WELCOME!


Welcome to Primal Minds' Guidebook! This guidebook is one of the most important things that you will read on this entire site. It will give you the low-down of how we run things here, and it should help simplify everything for you! If you look to the left of this little box of information, you will find the links with all of our site information! If you click those links, it will bring you to the information of your desire!

I will be staying here the whole time, so if you need to take another look (or just want to) feel free to!

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Once you complete your reading and you still have questions, please look to our FAQ or PM a staff member with your questions!!!

Happy reading!

Fighting


Fighting rules are simple, yet they are important. Each of these must be followed in order to get your points and to have your character win. Failure to follow these rules can, and will, result in immediate lose for your character fighting. Therefore, it is very important. If you have any questions, feel free to contact staff.

The Rules

    1. Follow the posting order in the fight. It will go just as a normal thread would go, just with fighting.
    2. Do not god-mod, meta-game, or powerplay what so ever. This can lead to an automatic lose for the character/rper that does so.
    3. Always say attempted, aim, or tried to. You cannot dictate where a move is going to go or if it is going to even land in real life can you? Your opponent always has the chance to block or counter it with something else!
    4. Make sure to have realistic defenses that a canine would have in the wild. Defenses would include: *glaring, flattening ears, baring teeth, raising hackles, widening legs, tucking or raising tail OR tail used for balance, lowering head to protect throat, opening jaw, tightening core, and aligning skull with spine.*
    5. Make sure attacks are realistic. If someone is behind you going for the leg downwind, then your character probably can't smell them and if the challenger really wants a surprise attack, they're probably quiet. Your character can't just turn around and bite someone when they are right behind you. Make sure to read posts and understand what the other rper is saying in their post. If you don't understand, feel free to contact the rper playing the opponent or ask a staff member!
    6. You are not allowed to edit your post once it's posted. Make sure to reread it over and over again so that you're positive on the information you have. Staff will not allow anyone to edit their post.


Fleeing & defaulting

When a spar is initiated, the opponent (the person being challenged) has the choice to stay and fight or to flee. You must post once attempting to flee and then staff will look and see if it's realistic and if your character has escaped. Ways to default (automatically lose a fight) is by powerplaying, godmodding, and metagaming more than once in the fight or going over the time limit. Each character gets one full dodge to use at their convenience. If you use more than one, that can lead to a default.

How it's judged

Point systems in judging can be, in certain terms, complex. However, it has the qualities of being very simple. You get judged in attacks, defense, counters, and strategy. Each one of these categories have a chance of getting 5 points max and 0 minimum. Each character starts with a default of 5 points. From there, we add and subtract points based on how well/realistic each move is for your character. Below will be a break down of it.

Judging: attacks

Attacks will be judged on realism. Make sure it says attempted, aimed to, or tried. Without these, it can be considered powerplaying and that can lead to an immediate lose.

    • Realism - If your characters attacks are realistic, meaning that it can land successfully realistically, you get 5 points for this.
    • Semi-realism - If your characters attacks seem that they can be realistic, however the way he/she moves or the way you worded it isn't, you get 3 points for this.
    • Not realistic - There is no way your character can do this attack and it is completely unrealistic. You get 0 points for this.


Judging: Defenses

Defenses will be judged just as attacks are. However, they are based more or less on how many of the defenses that your character sets. The ones that staff will be looking for are: *glaring, flattening ears, baring teeth, raising hackles, widening legs, tucking, raising tail OR tail used for balance, lowering head to protect throat, opening jaw, tightening core, and aligning skull with spine.* The stats in your application play a part in the fighting as well. Please state defenses in notes under the post, or underlined in the post.

    • Realism - Your characters defenses are realistic, or they have each and every defense set. You get 5 points for this.
    • Semi-realistic - Your character has most defenses set. You get 3 points for this.
    • Not realistic - Your character has no defenses set. You get 0 points for this.


Judging: Counters & Stategies

Both counters and strategy are judged the same as the two above. These are not as important and won't be judged as critically.

    • Realism - Your characters counter and/or strategy is realistic
    • Semi-realistic - Your characters counter isn't very realistic. Perhaps you forgot some details or didn't think it 100% through.
    • Not realistic - Your characters counter/strategy is not realistic at all.


Health, Build & Stats

Health and build also have a major part in sparring. You can have four types of health: Healthy, decent, sick, premature death. The better your health, the higher the chances of you winning a spar. For each health tier you are, you gain 2 points. So if you're healthy, you get 8 points tacked onto your points in the judging. Staff will determine your health.

Body builds also play a role. The heavier you are, the stronger, though you're slower. The smaller you are, you're faster but you're also weaker. You gain no points for sizes, but they may help with your attacks and defenses.

Round Count

Each fight is required to be 4 rounds. No less unless one character defaults. However, if you and the rper of the other fighting character agree, there can be more than 4 rounds. You must PM one of the staff members that you are increasing the amount of moves in the fight. This way, the staff member who may be judging your fight knows why there are more moves than what is required.

Fight types

There are many types of fights, and each type falls under it's own category. There are three types of categories: the non-deadly ones, future affecting ones, and other. Below you will find what type of fight falls under what category.

Non-Deadly

    • Practice - Your character is practicing his/her fight skills with a random opponent. This may be fun! This type of fight typically doesn't have any harmful moves in it, i.e. bone crushing, bone breaking, deep cuts, etc.
    • Rank - Your character wants that one rank but the King/Queen won't give it to you. You decide to challenge the King/Queen to a fight for that rank or for their rank. If this is a fight for the King/Queen's rank, then if you win you automatically get it. If it's for a rank such as Duke/duchess, then the King/Queen still gets the decide if you get it. You've just proven yourself more or less to them.
    • Dominance - That one person disrespecting you? Well, you're going to prove to them they can't just push you around. This type of fight is mainly used to settle disputes, disrespect, and/or to put a member in their place. This is typically a fight where one is trying to stand above the other, not trying to kill them.


Future Affecting

    • Maim - Someone has threatened to hurt you or the fight has just gotten intense enough for you to hurt them. This type of fight is usually used to take something off, such as an ear. However, if you win, you don't just get to rip their ear off their head. That must happen somehow in the IC fight, not after the fight is over.
    • Stealing - Do you want to steal this one person? You are required to know the name of the character you want to steal or they must give you an IC reason to steal them. Staff will determine if the IC reason is valid or not.
    • Death fights - This character has threatened to kill your or your family/pride, etc. If your character wishes to initiate a death fight (most commonly known as DF's) then staff is required to go over the reason why your character wishes to DF another. If it is found valid, then you may commence with the fight. If staff finds it invalid, then you must change the fight type to something else. However, IC circumstances may make it where your character can DF another character, i.e. it's a maim match and the other character's stats are set at maim match, you may turn it to a DF because they have intentions of hurting you.
    • Other - Any other type of fight that isn't listed above may be placed as other. Once some of these have occurred, staff will have a list for you.


Killing

Characters cannot kill other characters without a valid IC reason. Staff will determine if the IC reason is valid or not. This is to keep everything fair when it comes to fights and killing.

Fighting Template

Character vs. Character Type of Fight Round # of 4 Height & Weight: Health: (If you're in a tribe, healthy. Decent if you're living on your own without serious aliments) # Dodge(s) Remaining Defenses: Attack: Other Info: