Post by Novus Initium GM on Oct 3, 2014 19:50:31 GMT
Novus Initium Speed-Fighting Laws
- Rushing is the action of attacking one without consent to a battle. There is no rushing in short speed styles such as I6. According to these rules, the room owner must enable rush, thus making it valid. Additionally, rushes can either be accepted or fled from. Rushing can be made clear by making a post stating the name of the target and style of choice. You may only rush those who fight in speed.
After the rush has been made clear, the person being attacked now has the option to fight or flee.
- When an official match is in session, one referee must be present to watch and judge the match.
- Speed fights may only be held in the Chat section of the forum in rooms that are not labeled as OOC.
- Fighters must have character sheets to be considered a fighter. Without a character sheet you will not be recognized as such until creating one.
- Fighters must stay in character during the match. Communication OOC can, simply, be displayed in quotations as such: "This is OCC."
(processing laws)
Speed-Fighting was once a popular style of fighting, and now we are here to bring it back. With complete revitalization.
- Range
- Attack
- Connection
- Prep
- Counter/dodge/block
Range
Attack
Connection
Prep
Counter/Dodge/Block
Counter
Dodge
Block
These examples of posts must be followed in every style, but abiding by their rules and word limits.
To be able to go through with these set of house rules for I6, should up your accuracy, your diversity, and should raise the base speed of your WPM.
General Speed Style Information
R – Royal: Calls for no typos in a style that allows a certain limit for typos. Often, when a style is referred to the Royal rule, the word limit changes. Please review style list below.
P - Perfect: Calls for no typos, punctual, or grammatical errors in any style this rule is implemented in. Enhances speed fighting for literary fighters or those who aim to improve their writing abilities.
A – Advanced: Calls for a change up in the word limit of the style this rule is being called upon. For example; B4 is 10+ words straight through. B4A calls for an extra 5+ words on the preps and counter/dodge/blocks changing the word limit from 10-10-10-10-10 to 10-10-10-15-15. Review the style list below.
I – Industrial: Industrial fighting styles are the foundation for speed fighting here in Novus Initium. Some would say Industrial speed fighting resulted in the creation of every other style and became an inspiration for more to be added. Review the style list below.
B – Basic: Basic fighting styles have become the default training style for new and upcoming fighters. This is the most basic form of fighting, giving its word limit length. It allows beginners to learn speed fighting in a general sense. It also allows for easy training and understanding amongst the concept of speed-fighting. Review the style list below.
C – Consecutive: Consecutive styles are the result of advanced fighters having the need to be descriptive and attention-grabbing. Consecutive styles result in the increase of your base WPM, boost speed, and accuracy. It will also result in the enhancement of your word count and errors. Consecutive styles have an Auto royal rule integrated in them for the advancement of complete revitalization and a new take on speed-fighting. Word lengths include 15+ and 20+. Review style list below.
Point System
Official Matches (OM) by default max out at 5 points unless decided and agreed upon by each fighter. Official Matches will never result in a death.
Tournament Matches (TM) by default max out at 8 points unless tournament rules state differently. Tournament Matches will never result in a death unless decided upon by tournament hosts.
Death Matches (DM) by default max out at 10 points unless decided and agreed upon by each fighter. Death Matches must always result in death. The victor has the ability to steal the fallen opponent's soul.
1 hit = 1 point
1 prep + 1 hit = 2 points
2 preps + 1 hit = 3 points
3 preps + 1 hit = 4 points
4 preps + 1 hit = 5 points (One Hit Knockout for OMs)
5 preps + 1 hit = 6 points
6 preps + 1 hit = 7 points
7 preps + 1 hit = 8 points (One Hit Knockout for TMs)
8 preps + 1 hit = 9 points
9 preps + 1 hit = 10 points (One Hit Kill for DMs)
Preps
Prep is short for preparation, and is used for a variety of things.
Magic
Magic requires preps. Different kinds of magic require different kinds of preps. Generally, offensive magic requires one prep, whereas defensive/"self-beneficial" magic requires two. Here is an example of offensive magic:
Now I can deploy my attack. Defensive magic takes on many different forms, such as healing, conjuring shields, and more.
Since I used one prep for this, it will take only one successful attack to destroy it. 2 preps, 2 attacks. Preps are used to withdraw/produce weapons. In example:
Now I can attack and do whatever I want with the weapon. There is no need for any further preps.
Preps can be used to break bones. This always requires two preps. In example:
Preps can be used to remove body parts. This always requires three preps. In example:
Preps can also be used to heal you and repair maimed/broken body parts. Healing yourself does not erase points you have sustained, and is only a viable action if it's to repair a broken or removed body part. It takes 2 preps to repair a broken bone then an attempt/connection, and 3 preps with an attempt/connection to reattach or "regenerate" a body part. Here is an example of repairing a broken bone:
Here is an example of regenerating a body part:
Preps are used to utilize a projectile, sort of like withdrawing a weapon. Projectiles are used to attack when you're out of range. In example:
I can now attack with said rock, even if my opponent is out of range. To use a projectile like a gun, you would need to first withdraw the weapon then prep to use it. In example:
Now I can aim and shoot. Preps can be used to give a connection additional hit point. In example:
Since I've made 2 preps, if I successfully land my next attack, it will count as TWO points, not one.
Additional Preparations/Functions of Speed Fighting
Fleeing - Requires 1 prep. You must get out of range and successfully exit your character from the area without any other actions or cause limiting your character from fleeing. Thusly, if you are attempting to leave range, and you have been ranged again by the attacker, you may not complete your fleeing post, but may attempt again until you get it. If you are logically not in a position to flee, you cannot flee. For example: You are trapped within ice, you may not attempt a fleeing post. You must first break the ice, in order to attempt fleeing. A successful flee should look like this:
Grappling - Grappling is meant to hold the opponent in place and requires 1 prep. In the event that you are grappled, you are unable to move your character in or out of range. You may attempt breaking the grapple. Successfully breaking a hold requires 1 prep as well.
Bob is now able to attempt breaking the grapple as such:
Transformation - Trasnforming requires 4 preps. After the 4th prep, a successful transformation post can be completed. After transforming, all connection posts are considered 2 points.
Healing - In the event of a broken bone or severed limb, one prep is required to heal and restore the body part into usage in the duration of the fight as such.
Killing - Keep in mind that a deathmatch must be agreed upon for this. Once one acquires 9 hits, any attack after may be a kill hit. Kill hits require a single prep and can be counter, blocked or dodged. If one lands a kill hit in a deathmatch then the opposing character dies. However, when dead, one may be revived.
Summoning - Summoning a puppet (or embodiment controlled by the main character) requires two prepatory posts then a single post stating the act of summoning. A puppet requires a separate name. One may move in and out of range while keeping their puppet in range of the opponent. The dummy may attack, evade and block as a regular person, however, with two hits a dummy can be destroyed. Therefore, one must be judicious in their use of it. Dummies can be blocked, dodged and countered (and a counter hit could also kill off a dummy).
Barriers - There is a minimum of 2 preps to create a barrier, including a separate post stating the barrier has been created. Barriers protect the user without the user having to make a blocking post. It takes a minimum of 2 hits to break a barrier, if 2 preps were used to create it. Players have the option to prep as many times for a barrier. The more preps, the more hits it takes to break the barrier.
Revivals - 9 preps are required for revival, the tenth post being the revival post. Characters can only be revived if they are dead.
Soul Stealing - 9 preps are required for stealing a character's soul, the tenth post being the stealing post. Characters cannot be revived after their soul is stolen. The act of stealing a character's soul means that character cannot be played from that point on.
Styles
1) I6
Word Minimum: 7-7-10-10-10
Allowed: 2 typos - After 2 typos, your post is invalid.
Industrial 6 is the most basic form of speed fighting, I would assume. It's so easy, and so easy to perform. But only masters can get away with using I6, and still be logical. Though, when fighting in I6, considering how short the style is, doesn't mean you have to be illiterate to be fast. When fighting under Novus Initium law, posts must be literate, and logical:
2) I6A
Word Minimum: 10-10-15-15-10
Allowed: 2 typos - After 2 typos, your post is invalid.
I6A or Industrial 6 Advanced is what it is named... Advanced. For the style of I6, and advanced fighters of I6. To keep speed, with the word limit, and being as graceful as a warrior that you should be, you will find I6A to be a very interesting style to fight in. The word limit mixes in B4 and C15, giving you multiple possibilities of attacks, dodges, counters, and blocks. Make sure to keep your posts diverse, so you don't stick to one thing. It becomes a habit!
3) RI6A
Word Minimum: 10-10-15-15-10
Allowed: No typos. - If you typo, your post is invalid.
RI6A A.K.A. Royal Industrial 6 Advanced, allows fighters to experience A classed text combat. Within this style, you are given no chance to typo, or else you are void. This could ultimately cost you the match, though fighting in this style should help with accuracy while maintaining speed.
4) PI6
Word Minimum: 7-10-15-10-10
Allowed: No typos, and no punctual errors. If you typo, or make a punctual error, your post will be invalid.
PI6 Or Perfect Industrial 6, gives fighters the chance to be, well, what the style says, Perfect. This could intensify your grammar, punctuation, and enhance your writing skills as a person, but also shows your skill as a speed fighter in the RP world. Mixing I6, I6A, RI6A & PI6 gives the ultimate training.
5) B4
Word Minimum: 10-10-10-10-10
Allowed: 2 typos. After 2 typos, your post is invalid.
Basic 4, as a style, is pretty popular among the fighters that are training. It's a great style to fight in, but the same goes for this style, as does for I6. People have been being illiterate because of the short word limit, and only focus on the speed of the word put out. Just because it is speed fighting, keep in mind, it is not Special Ed.
6) B4A
Word Minimum: 10-10-10-15-15
Allowed: 2 typos – After 2 typos, your post is invalid.
B4A A.K.A. Basic 4 Advanced is the advanced style for B4. The word limit is a bit different. You’ll find that prep & counter/dodge/block’s need 15+ words. Evidently, this is a brilliant style to integrate into your genre of specified or recommended styles.
7) RB4A
Word Minimum: 10-10-10-15-15
Allowed: No typos. If you typo, your post is invalid.
RB4A A.K.A. Royal Basic 4 Advanced allows for advanced fighting, and your spelling better be spot on. This style takes the bar up one notch by inducing the fighters in a mix better C15, I6A, and B4. Unlike no other, RB4A brings a universal meeting place for long-style and short-style fighters.
8) PB4
Word Minimum: 10-15-10-15-10
Allowed: No typos, no punctual or grammatical errors.
Perfect Basic 4 is explainable by its title and its rules. Only the Elite use this style.
9) C15
Word Minimum: 15-15-15-15-15
Allowed: No typos.
The Consecutive styles are very common among speed fighters. Without the C styles, we probably would not have decided to create new house rules of any kind. Along with C styles, came other styles from inspiration. Some would say C styles are the only speed styles needed. C15, of all the styles, is considered a half way point between everything. Not too long, not too short, but just right, and with the automatic Royal input for no typos. I recommend this style to everyone.
10) PC15
Word Minimum: 15-15-15-15-15
Allowed: No typos, no grammatical or punctual errors.
11) C20
Word Minimum: 20-20-20-20-20
Allowed: No typos
12) PC20
Word Minimum: 20-20-20-20-20
Allowed: No typos, no grammatical or punctual errors.
- Rushing is the action of attacking one without consent to a battle. There is no rushing in short speed styles such as I6. According to these rules, the room owner must enable rush, thus making it valid. Additionally, rushes can either be accepted or fled from. Rushing can be made clear by making a post stating the name of the target and style of choice. You may only rush those who fight in speed.
;Averted his eyes towards the form of Bob, eyeing the male from head to toe.; Rush (C15)
After the rush has been made clear, the person being attacked now has the option to fight or flee.
- When an official match is in session, one referee must be present to watch and judge the match.
- Speed fights may only be held in the Chat section of the forum in rooms that are not labeled as OOC.
- Fighters must have character sheets to be considered a fighter. Without a character sheet you will not be recognized as such until creating one.
- Fighters must stay in character during the match. Communication OOC can, simply, be displayed in quotations as such: "This is OCC."
(processing laws)
Speed-Fighting was once a popular style of fighting, and now we are here to bring it back. With complete revitalization.
- Range
- Attack
- Connection
- Prep
- Counter/dodge/block
Range
;Launched into the range of the male Bob, the velocity of his form showing his great agility.;
Attack
;Shonengetsu sent his right hand as a closed fist, to the head of Bob.;
Connection
;The right fist had slammed into the head of the male Bob, sending him back a bit.;
Prep
;Shonengetsu clapped his hands together, releasing energy gates, to let the energy flow to his hands.;
Counter/Dodge/Block
Counter
;Shonengetsu gyrated his body, right hand grabbing Bob's hand, then sending it back to Bob's face.;
Dodge
;Shonengetsu twisted his body, moving to the left of Bob's fist.;
Block
;Brought up his right hand, open palm, to catch the fist of Bob.;
These examples of posts must be followed in every style, but abiding by their rules and word limits.
To be able to go through with these set of house rules for I6, should up your accuracy, your diversity, and should raise the base speed of your WPM.
General Speed Style Information
R – Royal: Calls for no typos in a style that allows a certain limit for typos. Often, when a style is referred to the Royal rule, the word limit changes. Please review style list below.
P - Perfect: Calls for no typos, punctual, or grammatical errors in any style this rule is implemented in. Enhances speed fighting for literary fighters or those who aim to improve their writing abilities.
A – Advanced: Calls for a change up in the word limit of the style this rule is being called upon. For example; B4 is 10+ words straight through. B4A calls for an extra 5+ words on the preps and counter/dodge/blocks changing the word limit from 10-10-10-10-10 to 10-10-10-15-15. Review the style list below.
I – Industrial: Industrial fighting styles are the foundation for speed fighting here in Novus Initium. Some would say Industrial speed fighting resulted in the creation of every other style and became an inspiration for more to be added. Review the style list below.
B – Basic: Basic fighting styles have become the default training style for new and upcoming fighters. This is the most basic form of fighting, giving its word limit length. It allows beginners to learn speed fighting in a general sense. It also allows for easy training and understanding amongst the concept of speed-fighting. Review the style list below.
C – Consecutive: Consecutive styles are the result of advanced fighters having the need to be descriptive and attention-grabbing. Consecutive styles result in the increase of your base WPM, boost speed, and accuracy. It will also result in the enhancement of your word count and errors. Consecutive styles have an Auto royal rule integrated in them for the advancement of complete revitalization and a new take on speed-fighting. Word lengths include 15+ and 20+. Review style list below.
Point System
Official Matches (OM) by default max out at 5 points unless decided and agreed upon by each fighter. Official Matches will never result in a death.
Tournament Matches (TM) by default max out at 8 points unless tournament rules state differently. Tournament Matches will never result in a death unless decided upon by tournament hosts.
Death Matches (DM) by default max out at 10 points unless decided and agreed upon by each fighter. Death Matches must always result in death. The victor has the ability to steal the fallen opponent's soul.
1 hit = 1 point
1 prep + 1 hit = 2 points
2 preps + 1 hit = 3 points
3 preps + 1 hit = 4 points
4 preps + 1 hit = 5 points (One Hit Knockout for OMs)
5 preps + 1 hit = 6 points
6 preps + 1 hit = 7 points
7 preps + 1 hit = 8 points (One Hit Knockout for TMs)
8 preps + 1 hit = 9 points
9 preps + 1 hit = 10 points (One Hit Kill for DMs)
Preps
Prep is short for preparation, and is used for a variety of things.
Magic
Magic requires preps. Different kinds of magic require different kinds of preps. Generally, offensive magic requires one prep, whereas defensive/"self-beneficial" magic requires two. Here is an example of offensive magic:
*Black magic bleeds out from Gosford's fingertips, forming a hovering orb within his palms.*
Now I can deploy my attack. Defensive magic takes on many different forms, such as healing, conjuring shields, and more.
*Twists his body downward to slam his fist into the underfoot, channeling energy into the earth's surface.*
*The energy pulls at the earth, causing it to shoot to the sky.*
*The risen earth warps around the body of Gosford, shielding him from attacks.*
*The energy pulls at the earth, causing it to shoot to the sky.*
*The risen earth warps around the body of Gosford, shielding him from attacks.*
Since I used one prep for this, it will take only one successful attack to destroy it. 2 preps, 2 attacks. Preps are used to withdraw/produce weapons. In example:
*He reaches to his hip, grasping onto the hilt of his katana as he withdraws the blade.*
Now I can attack and do whatever I want with the weapon. There is no need for any further preps.
Preps can be used to break bones. This always requires two preps. In example:
*Gosford channels energy into his fist, gathering strength.* - 1 prep
*The energy starts to manifest itself physically, warping the atmosphere around Gosford's body.* - 2nd prep, now I can attack
*Gosford thrusts his fist to the left knee of his opponent, intending to shatter it.* - attempt
*His fist collides with the left knee of his adversary, splintering the bone with a sickening crunch.* - connect
*The energy starts to manifest itself physically, warping the atmosphere around Gosford's body.* - 2nd prep, now I can attack
*Gosford thrusts his fist to the left knee of his opponent, intending to shatter it.* - attempt
*His fist collides with the left knee of his adversary, splintering the bone with a sickening crunch.* - connect
Preps can be used to remove body parts. This always requires three preps. In example:
*Focuses his black magic into his left palm, empowering himself.* - 1 prep
*The black magic continues to gather, its presence beginning to become visible as dark tendrils.* - 2nd prep
*A writhing ball of dark essence becomes harnessed in Gosford's left hand, ready to be used.* - 3rd prep
*Deploys the gyrating orb toward his opponent, the murky sphere aimed for his opponent's right arm.* - attempt
*The stygian orb screams as it tears across the distance before it tears into his foe's arm, ripping the limb from his body abhorrently.* - connection
*The black magic continues to gather, its presence beginning to become visible as dark tendrils.* - 2nd prep
*A writhing ball of dark essence becomes harnessed in Gosford's left hand, ready to be used.* - 3rd prep
*Deploys the gyrating orb toward his opponent, the murky sphere aimed for his opponent's right arm.* - attempt
*The stygian orb screams as it tears across the distance before it tears into his foe's arm, ripping the limb from his body abhorrently.* - connection
Preps can also be used to heal you and repair maimed/broken body parts. Healing yourself does not erase points you have sustained, and is only a viable action if it's to repair a broken or removed body part. It takes 2 preps to repair a broken bone then an attempt/connection, and 3 preps with an attempt/connection to reattach or "regenerate" a body part. Here is an example of repairing a broken bone:
*White magic surfaces in Gosford's palm, basking the man in its pearly glow.* - prep
*The bright light trickles out from his palm, heading to his broken leg.* - prep *The energies circle around his leg, as they'd start to seep into his flesh.* - attempt
*Just as the energies penetrate into his skin, they circulate around the broken bones and mend them.* - connect
*The bright light trickles out from his palm, heading to his broken leg.* - prep *The energies circle around his leg, as they'd start to seep into his flesh.* - attempt
*Just as the energies penetrate into his skin, they circulate around the broken bones and mend them.* - connect
Here is an example of regenerating a body part:
*Dark magic begins to sprout out around his body, the inklike shadows dancing at his footfalls.* - 1 prep
*The shadows circle around his lower body before they'd soar toward his torso, orbiting him.* - 2nd prep
*The darkness continues to grow, strengthening itself within moments; his body becomes completely swathed with its essence.* - 3rd prep
*Shadows start to sew themselves to the gaping hole where Gosford's left arm should be, pulling at the hanging flesh.* - attempt
*Lines of shade weave together, combining as one to attach themselves as a substitute arm.* - connection
*The shadows circle around his lower body before they'd soar toward his torso, orbiting him.* - 2nd prep
*The darkness continues to grow, strengthening itself within moments; his body becomes completely swathed with its essence.* - 3rd prep
*Shadows start to sew themselves to the gaping hole where Gosford's left arm should be, pulling at the hanging flesh.* - attempt
*Lines of shade weave together, combining as one to attach themselves as a substitute arm.* - connection
Preps are used to utilize a projectile, sort of like withdrawing a weapon. Projectiles are used to attack when you're out of range. In example:
*Lowers to the ground, grasping onto a small rock as he picked it up.*
I can now attack with said rock, even if my opponent is out of range. To use a projectile like a gun, you would need to first withdraw the weapon then prep to use it. In example:
*Gosford produces a titanium plated gun from his pocket.* - withdraw/prep
*Dexterously, he loads bullets into the chamber of his pistol.* - prep
*Dexterously, he loads bullets into the chamber of his pistol.* - prep
Now I can aim and shoot. Preps can be used to give a connection additional hit point. In example:
*Summons jet black magic into his palm, wielding the energy so that it orbits his hand.* - 1 prep
*The conjured magic solidifies across the backside of his hand, acting like a knuckleduster.* - 2nd prep
*The conjured magic solidifies across the backside of his hand, acting like a knuckleduster.* - 2nd prep
Since I've made 2 preps, if I successfully land my next attack, it will count as TWO points, not one.
Additional Preparations/Functions of Speed Fighting
Fleeing - Requires 1 prep. You must get out of range and successfully exit your character from the area without any other actions or cause limiting your character from fleeing. Thusly, if you are attempting to leave range, and you have been ranged again by the attacker, you may not complete your fleeing post, but may attempt again until you get it. If you are logically not in a position to flee, you cannot flee. For example: You are trapped within ice, you may not attempt a fleeing post. You must first break the ice, in order to attempt fleeing. A successful flee should look like this:
;Shonengetsu leaped out of the range of Bob, now attempting to run.;
;Shonengetsu managed to successfully leave the area Bob was in, fleeing the scene.;
;Shonengetsu managed to successfully leave the area Bob was in, fleeing the scene.;
Grappling - Grappling is meant to hold the opponent in place and requires 1 prep. In the event that you are grappled, you are unable to move your character in or out of range. You may attempt breaking the grapple. Successfully breaking a hold requires 1 prep as well.
;Shonengetsu swung his left arm around the neck of Bob, aiming for a choke hold.;
;Brought in this left arm, causing a tight squeeze around the neck of Bob, left hand locking into his right bicep.;
;Brought in this left arm, causing a tight squeeze around the neck of Bob, left hand locking into his right bicep.;
Bob is now able to attempt breaking the grapple as such:
Bob: -Brings both hands up to the forearm of Shonengetsu, pulling down as hard as possible.-
Bob: -Digging his fingers deeper into the forearm of Shonengetsu, he was able to separate the arm from his neck.-
Bob: -Digging his fingers deeper into the forearm of Shonengetsu, he was able to separate the arm from his neck.-
Transformation - Trasnforming requires 4 preps. After the 4th prep, a successful transformation post can be completed. After transforming, all connection posts are considered 2 points.
Healing - In the event of a broken bone or severed limb, one prep is required to heal and restore the body part into usage in the duration of the fight as such.
;Shonengetsu conjured white magic into the palm of his right hand, the energy swirling.;
;This healing magic slammed downward into the left arm, causing it to slightly heal.;
;This healing magic slammed downward into the left arm, causing it to slightly heal.;
Killing - Keep in mind that a deathmatch must be agreed upon for this. Once one acquires 9 hits, any attack after may be a kill hit. Kill hits require a single prep and can be counter, blocked or dodged. If one lands a kill hit in a deathmatch then the opposing character dies. However, when dead, one may be revived.
Summoning - Summoning a puppet (or embodiment controlled by the main character) requires two prepatory posts then a single post stating the act of summoning. A puppet requires a separate name. One may move in and out of range while keeping their puppet in range of the opponent. The dummy may attack, evade and block as a regular person, however, with two hits a dummy can be destroyed. Therefore, one must be judicious in their use of it. Dummies can be blocked, dodged and countered (and a counter hit could also kill off a dummy).
Barriers - There is a minimum of 2 preps to create a barrier, including a separate post stating the barrier has been created. Barriers protect the user without the user having to make a blocking post. It takes a minimum of 2 hits to break a barrier, if 2 preps were used to create it. Players have the option to prep as many times for a barrier. The more preps, the more hits it takes to break the barrier.
Revivals - 9 preps are required for revival, the tenth post being the revival post. Characters can only be revived if they are dead.
Soul Stealing - 9 preps are required for stealing a character's soul, the tenth post being the stealing post. Characters cannot be revived after their soul is stolen. The act of stealing a character's soul means that character cannot be played from that point on.
Styles
1) I6
Word Minimum: 7-7-10-10-10
Allowed: 2 typos - After 2 typos, your post is invalid.
Industrial 6 is the most basic form of speed fighting, I would assume. It's so easy, and so easy to perform. But only masters can get away with using I6, and still be logical. Though, when fighting in I6, considering how short the style is, doesn't mean you have to be illiterate to be fast. When fighting under Novus Initium law, posts must be literate, and logical:
2) I6A
Word Minimum: 10-10-15-15-10
Allowed: 2 typos - After 2 typos, your post is invalid.
I6A or Industrial 6 Advanced is what it is named... Advanced. For the style of I6, and advanced fighters of I6. To keep speed, with the word limit, and being as graceful as a warrior that you should be, you will find I6A to be a very interesting style to fight in. The word limit mixes in B4 and C15, giving you multiple possibilities of attacks, dodges, counters, and blocks. Make sure to keep your posts diverse, so you don't stick to one thing. It becomes a habit!
3) RI6A
Word Minimum: 10-10-15-15-10
Allowed: No typos. - If you typo, your post is invalid.
RI6A A.K.A. Royal Industrial 6 Advanced, allows fighters to experience A classed text combat. Within this style, you are given no chance to typo, or else you are void. This could ultimately cost you the match, though fighting in this style should help with accuracy while maintaining speed.
4) PI6
Word Minimum: 7-10-15-10-10
Allowed: No typos, and no punctual errors. If you typo, or make a punctual error, your post will be invalid.
PI6 Or Perfect Industrial 6, gives fighters the chance to be, well, what the style says, Perfect. This could intensify your grammar, punctuation, and enhance your writing skills as a person, but also shows your skill as a speed fighter in the RP world. Mixing I6, I6A, RI6A & PI6 gives the ultimate training.
5) B4
Word Minimum: 10-10-10-10-10
Allowed: 2 typos. After 2 typos, your post is invalid.
Basic 4, as a style, is pretty popular among the fighters that are training. It's a great style to fight in, but the same goes for this style, as does for I6. People have been being illiterate because of the short word limit, and only focus on the speed of the word put out. Just because it is speed fighting, keep in mind, it is not Special Ed.
6) B4A
Word Minimum: 10-10-10-15-15
Allowed: 2 typos – After 2 typos, your post is invalid.
B4A A.K.A. Basic 4 Advanced is the advanced style for B4. The word limit is a bit different. You’ll find that prep & counter/dodge/block’s need 15+ words. Evidently, this is a brilliant style to integrate into your genre of specified or recommended styles.
7) RB4A
Word Minimum: 10-10-10-15-15
Allowed: No typos. If you typo, your post is invalid.
RB4A A.K.A. Royal Basic 4 Advanced allows for advanced fighting, and your spelling better be spot on. This style takes the bar up one notch by inducing the fighters in a mix better C15, I6A, and B4. Unlike no other, RB4A brings a universal meeting place for long-style and short-style fighters.
8) PB4
Word Minimum: 10-15-10-15-10
Allowed: No typos, no punctual or grammatical errors.
Perfect Basic 4 is explainable by its title and its rules. Only the Elite use this style.
9) C15
Word Minimum: 15-15-15-15-15
Allowed: No typos.
The Consecutive styles are very common among speed fighters. Without the C styles, we probably would not have decided to create new house rules of any kind. Along with C styles, came other styles from inspiration. Some would say C styles are the only speed styles needed. C15, of all the styles, is considered a half way point between everything. Not too long, not too short, but just right, and with the automatic Royal input for no typos. I recommend this style to everyone.
10) PC15
Word Minimum: 15-15-15-15-15
Allowed: No typos, no grammatical or punctual errors.
11) C20
Word Minimum: 20-20-20-20-20
Allowed: No typos
12) PC20
Word Minimum: 20-20-20-20-20
Allowed: No typos, no grammatical or punctual errors.