Official T2 Rules
For UG/Chars/CA/321
Type 2 (T2) is a speed-based combat system used for roleplaying purposes. It consists of two characters dueling it out for survival by executing attempts and connections. Here we will go over the basics of the fighting style as well as some technicalities that may or may not be allowed. First we'll start off some things that you need to know before you engage in T2.

-Defender chooses style.

- If someone attacks you for no reason you have the right to decide which style will be fought or ignore the fight entirely.
- No interference.

- Once a fight begins, 3rd party members are not allowed to interfere. All moves done by a 3rd party are considered void, and ignored.

-5 pt. 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 will a finisher will be allowed to be executed.

First we'll go through a quick run through of T2, then we'll go into detail.

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: You must do in the following order - In/Out of range then Attacking/Prepping.)
Prep: 7 words.
Weapon withdrawal: 7 words.
Counter: 12 words.
(Note: You must do in the following order - Dodge then Attack.)
Max typo's allowed: 2 max. 3 and up are void.
Finisher: 7 words (attempt), 10 words (prep), 12 words (connect.)
----------
Energy attacks: Req.'s 1 prep to draw up energy.
Breaking bones: Req.'s 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.

Connection: The second number (10) is the amount of words needed to make an attack connect, or to actually do the 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.

Now if there was no dodge made to the aforementioned attack, a connect line could look as follows...

Fighter1: <his leg kicks Fighter2 in the face bringing the foe to his behind>

Defending.

Moving/Dodging/Parrying: The final, and third, number (7) would be the defend/dodge line. Now 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.

Now in between the attack already stated, Fighter2's dodge to that attack might have looked something like this one.

Fighter2: <puts his hand out to stop the leg from hitting his face>

Counterattack.

Counter: Now there is a counter attack line. It requires 12 words, which is basically a mixture of a dodge/parry 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 that connect as normal.

Killing.

Finisher: Now after 5 pts. of damage, you might want to end the fight. This can be done through anything from knocking an opponent out, all the way up to and including death. 5 normal hits must have been completed as stated above on any single target. Then it must start with your average attempt. Then be followed by an extra prep line, 10 words, then finally ended with the final connect. All in all it would look something 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>

Preperations.

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.

Disconnects/Boots/Lag.

Hey, we all know computers seem to misbehave at the most inappropriate moments, not much can be done about it. If your computer malfunctions during a fight, do your best to return to it as soon as possible. If you can't, for whatever reasons, make sure you contact the person you were fighting with to schedule a rematch and explain your circumstances. An exception to this is: if you're in the middle of a fight, see you are losing, and just hit the little x on the chat screen to leave with no explanation afterwards. Your opponent does have the right to continue the fight then, as if your character was still there and possibly kill him or her. This is what's known as the "auto-death" rule.

Notes.

- There's no such thing as an assassination. The defender's rule applies here.
- There's no such thing as soul stealing to the point of no revival. Every character is capable of being revived.


Royal T2.

RT2: If you want a more challenging, difficult setting of T2. You can add these rules to do the royal style of T2.

- 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 mis-spellings. [ Punctuation and capitalization of anything else not    required.])
- Word limits for everything are the same, no changes.
Official T2A Rules
For UG/Chars/CA/321
Type 2 Advanced (T2A) is a speed-based combat system used for roleplaying purposes. It's basically like basic T2 with the difference in being that there is a longer word minimum, for characters to explain their movements in more detail. Let's start off with the basics of T2A now..

-Defender chooses style.

- If someone attacks you for no reason you have the right to decide which style will be fought or ignore the fight entirely.
- No interference.

- Once a fight begins, 3rd party members are not allowed to interfere. All moves done by a 3rd party are considered void, and ignored.

-5 pt. 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 will a finisher will be allowed to be executed.

First we'll go through a quick run through of T2A, then we'll go into detail.

Attempt: 10 words.
Connect: 15 words.
Dodge: 10 words.
In/Out of range: 10 words.
In range + Attacking: 20 words.
Out range + Prepping: 20 words.
(Note: You must do in the following order - In/Out of range then Attacking/Prepping.)
Prep: 10 words.
Weapon withdrawal: 10 words.
Counter: 20 words.
(Note: You must do in the following order - Dodge then Attack.)
Max typo's allowed: 3. 4 and up are void.
Finisher: 10 words (attempt), 15 words (prep), 20 words (connect.)
----------
Energy attacks: Req.'s 1 prep to draw up energy.
Breaking bones: Req.'s 3 preps , or 3 connections on the same body part.
Severing body parts: 3 preps.
Escaping/Leaving a fight: 3 lines, 10 words.

----------

Attacking.

Attempt: The first number of the trio (10) 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 alos a commnly 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.

Connection: The second number (15) is the amount of words needed to make an attack connect, or to actually do the 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.

Now if there was no dodge made to the aforementioned attack, a connect line could look as follows...

Fighter1: <his leg kicks Fighter2 in the face bringing the foe to a skid on his behind>

Defending.


Moving/Dodging/Parrying: The final, and third, number (10) would be the defend/dodge line. Now 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.

Now in between the attack already stated, Fighter2's dodge to that attack might have looked something like this one.

Fighter2: <puts his hand out to stop the leg from hitting his face>

Counterattack.

Counter: Now there is a counter attack line. It requires 20 words, which is basically a mixture of a dodge/parry 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 it out for Fighter1's face>

Fighter2 would then make that connect as normal.

Killing.

Finisher: Now after 5 pts. of damage, you might want to end the fight. This can be done through anything from knocking an opponent out, all the way up to and including death. 5 normal hits must have been completed as stated above on any single target. Then it must start with your average attempt. Then be followed by an extra prep line, 15 words, then finally ended with the final connect. All in all it would look something like this...

Fighter1: <swings his fist out-wards for the head of the one called 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 cold from the blow>

Preperations.

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.


Disconnects/Boots/Lag.

Hey, we all know computers seem to misbehave at the most inappropriate moments, not much can be done about it. If your computer malfunctions during a fight, do your best to return to it as soon as possible. If you can't, for whatever reasons, make sure you contact the person you were fighting with to schedule a rematch and explain your circumstances. An exception to this is: if you're in the middle of a fight, see you are losing, and just hit the little x on the chat screen to leave with no explanation afterwards. Your opponent does have the right to continue the fight then, as if your character was still there and possibly kill him or her. This is what's known as the "auto-death" rule.

Notes.

- There's no such thing as an assassination. The defender's rule applies here.
- There's no such thing as soul stealing to the point of no revival. Every character is capable of being revived.


Royal T2 Advanced.


RT2A: If you want a more challenging, difficult setting of T2A. You can add these rules to do the royal style of T2A.

- 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 mis-spellings. [ Punctuation and capitalization of anything else not required.])
- Word limits for everything are the same, no changes.
Hosted by www.Geocities.ws

1