Author Topic: Bujini-kyuuryuu-toutou-ryu [rp swordsmenship school]  (Read 3619 times)

Irick

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Bujini-kyuuryuu-toutou-ryu [rp swordsmenship school]
« on: May 02, 2007, 05:17:26 pm »
Bujini-kyuuryuu-toutou-ryu
[shortened to BKTR]

Rules for school Icon and Ranks:


The falling trees symbol is reserved for students directly under the head mansoror [intructer, show status of head instructer by useing high greetings and such in enki i.e. "grrensholy'a mansoror Irick"]

the other icons will consist of your specific instructor's icon, the general school icon, and all instructor icons your line of the school originates from other then the falling trees icon.

the general school icon is two swords with liquid steel trails about to clash over a flowing river.

the ranking system consists of 5 h'oka [claw] ranks, 3 hetakh [sword] ranks and 12 hetakerol [swordsman] levels, 12th hetakerol is only given to those who have given their life in battle [not returning rp] the ranks go like this 5th h'oka, 4th h'oka, 3rd h'oka, 2nd h'oka, 1st h'oka, 3rd hetakh, 2nd hetakh, 1st hetakh, 1st hetakerol, 2nd hetakerol, 3rd hetakerol ect..

the ranks degrade by one full rank per instructor, i.e., if your instructor trained under Irick, when you reach first hetakerol you will still be one rank below a first hetakerol of Irick's class in a school wide gathering.
however, if one of Irick's students comes to a dojo of another instructor, the instructor's highest rank will be considered the highest rank in that hetakero pejaoji [dojo] at the time.
those who train under Irick will reseave scrolls after each rank, Only instructers have a color coded definition of rank.
scrolls will be writen in the school's language and will be useless to anyone under 1st h'oka other then a mark of rank.
after 1st h'oka [3rd hetakh] you will reseave a school blade, wich will have been forged for you when you passed your first rank test, been in the hetakero pejaoji every day you trained,
and you will be allowd to draw after wearing for a [ooc month].

Rules of teaching:


all students can teach the school's arts up to one rank below them. however, that dose not gerentee their student a place in the main school branch. it is a general rule of thumb to wait until you have passed to 1st h'oka until you decide to take on an apprentice or student of the school.

all instructors must make a instructor specific icon.
[post icon description or pic if you made one here as well as the instructor's name]

Rules of tournament:

There will be a minimum of one judge separate from the fight, up to 3 may be used.
[the rules are simple, if one of the judges thinks that a move would not be posable, that move is void and must be redone, if a character decides to make a feint or a hidden attack, i.e., throwing daggers hidden by a flame burst, you must tell the center judge. PvP judges (when we get a PvP instructor) will make sure no potions are used during the duel, or magic at lower belt levels]

Rules regarding relations with the community
Members of any standing in the School should keep an eye out for those new to the lands, the BKTR should help the comunity as well as those actualy within the school. [meaning, if you are in the school, it is praised to help new players, teach them rp, get them started ect. we need to remember that those noobie players will one day replace the current rp leaders if given the chance. i understand it might be not conveniant for a rper to help out all the time, and this is mainly a rp school, but you should give some basic information to those players who can actualy understand the consept of in charicter and out of charicter. even if it is just basic and they mess up from time to time. if they insessently ask for tria in an ooc contex, then it is fine if you just use the general dissmissel "read the website" and hope they might figure out what role playing is.]

Students of this school should help those being harassed, if you fear you are too weak, alert the gaurds.
[i try not to limet alignments in the school, it is equaly open to bouth evil and good rps, so this rule cn be ignored according to your allignment]


this is a first draft, we take suggestions for new rules.

the school is currently accepting new students
[Contact Irick or Hahro to join. or pm me]
http://pswiki.xordan.com/index.php/Enkidukai_Language
« Last Edit: May 20, 2007, 12:57:22 am by Irick »
-Irick (frequent rper and Macie)
Though hidden in the shadows, my mind does not fear the Dark...

Head instructer of the Bujini-kyuuryuu-toutou-ryu

Irick

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Intructor: Hahro [realy]
« Reply #1 on: May 03, 2007, 12:36:23 am »
Hahro has been permited to teach up to 1st h'oka:

his Icon is a blue eye with no pupil superimposed on a silver metalic background.
[icon goes here]

[Hahro is just a practice overseeer. his branch is not fully develuped yet, and will not untill he gets older]
[status of the branch here]


[Hahro is 6 and a half in game, i understand that people are going to claim that this is not possable, and you are free to, but it is not changeing.  ;D
his form will be a bit currupted from "true" form, as he is six, but right now he is the only instructer under Irick. his flaver of the BKTR
focuses a lot on the training of the mind to see the bokken as a sword, not a stick. his students will gain the ability to "cut" with wooden bokkens.
only a kid or a wise man would focuse on this prospect this much ^^
use this post as a templet of what your instructer info should look like when you post]
[ooc info about your charicter or comments about your branch here]
« Last Edit: May 17, 2007, 07:24:42 am by Irick »
-Irick (frequent rper and Macie)
Though hidden in the shadows, my mind does not fear the Dark...

Head instructer of the Bujini-kyuuryuu-toutou-ryu

Parallo

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Re: Rules for bujini-kyuuryuu-toutou-ryu [rp swordsmenship school]
« Reply #2 on: May 04, 2007, 01:07:11 pm »
[Bujini-kyuuryuu-toutou-ryu? What the hell is that? Dojos? Dans? Is this not all a bit out there and martial artsish in the kind of atypical sort of way that isn't terribly original? Sure you have some fancy names but it looks like they could be substituted with any nuber of real world martial arts names and it would be indistinguishable from a poster for lessons you might see every day in RL.]
I suggest the statue of Laanx gets turned into a statue of Parallo <3. An NPC could never replace the huge hole he left in my heart when he died  :'(

Earl_Listbard

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Re: Rules for bujini-kyuuryuu-toutou-ryu [rp swordsmenship school]
« Reply #3 on: May 04, 2007, 01:30:43 pm »
[Kudos Irick, I always approved of schools,(instead of guilds) schools of melee, magic, etc etc, good for role play too. I look foward to hearing about this in game.]

Irick

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Re: Rules for bujini-kyuuryuu-toutou-ryu [rp swordsmenship school]
« Reply #4 on: May 04, 2007, 08:17:52 pm »
[Bujini-kyuuryuu-toutou-ryu? What the hell is that? Dojos? Dans? Is this not all a bit out there and martial artsish in the kind of atypical sort of way that isn't terribly original? Sure you have some fancy names but it looks like they could be substituted with any nuber of real world martial arts names and it would be indistinguishable from a poster for lessons you might see every day in RL.]

[i chose the name because (a.) it can be translated into two almost parallel opiset meanings and (b.) because most swordsmanship schools have a name instead of just saying "we teach swords" i am borrowing some real life ranking system so i can keep it in perspective, however, if you read into my post you can figure out the ranking symbols are unique to this made up school. i used dojo, because im just so damn used to typing it =P if you can come up with a better word that means a place where a specific martial way is practiced that is not dojo, tell me and ill consider it. dojo just seems to fit the mood i am trying to create in this school. it is highly ritualized, almost to a spiritual level. as for the poster thing, this is not a poster, this is a set of rules that would be available to the public, the poster is on the Hydlaa board and just says they are accepting students. oocly, i have always made it a point to incorporate eastern ideals into my rp, as PS is not culture dependent, though most people rp a knights and dragons sort of culture, if kings and queens and Empires are in character though
not actually part of the "official" ps government schema, i see no reason why a 'shogun', 'samurai' or school of swordsmanship would be any different.

for those with curiosity of the name, one of the translations is the 'quiet old-style clashing of swords school' wich is the general school icon. the other translation is hinted at but im not going to give it out right now ^^]
« Last Edit: May 04, 2007, 08:30:56 pm by Irick »
-Irick (frequent rper and Macie)
Though hidden in the shadows, my mind does not fear the Dark...

Head instructer of the Bujini-kyuuryuu-toutou-ryu

Parallo

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Re: Rules for bujini-kyuuryuu-toutou-ryu [rp swordsmenship school]
« Reply #5 on: May 05, 2007, 12:33:42 pm »
[There are dwarves! Of course its medieval fantasy! I just don't see it fitting. And I don't see eastern style clothes fitting for that matter either. If you need words, make them up. What language is the name in by the way?]
I suggest the statue of Laanx gets turned into a statue of Parallo <3. An NPC could never replace the huge hole he left in my heart when he died  :'(

Irick

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Re: Rules for bujini-kyuuryuu-toutou-ryu [rp swordsmenship school]
« Reply #6 on: May 05, 2007, 09:01:34 pm »
[There are dwarves! Of course its medieval fantasy! I just don't see it fitting. And I don't see eastern style clothes fitting for that matter either. If you need words, make them up. What language is the name in by the way?]
[i never said it waent midievil, all i said is it wasent culture dependant. im going to ask you nicely to go away and leave my thread to those who actualy want to look at the information and not start a  "who is right who is wrong" discution. i would appresiate that. if you want to depabte the icness of my rp school, don't do it in the rules section, pm me.]



Entervir: 5 h'oka, died wile atempting what he thought was to defend an instructer, presented with an honerary rank of Shinoki.
[it is a made up rank, so don't ask. it is not the highest rank in the school, it is just a way to honor bravory]
« Last Edit: May 15, 2007, 09:46:10 pm by Irick »
-Irick (frequent rper and Macie)
Though hidden in the shadows, my mind does not fear the Dark...

Head instructer of the Bujini-kyuuryuu-toutou-ryu

Raleigh

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Re: Rules for bujini-kyuuryuu-toutou-ryu [rp swordsmenship school]
« Reply #7 on: May 06, 2007, 12:37:58 am »
[ After all this, I have only one comment to say about all the questions pointed here about the "Settings-compliance":

Long Live Eurocentrism!

Even in "Forgotten Realms" there is "Kara-tur"...

]

Farren Kutter

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Re: Rules for bujini-kyuuryuu-toutou-ryu [rp swordsmenship school]
« Reply #8 on: May 06, 2007, 08:45:32 am »
Farren has been permited to teach up to 8th Dan:

His symbol is a lush and leafy tree with two swords crossed in front of it.

His students will be regarded as part of the main school and will have all benefits as such.

Farren is the ranged weapons and staffs instructor. He is also permitted to handle sword promotions. While his teachings can be taken apart from the main school, they are included in the basic curriculum. [Note: He can teach the use of swords in different combinations (two short sword or sword and shield or two longswords) but it is not within the school that he would be teaching due to the fact that his style is drastically different from that of others. This training should be done on an individual and separate basis upon request.]

[Farren is blind, so his instruction may vary, though he is still more then proficient at teaching. --Irick]




Irick

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Re: Bujini-kyuuryuu-toutou-ryu [rp swordsmenship school]
« Reply #9 on: May 13, 2007, 05:07:29 am »
we are changing the carriculem to include a more ballensed knowlage of fighting. we are looking for experts in their fields to perhaps join the school for instruction. [archery is allowed, as well as other non implemented skills if you have at least a desent knowlage of it ooc. if you think you can teach PvP to an acceptable level, we are looking for an instructer.]

For seporate skills teachers:
your icon should consist of at least one of your weapons or a representation of your path, spetial icons that do not hold to these are allowed,[ but for rp sake it would be better to identify what the person has trained] you will not have to wear a school wide emblem, your students are free to teach, but they may not claim to have mastery of secondary weapons unless you give them the title. secondary weapons will not be ranked exept for learning, intermediate, and mastered, represented by a bronze, silver, and gold patch given upon instructer's whim [bronze learning , silver intermediate, gold mastered.] all students are required to chose at least 2 secondary weapon styles.

Irick teaches Jo staff currently alongside his sword form. All other secondary skills Irick will not teach unless spisificaly requested and qualifyed for [I do not feel i have a good knowlage of other forms to teach even rp styles. but i will try to make something up if the student that requests has a vallid rp reson, or is training to be a replacment or secondary head-instructer]

[allso, i am currently revamping the school to make it more ps spisific. right now it is basic, renaming ranks has been compleated, weapons will not be renamed, because in ps we still see claymores, and sabre. and it would be confuseing and time consuming to think of new names for spisific blades.]
« Last Edit: May 14, 2007, 06:13:18 am by Irick »
-Irick (frequent rper and Macie)
Though hidden in the shadows, my mind does not fear the Dark...

Head instructer of the Bujini-kyuuryuu-toutou-ryu

Irick

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Re: Bujini-kyuuryuu-toutou-ryu [rp swordsmenship school]
« Reply #10 on: May 15, 2007, 09:50:14 pm »
[a note, this summer i am going to have the privelage of training under some of the world's best instructers in empty handed and weapons work, i hope that i will be able to pass this oppertunity to my planeshift rp duleing school. untill then i will not teach much grappleing in the rp school]
-Irick (frequent rper and Macie)
Though hidden in the shadows, my mind does not fear the Dark...

Head instructer of the Bujini-kyuuryuu-toutou-ryu

Irick

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Re: Bujini-kyuuryuu-toutou-ryu [rp swordsmenship school]
« Reply #11 on: June 10, 2007, 09:34:50 pm »
Rp fighting rules:

these are simple


before duel:
  • all weapons that may be used must be either in the description or told to the judge before hand.
    • "His two short swords hang proudly on his belt" -in discription
      You tell theJudge: [He has a hidden dagger underneath his shirt]
during the duel
  • the duel is turn based, one post per turn. [unless you are adding a detail to a move, the move itself can not change]
  • in order to win a duel, the strike must be a committed strike
    • you send a /tell to the judge when you attempt a committed strike.
  • you can not block for one turn after a committed strike, you can only do a counter strike with a delay.
    • this delay is represented by rolling your agility and subtracting 30, wile the other rolls their agility with no subtraction.
  • any feints must be told to the judge before hand, as with anything that would need you to plan ahead.
    • i.e. casting flame as a smoke screen for a dagger behind it.
  • If a judge rules a move impossible, i.e. blocking after committing to a strike, the judge can choose to either have the player redo the movement, or attempt the movement and fail, ending his turn.
  • judges shold study ooc some form of swordsmenship, and must know the limiations of each kind of weapon, i.e, if someone comes to a duel using a claymore and the other person has twin short swords, the swords sword can not do a stop block, but the claymore will have far less agility, and will realy only get one chance to strike, after that, he has lost.
« Last Edit: July 18, 2007, 07:59:43 am by Irick »
-Irick (frequent rper and Macie)
Though hidden in the shadows, my mind does not fear the Dark...

Head instructer of the Bujini-kyuuryuu-toutou-ryu

Irick

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Magic guide lines
« Reply #12 on: July 12, 2007, 09:27:36 pm »
[because i still have not heard back from settings on how glyphs work, my guide lines on it will be bare bones. i do not advise using magic yet as the system still needs the information (ahem *nudge nudge settings*) but if you are a mage you need something to do in a duel.



  • defense spells (spells that do not effect the other duelist):
    • defense spells have a 75% chance of working correctly, a 15% chance of working part way and a 10% chance of failing,
    • to represent this /roll 20, rolling higher then 5 casts a working defensive spell (def. spells last 3 turns, full defensive spells require the attacker to roll a d5, 4 and 5 mean they bypass the spell)
    • rolling a 3, 4, or 5 gives a diminished defensive spell, the attacker rolls a d5, rolling 2 or higher means they bypass the spell.
    • rolling a 2 or 1 means the spell fails, leaving you defenseless that turn, however a committed strike can not be decided after a spell, it must be decided before the cast and told to a judge.

  • touch offensive spells (spells that do effect the other duelist at touch range):
    • same chances as a defensive spell, but you must be within sword range.
    • roll 20, full working has a chance of stunning, represented by rolling your magic way used, times four verses your opponent's will.
    • stunning allows you one free strike, but committed strikes must be decided before casting. working part way requires your opponent to rp weaker for the next, at least, 2 rounds, more if the judge decides otherwise. weaker includes not as fast reactions and no committed strikes. failing opens you up for a hit that turn.

  • ranged offensive spells (spells that effect the other duelist from a distance):
    • these spells have a 60% chance of a full cast, 30% chance of a glancing hit and a 10% chance of failing.
    • roll a d20, higher then 8 is a full cast with instant stun for one turn, (however, 15 or higher will give the mage a chance to attempt a committed ranged spell with no chance for the opponent to counter)
    • 3 to 8 requires your opponent to rp weaker for the next, at least, 2 rounds, more if the judge decides otherwise. weaker includes not as fast reactions and no committed strikes.
    • failing makes you miss your turn.

  • committed spells (spells intended to end a duel):
    • ranged or touch, a committed spell is decisive one way or another. 50% chance of working and a 50% chance of total back fire. committed spells use all of a mage's mana and can backfire and give the mage a mana burn.
    • call 1 or 2, and /roll 2. this is the end of the duel, if your call is wrong, you pass out, if it is correct, you win.
    • this takes 2 turns of no interruption, i.e., stunned opponent



as you can probably tell, this uses far more /roll-ing then i like, but i do not have the information on how glyphs work, so i can not make a judging system for it
in order to make a judging system, i need to know exactly how magic is summoned, have magic behaves when subjected to solids, i.e. if it can be blocked with a weapon and if so are their pentaltys to blocking like this, would it have a chance to destroy the weapon? i really just need to know everything settings knows about glyhs.... and even that may not be enough!
 
« Last Edit: July 18, 2007, 08:16:54 am by Irick »
-Irick (frequent rper and Macie)
Though hidden in the shadows, my mind does not fear the Dark...

Head instructer of the Bujini-kyuuryuu-toutou-ryu

shorty13

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Re: Bujini-kyuuryuu-toutou-ryu [rp swordsmenship school]
« Reply #13 on: July 13, 2007, 04:38:08 pm »
you must seem to really dislike mages cuz those guidelines suck.  If you are RPing as a high-level mage, then low level spells will just about always cast successfully.  It'd be the high level spells that have a chance at failing.  However, think about it...what would cause a spell to fail?  I think that you'd just lose your physical energy after casting spells instead of such a low chance to hit.  After casting a huge dooms-day spell or soemthing, you'd be too weak to stand up or cast any spells for a period of time.  Remember, with most spells, the spell caster has a chance to miss the target if it is moving, and with projectile spells the target has an additional chance to dodge it.
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Entevir

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Re: Bujini-kyuuryuu-toutou-ryu [rp swordsmenship school]
« Reply #14 on: July 13, 2007, 08:25:40 pm »
Remember that the form in which the spells are used in duels isnt the chant,charge,fire type.Its the type where you exert yourself over the top to fire a spell fast enough so your oponent doesent get a window of oportunity.In adition such spell casting is pretty high level even with the simplest of spells because you have a second or less to summon you magic power, shape it and release it at the oponent\use it to defend.
Also taking into acount that the spell rarely is done in a position best for dodging a flury of strikes i would say its safe to assume that the enemy would be able to overwhelm you if they managed to get out of the spells way.Unless it is a defense spell in which case you would put yourself on the proverbial 'high ground' because you could take a bit to breathe and get ready for the ferocious rate of the fight.Ive done a few fights at Iricks school and i can say its a difrent league than the usual RP street fights.Mostly because Irick and most of the players there have at least half decent knowlege on sword fighting and the posible moves to make in combat.
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