Post by D E V I on Jun 11, 2020 16:05:24 GMT
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[/li][attr="class","sitepostname"]BEAUTIFUL CREATURES [attr="class","sitepost1"] | Spars & Hostage Guide Like in the natural world between animals fighting over territory or the right to mate, Beautiful Creatures also has fights, albeit with rules and a few restrictions. It's important to note that Beautiful Creatures doesn't have an "official" judging system. Fights are usually pre-determined by members outside of roleplay or have the roleplay itself decide the winner. When a character finds themselves challenged to a spar, it may or may not be entirely clear IC as to what the other character wants. A lot of times animals can identify when they are being challenged to a dominance fight. This is perhaps one of the most common fights found around Beautiful Creatures. Fights can happen for a variety of reasons, such as, but not limited to:
NOTE: a spar is a fight between 2 or more characters. Moves vary, but generally, there is a 5-7 move minimum between characters. health Health plays an important role in fights. If your character is already less than excellent health, your character will tire much more easily. Imagine walking up a mountain with a concussion or a twisted ankle? It’s difficult. It is important to remember your character’s health and condition when getting involved in fights. If your character is already injured, can it handle another wound on top of what is existing? One hit, if the character is in poor or fair health, could be fatal depending on the hit. Be sure to check out the forum's health guide HERE for more information. hostage rules
escape & spar rules Per rules, every exit from a thread is an attempt; characters have 48 hours to stop you. Your exit is successful when nobody has physically challenged your character’s departure by that time. Death matches are exempted from this rule. There are three methods to determine the outcome of a spar.
[li]Post-determined. After a spar is concluded, the roleplayers can try to reach a conclusion between themselves on the spars outcome, or a staff member can judge the fight and determine the victor. |
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time limits/defaulting
It's important to note that spars range between 2 to 7 days to sufficiently complete. A general rules of thumb to keep in mind is that the more dangerous the spar, the more time needed to complete it. When you are challenged to a spar you have 48 hours to reply to the first post. After that each roleplayers reply is given 24 hours to respond to each other. If you miss a reply and the person you are sparring with doesn't wish to give you an extension then you'll default the fight. Defaulting will result in immediate disqualification to the spar and you'll be named the "loser".
Please note that a spar's time limit does not officially begin until the threads 2nd post or when the person challenged to the fight responds to their challenger!
important notes
- There is NO EDITING a post once you have posted your reply. Doing so will result in immediate disqualification. If you forget the spar code have an admin or mod do it, not you!
- No God-Modding or Power-playing.To see more information about this, please click HERE
- Don't be afraid to ask questions! If you have any inquiries or are confused about something, please ask either a staff member or the person you are sparring with!
- The challenger has the final say on the number of moves in a spar, while the defender has the final say on the time limit of the spar.
- Be as detailed as possible when writing your posts.
- Remember every attack is an attempt and every dodge is a partial one. You only have 1 full dodge. Be sure to mention if you have used your full dodge.
spar stats
Every spar must have these stats listed at the end of every post/reply.
[b]who vs who:[/b]
[b]match type:[/b]
[b]number of moves:[/b]
[b]time limit:[/b]
[b]current health of the character:[/b]
[b]whether their full dodge is used or unused:[/b]
[b]injuries incurred thus far:[/b]
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