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Battles Rules! M u s t | R e a d!

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Battles Rules! M u s t | R e a d! Empty Battles Rules! M u s t | R e a d!

Post  Royal Edon Vilkas Sun Feb 17, 2013 12:26 pm

B A S I C R U L E S


-You decide the damage that your character takes. The opponent tell you where they are aiming for, the damage you take must be realistic however.
– DO NOT power play.
– Power playing is the act of giving your character super abilities that always seem to gain the advantage in any situation.
– You cannot edit your fighting post without approval or an out of character note on why you are changing it.
– You must acknowledge every attack that is thrown at you in some way, shape or fashion. You must either take damage from the attack or attempt to counter it.
– If an attack is not acknowledged, it can be assumed that it hit as planned.
– There are eight types of fights. Dominance, pin, maiming, rank, practice, normal, and death.
– Rank, dominance, normal, and practice fights must have at least five rounds.
– Maiming and death fights must have at least seven rounds.
– Pin matches can continue for as long as you choose until a wolf is put into a submissive hold.
– Anyone with a king, queen or royal character can judge a rank, dominance, normal and practice fight in character.
– The Royal must judge a leadership, maiming and death fights due to their major purpose to in character events.
– Pin matches can be decided between the two participants.
– Remember that fights are tiring and injuries are serious. A list of major, life threatening, and minor wounds are listed below.

Life Threatening - Broken bones, punctured lung, major tissue damage, tongue removal.
Major- Fracture, sprain, moderate muscle damage, over extended ligaments, joint damage.
Minor - Bruises.



TYPE AND MEANING OF FIGHTS


· DOMINANCE - A dominance match is exactly how it sounds, a dominance match. It is when two parties decide that one is better than the other and wants to prove it by defeating the other in battle. A dominance match can also be considered for the right to mate with a female.
· PIN - A pin match is where two parties fight against each other until one has locked the other in a pin. Types of pins include holds on the neck, the muzzle, and the temple. These matches normally go an unlimited amount of rounds.
· MAIMING - A maiming match is where two parties fight against each other in an attempt to seriously injure the other. Serious injuries can include the removal of a tail, a tongue, genitalia, legs, and eyes.
· RANK - A rank match is where two parties fight against each other over a rank in a pack. Depending upon the leader, however, depends upon if the winner gets the rank or not.
· PRACTICE - A practice match is where one party is the teacher and the other party is the student. Practice matches normally do not inquire injuries, however, it is up to how the teacher wishes to teach.
· NORMAL - A normal match is like a practice match but injuries normally occur. A normal match is normally between two parties who simply wish to fight for the fun of it as many would say. The winner gains nothing more than bragging rights.
· DEATH - A death match is just how it says, to the death. Two parties must extremely dislike each other for this to happen. There is only one victor.



TIMES OUT



Most people don't exactly like waiting on posts to be made, especially with something as important as a fight. There are some things that need to take longer, and we understand that, but when it comes to fighting for important things, we tend to want to get things moving so that characters are in limbo for as short of time as possible. Below are listed the time outs for each type of match. Understand that these are almost entirely set in stone unless there is an emergency. If you have to take an absence, you are still responsible of fights in progress.
· DOMINANCE - 5 days
· PIN - 5 days
· MAIMING - 3 days
· RANK - 3 days
· PRACTICE - 5 days
· NORMAL - 5 days
· DEATH - 3 days


THE DEFENSIVE

When it comes to fighting and sparring, the defenses must be placed on every post. In other words, if you don't post them, we will assume that your wolf has dropped them and has been left vulnerable in that area. The accepted defenses are listed below, just be sure to include them in all posts and you will be fine. As a note, please add which one your wolf is in the first attack response - this helps with judging.


· BEGINNER - A wolf who has just recently begun to spar and brawl will not know as much as an experienced fighter. He will only know to keep vitals closely watched and in check rather than everything else all tied together into one. A beginner will have the following defenses for most situations until he has gone through a few more fights. These defenses are a tucked chin to protect his neck, ears will be placed against his skull to prevent from being ripped off, eyes will be slit due to the wrinkled and folded skin along his muzzle, his shoulders will be pushed forwards to protect either side of his neck, his tail will be left protectively near his ankles and his balance set by spreading his limbs beneath him.

· INTERMEDIATE - Most intermediate fighters are the ones whom have been in more than a couple fights, probably around ten to twenty to put it easily enough. These fighters are a little more experienced than the beginners and know their way around the sparring circuit. His defenses will be slightly more sophisticated because of this but not too much more. These defenses are a tucked chin to protect his neck, ears will be placed against his skull to prevent from being ripped off, eyes will be slit due to the wrinkled and folded skin along his muzzle, his shoulders will be pushed forwards to protect either side of his neck, his tail will be left protectively near his ankles, his balance set by spreading his limbs beneath him and his jaws will be agape and ready to attack whomever comes in to attack him.

· ADVANCED - The advanced fighters have been in their fair share of fights and definitely know the ins and outs of battle. They will have full defenses in tact from beginning to the end of the fights without skipping a beat. These defenses are a tucked chin to protect his neck, ears will be placed against his skull to prevent from being ripped off, eyes will be slit due to the wrinkled and folded skin along his muzzle, his shoulders will be pushed forwards to protect either side of his neck, his tail will be left protectively near his ankles, his balance set by spreading his limbs beneath him, his jaws will be agape and ready to attack whomever comes in to attack him, his knees slightly bent to take the brunt force of anyone charging into him, his toes spread and claws dug into the earth for traction, and his tail not only to his ankles but also ready to be used to help in direction. Other defenses not mentioned can also be used but those are the most common.
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THE OFFENSIVE



Offensive is simply put as the attacks of the move. You are also allowed to counter your opponent's moves, which is normally the bulk of the fighting goes as the fight progresses. Countering attacks are fine as long as you realize that you can only attempt to counter a move once and then the original attacker must say how the counter was affective or ineffective.
The most vital areas of the wolves are normally always protected with each move by the defenses but there are a few different areas that are perhaps the best to attack.

· CHEST - The chest area is perhaps not the best of places to attack but it is indeed something to think about. The chest serves as the housing for the heart and the beginning of the lungs due to the throat. A well-placed shoulder blade could cause massive bruising across the chest causing it to become tight and hard to breath while a well placed bite could serve as a nice hold.

·RIBCAGE - The ribcage is a little bit easier to reach and can serve for some nice damage if successful. The ribcage can have an impact of the body or a well-placed bite could cause some serious damage. If you are looking to break a few ribs, a body slam with the shoulder or even hip bone to the ribs would do the job, especially the smaller and more brittle ones towards the back. Another way that is perhaps a little more difficult would be to attempt to wrap canines around the last few ribs and pull on them to snap.

· STOMACH - While the underbelly is extremely hard to get to, the soft part between the last rib and the hip bone is quite tender and soft to the touch. Fangs penetrating into that skin could cause some severe damage.

· KICKING - While unusual, it can indeed happen while fighting. A wolf can lift it\s hind legs upwards in an attempt to donkey kick another. This can be used to kick up dirt but also in attempt to catch parted jaws and snap them shut.

· HEADBUTTING - Another unusual move but one that can be used never the less is headbutting the opponent. To headbutt, it would simply be placed as the movement of the head to attack and area with the skull. Headaches and pain can be a side effect of this so watch out!

· TEMPLES - Attacking the temples located on either side of a wolf's head can be a way to put a pin or hold on another wolf. When direct pressure is applied to the temples, a wolf can cause himself or herself to become disoriented and hazy. Pressing harder onto the temples can also result in the opponent passing out while applying full force can cause death.

· JAWS - The jaws are an extremely strong but also delicate place. Obtaining a hold on the top jaw will cause the attacker to have full mobility and control over the opponent. By holding the upper jaw, the attacker has the ability to move the opponent by tugging them from one side to the next, like a muzzle harness on a dog. However, please note that even with a hold on the upper jaw it will NOT cause issues breathing. Obtaining a hold on the lower jaw can be a severe detriment to anyone's health. The pain inflicted upon the lower jaw can a) break it, b) maim the tongue or c) cause starvation.


WARS AND RAID



Wars and raids are nasty and fickle things as they have the possibility to be abundant and also scarce. Below are the rules following a raid.
- The losing party of the raid will have their packs disbanded. The females and children of said pack will become apart of the winning party's pack. The males will be placed as rogues or in rare ocasions taken in the winning pack.
- The losing party of the raid whose pack has been disbanded can only be reformed by the claiming of the lands by one leader and four of their followers.
- Your wolf has the possibility to die in a raid due to their injuries.
- There are unlimited rounds in a raid fight. Be sure to list only the parties you are attacking and the parties attacking you.
- If a leader is knocked out of the raid battle, the raid or war is considered finished and the winning party announced.
- You have three days to respond to a raid battle, if you have not responded in three days, your character is assumed to have been knocked out. Either party may take unconscious wolves as prisoners if no one helps them off the battlefield.
- Knocked out wolves cannot rejoin the fight.
- Raids are a single pack against a single pack while a war is when an alliance attacks another alliance, or when multiple packs are fighting amongst themselves.

Royal Edon Vilkas
Royal Edon Vilkas

Posts : 62
Join date : 2013-01-30

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