T2 & RT2 Roleplay Rules
Type 2 (T2) is a speed-based roleplay combat system. T2 is 7-10-7, each number representing the amount of words required for attack, connect and dodge/evade actions respectively. Also listed are the rules for Royal combat, or RT2.
5 Points Damage
» A battle ends after 5 points of damage are done to either character.
In cases of a death match, after 5 pts. of damage only then is a
finisher allowed to be executed.
The Basics
Attempt: 7 words
Connect: 10 words
Dodge: 7 words
In/Out of range: 7 words
In range + Attacking: 12 words
Out range + Prepping: 12 words
(Note: Must be in the following order - In/Out of range then Attacking/Prepping)
Prep: 7 words
Weapon withdrawal: 7 words
Counter: 12 words
(Note: Must be in the following order - Dodge then Attack)
Max typo's allowed: 3 max, 4 and up are void
Finisher: 7 words (attempt), 10 words (prep), 12 words (connect)
Energy attacks: Requires 1 prep to draw up energy
Breaking bones: Requires 3 preps, or 3 connections on the same body part
Severing body parts: 3 preps
Escaping/Leaving a fight: 3 lines, 7 words
Attacking
Attempt: The first number of the trio (7) represents the minimum amount
of words for the attack. This line must be proceeded and ended with an
action mark to be registered as a legal action.
Fighter1: <kicks his leg up from the ground, bringing it towards
Fighter2's face>
Note the use of name in the attempt. It must be 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. In addition, you must
also state what you're attacking with, and what body part you're attacking.
Connect: The second number (10) is the
amount of words needed to make an attack connect, or to actually do
damage to an opponent. Remember, an attack only counts if both an
attempt and connect are typed before an opponent defends against the
attack. In addition, you must also state what you're connecting with,
and what body part you're damaging.
If there was no dodge made to the aforementioned attack, a connect line
could look like this:
Fighter1: <his leg kicks Fighter2 in the face bringing the foe
to his behind>
Defence
Dodging/Evading: The final, and third,
number (7) is the defend/dodge line. 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. In addition, you must also state what body part
you're specifically dodging.
Between the attack and connect already stated, Fighter2's dodge could be
something like this:
Fighter2: <puts his hand out to stop the leg from hitting his face>
Counterattack
Counter: The counter attack line
requires 12 words. It is basically a mixture of a dodge/evade and
an attack. In order to perform this correctly the dodge must be stated
before the attack.
Fighter2: <he puts his hand out to stop the leg, using his other
hand to swing for Fighter1's face>
Fighter2 would then make a connect as normal.
Killing
Finisher: After 5 pts. of damage you can
end the fight by knocking an opponent out, or another action, or even by
killing them. 5 normal hits must have been completed before you can kill
a character. Killing starts with your average
attempt, followed by an extra prep line (10 words) and ends
with the final connect. A finisher could look like this:
Fighter1: <swings his fist out-wards for the head of Fighter2>
Fighter1: <tightens the grip of his fist, thrusting his arm faster for
more force to Fighter2's head>
Fighter1: <he slams his fist into the side of Fighter2's head, sending the foe to the ground knocked out>
Preparations
Prep: A single prep that is incurred before the attempt, adds 0 pt. of
extra damage to your initial attack. (i.e. If you do 1 prep before 1
attempt, it does 0 pts. of extra damage. If 2 preps are done, then 1 pt.
of extra damage is added to the attack. If done so at the beginning of a
fight, the score would then be 2-0.) This applies to all attacks.
Melee/Long Range/Energy, etc. Once any form of attack is used, the prep
count drops back to 0.
Royal T2
If you want a more challenging, difficult setting of T2, you can add
these rules to do the royal style of T2, called RT2.
» Opponent's name in everything
(name must be in attempt/dodge/connection/prep/counter/getting in/out
of range/finisher)
» No typographical errors (this
includes action keys, capitalization of names, and misspellings
[Punctuation and capitalization of anything else not required])
» Word limits for everything are the same, no changes.
