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Style One - Type One

Style One is a Type based on vivid narratives from the players to drive the story, creating Combat written and described for the most pleasurable experience.

The idea of this fighting is to make it vivid. Do not over-use your vocabulary, though be descriptive. Mention in which way your wound festers in mid-battle, and how it ails your ability. Describe your hatred for your opponent, make your opponent and others feel as if they are in the midst of a life or death situation. The whole point of T1 Turn Based is to create and tell a Fair Story.

It is turn based; you attack, your opponent defends. You cannot connect as you can in Type Two, nor can you continue writing attack after attack after attack... a fight may last 30 minutes yet incorporate moves that would finish the job in just a quarter of that time.

Type One requires strategy and character prowess, not typing speed.

Here are the Requirements:

Attacking -
A - Describe where you are attacking; the body's target.
B - Describe what you are attacking with.
C - Describe how you are attacking.

A character's attack must be fluent and realistic, in your turn you may not leap up to a Rafter and fire an arrow. That is two turns that you couldn't do, accurately, simultaneously.

Though perhaps you swung to your knee to evade a high punch and lashed out with your foot to trip them. If it can be done in one fluid motion, and you can describe it realistically, than you're good to go.



Tusk swung his arms around though his grip on his Axe beginning to slip, and he twisted his hips for momentum when he dragged the blade down above Esta's head.

Defending -

"Dodging must also be as well-developed as an attack. Take note of all scenary around your character, for if you are against a wall, then you can't exactly move back to avoid now can you? The same thing goes for obstacles in your characters way. Do not fear losing a character, it is better to die fairly, then to pull cheap monuvers and avoids out of your ass, things that far exceed your character's actual limitations. Make sure your oponent clearly understands where your character is going, what he is doing, why he is doing it, and how he is doing it. Not all of these must be implimented, but if the majority is stated then this could very well help solve arguements, and even avoid them." -Kyle.

These are the requirements for Defending, although you have a long amount of time (for there is no limit unless you want to set one up, which I do recommend before a good 1-on-1 battle) to type it up.


A - State where your character is evading toward.
B - State what she is doing when she does it.
C - State What she is doing it with.

Your defense must be as fluent as an attack, if not more so. If something is possible to do in a realistic, fluent motion, then do so. Defending is the greatest part of the battle, because it unconciously is described in the best fashion, and simply the neatest to picture.

If you can counter attack in your one turn, then I recommend it. Taking a simple hit in the site or a small gash may not hurt your character terribly, and if you trust the weapon to be clean of poison- then I recommend you take it and go in for an undodgeable hit (be creative).



Esta's eyes widened when she rolled her crouched body over her shoulder and between the slender legs of a table. The axe crushing the rim of the furniture where she would've been.

After Esta rolled beneath the table, there is no legitimate way that she can use her turn to attack now, because it wouldn't be fluent and in the same motion. She may've attempted to kick him while she did a backward summersault, though that probably would've taken her leg off.

That brings me to the Last point.

Connecting -

Yes, you can connect in battle.

The idea of Force Hitting will take up a spare a turn of Tusk's attacking by simply inflicting damage on the poor braud to begin with. This is where the strategy of your attacking, your cornering, you making it impossible to dodge... pays off.

If Tusk chops down at Esta's head, and Esta Jumps up...

The idea of her dodging now is impossible, and despite what she may say, Tusk may cleave her head wide open.

He swung down, she jumped up. If an attack and defense are, direction wise, complete opposites of one another, and the defender is trapped, than feel free to unleash your fury.

Final Note - This does not mean you can use a giant fireball and trap everyone. Magics are just as complex, if not more so, than melee fighting styles. Read the document on magic use for more information.