception #4: The attacked nullifies the attack, it ending abruptly.
    • Exception #5: The attacked creates a diversion, confusing the object of the attack, thereby prolonging the hit's progression.

T1 CONDUCT REGULATIONS
  • All action sequences should contain clear and concise language. Not only that, but they should be descriptive and enjoyable to read. I  find it very frustrating to read ill-formed paragraphs that are designed merely for the purpose of boggling the reader due to their cryptic language, repetitious patterns, and reproachably poor grammar. For those who honestly cannot spell or form sentences, get some form of spell checking and grammar correcting device! This is turn-based RP, not a race. There is ample time to correct errors made and proofread the paragraph if everyone is following the rules. Even use a thesaurus if you don't know what word you want!
    • This requires no exceptions. 
       
  • The goal is not to evade every hit, and hit every time. The goal, in well-formed turn-based style RP, is to RP out the character. If a user can dream up a way out of the move, and their character cannot do it, then they should not do that move. It is impossible for me to stress the importance of playing the character to play the character, not to win.  
    • ​​​​​This requires no exceptions.  
       
  • When a user inadvertently has a flaw in their action sequence regarding the where-abouts of another user character, or any other matter concerning the character; the user should not start an argument over this. Instead, the user should, in their action sequence, generate a very clear correction of the situation. If the former user picks up on this and requests a repost, that is up to the users to decide; but, it should be denied --confusion does happen during a battle.
    •  This requires no exceptions.  
       
  • If it is found a user is acting outside their character limitations that user automatically loses the fight in dishonor.
    • There are no exceptions to this rule. 

Just a Friendly reminder Rp is supposed to be fun.
 

05/18/2021 06:01 PM 

The World Eaters' Abilities

These abilities are supposed to be like the Seven Sins and trump card. I am not finished with them yet, but for now, this is what I have.
If anyone wishes to have a fight. I do T1 Rules only.
 

Ignis De Verum Scelus (Flames Of The Original Sins)
An aura ability granted to Devialla through a contract with the seven Originals demons of Sins. For each contract signed an ability was granted to the Demoness, each one subconsciously created and tailored for her use. Ignis De Verum Scelus, when used coats Devialla in a thin layer of purple flames. These embers are almost invisible to the naked eye and enhance the base abilities of the Demoness. (Increases: Speed, Strength, Magical and Physical Power, Agility, Magica, and Physical Defense.)

Note: No two flame Auras maybe activate simultaneously. If a flame Aura changes the area of the lingering effect remains for one post and a targeted effect will remain for two.
 

Avaritia Gratia (Greed's Grace)
Devialla uses a golden flame aura to form and materialize a weapon; each weapon gains a golden crystallized form and is as durable as the amount of aura used in its creation. Once crystalized Aviritia deactivates and Ignis De Verum Scelus reactivates. Any weapon created from Avaritia Gratia absorbs the effects of any flame aura that the demoness inserts within it. All weapons created through Avaritia Gratia can become intangible while Avaritia Gratia's flame aura is active.


Fastus Inferna(Pride's Inferno)
A vicious tricolor flame aura that grants the demoness' three types of fire skills.
 

  • Superbia Ruinosus(Pride's Blast)
    An orange flame that flickers like burning gun powder. Ira Ruinosus, grants Fastus Inferna flame the ability to explode on command, the more flame aura used in the creation of the flame the larger the explosion.
  • Superbia Lucidity(Pride's Implosion) 
    A gray flame that takes the shape of an orb. At any given time the demoness can control eight orbs and the larger the orb the lower the number that can be conjured. On command the orb will implode annihilating everything within a short vicinity; the larger the orb the stronger the explosion.
  • Superbia Furor(Pride's Madness)
    The third and final flame; a crimson fire that erupts from the demoness' limbs. The flame enhances her destructive power to their summits, granting any limb used in combat to gain the flames' destructive properties. Also allows the demoness to launch a fire blast in a straight line, destroying anything in its wake, the larger the amount of aura the larger and faster the blast.

    Note: Ira Furor flames left behind do not extinguish and if any other Fastus Inferna's flame interacts with it, it will be absorbed by them and multiply their power ten-fold.

 

Diaboli Irae Dei(Demon God's Wrath)
A vermilion flame that increases the inner aggression of the user. Diaboli Irae Dei is a flame that extends the reach of any form of weapon used. The extension is determined by the amount of aura used to activate. Anything slash by the crimson flames will begin to burn or melt with wrathful vermilion flames.

Note: This flame requires Avaritia Gratia to function.


Apprehendite Invidiae (Envy's Embrace)
Devialla engulfs herself in a pitch-black flame, the flame forms into apparel of any form deemed optimal by the user. Also, any weapon currently being held by Devialla is coated with the same pitch-black flame. Apprehendite Invidiae's flames cause no physical damage and can be launched like any other flames used by the demoness. These Pitch black flames will attach themselves to any and can be easily put like common flames.
   Apprehendite Invidiae's grant the Demoness three abilities, first any flame touched by Apprehendite Invidiae transform into pitch-black flames themselves.
   Second Devialla while having the flames active can teleport to any location where the black flames are burning, leaving behind a flame copy that causes a small black flame explosion, also, any weapon created by Avaritia Gratia can be coated by pitch-black flame even if they have been previously enhanced by another flame. This is because the Pitch black flames are not mixing with the weapon but coating it, like a battle aura.
   Lastly and often viewed as the strongest ability of these flames. Anyone touch by these flames will have their stats lowered by a sixth while increasing Devialla's stats by a sixth, this effect can occur three times and last for a short period.


Note: (The final effect of Apprehendite Invidiae, will last two of the opponent responses, and increases by one response per additional stack totaling in the effects lasting four of the opponent's responses. Note that although the amount of stats that can be lost and gained is 3 stacks or three-sixths. Upon the third stack, each additional stack will only reset response timer.)

 

Desidia Supplicium(Sloth's Torment)
 
The ghostly blue flames of Sloth are to be the coldest flames from the underworld.  Said to be the very flames that envelop Cocytus (The ninth circle of hell in a frozen dystopia.) Desidia Supplicium is a flame that freezes anything within its grasp, it said that anything coated by the flames twice will never thaw and be eternally frozen. Desidia Supplicium is separated into three forms of releasing the flames. 

  • Caina (Short range):  Is the first and simplest form of Desidia Supplicium, simply a flame that eradiates from the palms and only the only form that can be used to coat weapons created by Avaritia Gratia.
  • Antenora (mid-range):  Is the second form of Desidia Supplicium, this form allows the use of shape the flames into whips that freeze anything they touch.
  • Ptolomea (Wide range):  is the final form of Desidia Supplicium, this takes the form of wings behind the user, it grants them the ability to hover in place and launch waves of flame fathers that freeze anything they touch.
(Note: If stuck once by any of desidia abilities the area will simply freeze, however being stuck a second time the ice will not be removable for three posts.)

 

Suavium De Cupiditatem(Lust's Kiss)
An invisible flame that burns everything to ash from within; Suavium De Cupiditatem transforms every breath taken by the user. It becomes flames of lust and is freely controlled by the user within their control range. These flames are initially invisible to the naked eye. However, the longer they reside, a white mist becomes visible as the flames mix with the ashes of the surrounding environment. Suavium De Cupiditatem effect lingers so long as the ability remains active. While direction using these flames, the user can activate two abilities.

  • Halitus Pietas: Anyone within her range when this ability is activated will be granted the effects Suavium De Cupiditatem. Unlike the user who is immune to the effects of the skill. Anyone granted the power would begin to burn from the inside out. This effect lingers while within the range of Suavium De Cupiditatem. For each person affected by the flames, the capacity increased.
  • Arcanus Teleta: Gather's all ashes and invisible flames created by Suavium De Cupiditatem, anyone affected by the invisible flames is affected by the Arcanus Teleta curse that grants an increase of abilities user of Suavium De Cupiditatem by 10% of their overall skills. (Effected parties do no lose anything.) In addition, the flame and ashes gather and harden into an autonomous Arcane doll taking the form of the strongest individual affected by Arcanus Teleta. While the doll is active, the user cannot be reactive Suavium De Cupiditatem. In addition, any other flames used are granted to the doll. The power of the doll is 50% of the user's overall abilities. Any weapon coated with this flame transforms a finite space around them into the flames of lust.
Note: The effects on weapons persist for Three Post. The Doll lasts for Four Posts.


Hiems Edacitas (Gluttony's Tundra)
Emerald flames of hunger, granted with the ability to devour all energy base range skills. This flame effect both the user and any other fighter within his 150-meter range. Around the edge of this range, a giant wall of flame created a dome around everyone with the user at the epicenter. Leaving the dome is as simple as walking out, the emerald flames will not damage, they will simply devour all innate abilities of anything including the user for an extended period of time (4 post of the affected party). Any and all non-physical abilities are reduced by 20% if used at close combat and completely nulled and void if launched at any range. Absorbed by the flames of gluttony. Like all other flames, no other fame may be used while this one is active and all weapons coated by this flame will gain the power to nullify any non-physical attack once per weapon.
  • Laborum (Snacking): Any Avaritia Gratia(Greed's Grace) weapon coated by Hiems Edacitas (Gluttoney's Tundra) will glow with a faint green light, granting it the ability to block one energy attack before causing the blade shattering as payment to the flames of hunger. 
Note: Only 4 uses per battle.

Mundus Devoratrix (World Eater): Forgoing their demonic form and blessing the seven original sins, the user enters a stage of corrupted divinity. Their ideal, primal shape takes form within this form, casting away their flesh like shattered glass and entering their apex of power, allowing them to unlock four abilities granted by the embodiment of demonic realities; Quattuor equites(The Four Horsemen)

Note: The user can only maintain this form for five posts, and upon reaching the end, all abilities will be sealed except for Ignis De Verum Scelus for the remainder of combat.

Quattuor equites(The Four Horsemen): 

  • Gradus Certamina (Steps Of War): The essence of war empowers the Demoness in the form of burning ruby flames taking the shape of stiletto heels on her person. Gradus Certamina grants the user the damage caused by the accumulation of the battle; taking up to ten slowly steady steps, any entity within the battlefield will be dealt the collection of damage caused by the battle, doubling with each step. (Each step will cause anyone to lose 10% of their current health, increasing by 10% for each consecutive step.) Once the user takes the 4th step, each successive step will cause an increase in pressure, slowly their movement reaction time and agility. (From the 5th step forward, all enemies will use 20% of their agility, movement, reaction time, effectively feeling the pressure of the steps entwine with the damage.)

    Note: The Demoness may take only two steps per post; the ability is deactivated if a step is interrupted.

     
  • Venti pestilentiae (Winds Of Pestilence): Millennia of corruption and disease are accumulated into the back of the Demoness, shaping and forming into a pool of toxic green energy that moves around like ooze and taking the shape of six demonic ever-flowing oozing wings. The demoness can flap any combination of wings to release a toxic whirlwind; each wing releases a forward-moving gust; with a 15ft diameter and doubling for each additional wing used to release the toxic whirlwind, the distance travel by the whirlwind is also determined by the number of wings used; for each wing, 25ft distance from the demoness is traveled. In addition; should every one of the wings be used to release Venti Pestilentiae; this ability is released from all directions at the max range.

    Note: Each wing can only be used once, and require one post before it can be used again.

    Anything that is damaged by even a fraction of the whirlwind will be inflicted with a Pestilence Debuff; Each debuff stacking up to five times will offer a triad of effect and a final effect upon the fifth stack of pestilence. First; All healing will be nullified, second, magical and physical defense will drop by 20% per stack; Lastly, Speed will drop by 20% per stack. Upon reaching the fifth stack of pestilence, the holder of the debuff will begin losing 5% of their remaining health indefinitely every two-post until combat is ended.

     
  • Arma Mortis (Arms Of Death): Death, the oldest of Quattuor equites, bestowed the demoness as their scythe. Or rather the ability to call upon their scythe once all other options remain barren. Old Death is petty; it refuses to be anything but the end; thus, the demoness may not use Arma Mortis until all Quattuor equites abilities have been used at least once. Upon activating this ability, the demoness is clothed with Death's formless void black mantle, and upon hard hand, a pair of scythes materialized from a white and black mist, respectively. However, these scythes can change at will as they are only the personification of Death themselves.
     
  • Mors Corporis (Death of Body): A black scythe said to hold power to devoid the body of life; Anything slash by this weapon creates a never-healing wound (2% max-health damage per post). Every laceration caused by Mors corporis stacks with the previous wound inflicted, up to ten stacks.(Stacks damage modifier: 2%,4%,6%,8%,10%. )
     
  • Mors Mentis (Death of Mind): A white scythe said to hold power to devour the mind. Anything slashed by this weapon will leave a wound on the soul, inflicting never-ending damage on all mystical (Non-physical) abilities (2% max, mana reductions per post). Every laceration caused by Mors Mentis stacks with the previous wound inflicted, up to ten stacks.(Stacks damage modifier: 2%,4%,6%,8%,10%). 
     
  • Mors (Death): Should a wound suffer from a stack of both Mors Corporis Counter and Mors Mentis Counter. A new stacking modifier is applied, known as a Mors Counter; Once 4 Mors counters have been stacked, the counter holder will experience Death.

    Special Note: Both Mors Corporis and Mors Mentis are ethereal weapons, holding no physical form;  While Magical defenses can block Mors Corporis, The black scythe can bypass any physical protection causing a stack. While physical guards can block Mors Mentis, The White Scythe can bypass all magical defenses. 
     
  • Teneat Iaiunium (Embrace of Famine): The demoness fox-like mask gains the will of famine; a ghostly black ashed smoke erupts from the mask itself, and a bright white glow rises to form its eye sockets. The air around the mask becomes stale and devoid of life. A wave of this black ashen smoke erupts further. It is surrounding the Demoness in its emptiness with each breath. The stench of famine overtakes the user—the more profound the breath, the larger the affected area. The Demoness cannot move while breathing through The Tenaet Iaiunium mask; each breath increases the range of the stench of famine by 10ft.

    Note: The Demoness can only take three breaths per post; Tenaet Iaiunium can only be activated once, and upon switching to another Quattuor equites(The Four Horsemen), this ability becomes locked for the remainder of combat; however, its effect remains until the end of the battle.

    The stench of famine is a foul-smelling and tasting mist. Anyone within the fog outside of the releaser is slowly drained of vitality (10% per post); this vitality is then transferred to the Demoness. While active, the fog will slowly follow the Demoness centering itself around her. The mist will not move from the location it was left once the ability is locked. The fog Circling like a dome-like barrier until the remainder of the fight and draining and restoring the vitality of the Demoness, so long as she is within it.

Note: This form can only be maintained for five posts, and upon reaching the end, all abilities will be sealed except for Ignis De Verum Scelus for the remainder of combat.

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