Welcome Guest [Log In] [Register]
Emergence and Acceptance
Welcome

Staff

Head Administrator
Silvera

Administrators
Mariana
Valamuraka

Global Moderators
Cobra
Open

Moderators
Open
Open


Plot & Side Plots & locations
Plots

Site Main Plot
Locations None as of yet



The Information Center

Updates

[12/31/09]
Welcome To Emergence and Acceptance

This site is based off of a very popular Single thread RPG. I am pleased to announce that we are now open and accepting both members and characters. If you would like to be staff on the site, I am also accepting applications for different moderator positions that will be put into place. Thank you Everyone for Joining and Have fun



- Elazar -



Season



As of July 1, we are now in Summer.



Useful Links

- General Rules -
- Rules for Role-play -
- Character Rules -
-

Faction Ranks and Info

Talon Base Commanders:
Glendale:
Open
Grand Junction:
Open
Dallas:
Open
Portland
Open
The Riders Guild
Kansas City
Elazar and Silvera
Indianapolis
Open
Miami
Open
Albuquerque
Open
Dragon Clans
Great Plains Clan:
Alpha: Open
Alphess: Open
Info & Ranks
The Appalachian Clan:
Open
Alphess: Open
Info & Ranks
The Sierra Clan:
Open
Alphess: Open
Info & Ranks



Locked Topic
Character Rules
Topic Started: Jun 6 2011, 01:30 PM (283 Views)
Elazar
Administrator
Of course Everyone Knew this was coming. When your on a Role-playing website, you need rules to prevent people making their characters too powerful.

First is for the Wild dragons. Most of these rules will apply for rider bearing dragons as well. They are as follows:

Types of dragons

The first thing that will be discussed are the types of dragons that can be role-played.

For the most part, only Western European, and Wyvern type dragons are available for role-play here, however that is subject to change based on demand. If I get enough interest for other dragon type, I will add them to the list of playable types and create a new clan in the lands specifically for the type of dragon that has been added.

No matter the type of dragon, each character is only allowed to have one head. [Yes, I actually had this come up.]

Ages

The dragons of In Emergence And Acceptance will age the same as the average human does, so every 1 dragon year is equivalent to 1 human year, and the age Cycles are as follows.

Dragons

0-2 Wyrmling- These dragons are very young, most of them just out of the egg. Dragons of this ages are not allowed to leave the protection of their mother or clan guardian. Dragons of this age can hold no clan positions and cannot fly. Dragons at this stage are generally no bigger than a medium sized dog. no more than 3 ft tall total. If a Memory Transfer has occured (transfer of mother's memories to the youngling immediately after birth, thus allowing the hatchling to fly and speak), then the wyrmling has the ability of flight.

3-5 Very young- These dragons are a bit older and have learned to fly but are still very vulnerable. At this age their magic starts to develop within them allowing them to control different types of magic specific to them. Though at this point the types of magic that they can control is unknown. Their size has nearly doubled at this stage and grow up to a maximum of 6 feet.

6-10 Young- At this stage a dragon has mastered flight, and has begun enhancing him/her magical properties within them. Dragons in the beginning of this stage are learning to hunt efficiently, while dragons in the late stages of this age group start noticing the beginning effects of puberty. Sizes range up to 10ft.

11-25 Young adult- A young adult dragon is just like a teenager is in humans. It begins to seek out positions among the clan and has mastered all forms of hunting. Puberty is hit in the very early stages of this group and growth rates rapidly increase from here. Up to 20ft tall.

26-106 Adult - They are now well established in the clan. Dragons in this group still grow fast sin the beginning but slow dramatically midway through. Max Height is 30ft.

107-197 Old adult- Growth ceases at this stage. Whatever size the dragon ended as in the adult stage is the size that it will be the rest of it's life. All dragons in this are looked up to even by the leaders of the clans. In the late stages, they begin to lose strength in most of the muscles in their body

198-358 Very old- At this stage in a dragons life the mortality rate is very high as their immune systems lose their efficiency, and begin to break down. Dragons in the late stages of this group can no longer fly.

359+ Ancient- on the verge of death. Dragons in this age group barely survive more than a couple years.

The next set of rules are for the humans.

Humans are new additions to this site. They have discovered the island by ship and have started colonizing the north western portion of the continent. The rules for them are as follows.

First and for most, Humans are humans. Humans cannot possess magic on the sight unless they are dragon riders, or have been specifically taught magic from the continent that they came from. As far as magic is concerned, humans are only allowed two magic points. Which means if they pick and element that requires two points to use, that is the only magic they can use.

Humans may have one primary weapon and one secondary weapon for defense purposes only. These weapons can range from modern day weapons to Medieval times.

Ages: I shouldn't have to put these here. Humans are humans after all, but I know someone will try to do something crazy otherwise.

0-2: Baby: A human of this age is very weak and is still developing. It does not know how to communicate nor does it know any magic at this age. Humans this age will also have to go through all normal processes for a child. Teething, potty training, anything that would be realistic for a child this age.

3-5: Toddler: Speech has started to develop, and potty training should be completed by the early part of this stage. A human still doesn't any magic at this point in time. 3' is the height limit for a human of this age.

6-12: Adolescent Preteen: This is where the magic starts developing in humans that will be born onto this continent. Magics at the beginning of this stage should be learning, and magics during the older portions of this ground should be moderate at the strongest. Females will also start coming into puberty around the end of this group. Normally around 11 years old. Height is as users digression of the user up to 4'11".

13-19: Teenagers: Both Genders have hit puberty, and magic continues to . Buy the time that users are at the end of this group, magics can be mastered. This is when Humans are also at their peak of learning. Anything that would be taught during this time would be picked up rather quickly, and could prove to advance quickly. If a human can use a second magic, this is where they pick it up. Humans at in this group will go through one final growth spurt and will remain this height for the rest of their life. The maximum height for this group is 6'5".

I will allow genetic make ups to go taller if PMed about the issue before hand. If you make a character above the heights of any stage without PMing me first, the character will be automatically rejected. (this goes for Dragon Characters as well)

20-55: Adult: this is where the human will spend the bulk of their like and will have seized an occupation that suits him or her. Females will start to lose their fertility in their mid 40s, males will lose their fertility after early 50s. there is no more growth in this stage. Whatever your character was in the last stage is what your character MUST be. No exceptions.

56-79: Senior: A human in this stage of life would be viewed as the equivalent of a clan elder amongst dragons. They would be sought after for knowledge and wisdom relating to their cultures and their beliefs. Neither gender is fertile at this ages and most males from this point will begin to suffer from ED making such instances near impossible.

80+ the Elderly: In this stage of humanity, a wide array of actions can play out. By this point the human brain is starting to shut down reaching it's limit. Slowly they rest of the humans body will start slowing down and are often not sought after for wisdom or knowledge for that very reason. Few humans live to be over a hundred years old and most will parish in their mid 90s.

Dragon Riders:

These are the rules for Dragon riders. For the most part, there is no real difference. Dragons must still follow the dragon character rules, and humans must still follow the human character rules.

there are some differences though:


  • First off, Every human Dragon rider will know magic and will be granted ONE Additional slot on top of what they already have.

  • Second, Any human that becomes a dragon rider will gain the same life-span as the dragon that he or she was bonded to.

  • The third rule plays off of the second. In a dragon rider pair, if the Dragon or the rider is killed for whatever reason, BOTH THE RIDER AND THE DRAGON WILL DIE. ONE CANNOT SURVIVE WITHOUT THE OTHER.

  • Fourth, The only way a human can be a dragon rider for the time being, is if they are flown in on dragon back. No current dragons that are on this site will be allowed to have riders for the time being. This is to add realism to the settings.

  • And Finally, This will be some-what of a touchy subject, And dragon and rider it they so choose would have full option to engage in the in the act of intimacy or courtship. Breeding through this method IS possible due to the magic that resides in the blood of the dragons, and the offspring if any are produced, will take the form of their mother. the maximum clutch size for a male human and a female dragon is 4 eggs. The maximum for a female human and a male dragon, would be triplets. Both of those would be rare.

    Slipstreams

    One ability that every dragon and some humans have the potential to use is Slipstreams. Slipstreaming is an advanced magic that lets dragon open a portal between two dimensions. All Slipstreams are orange in color and are very powerful. Anything that opens a slipstream has the ability to take up to three other beings inside of it, and while you are inside of a slipstream, a character can not die. the body can die, but the soul can not leave the slipstream unless in it let out by the person that is controlling the slipstream. Though beware Slipstreams can backfire and when they do, it explodes into a wave of energy atomizing everything around it. Only 10 percent of all dragons will have the ability to Slipstream and will be randomly determined by a number generator.

    Magic

    Magic is an interesting ability. At birth dragons are born with the ability to control and manipulate a two different types of magic of which are of the characters choosing. Three if Bonded to a Rider.

    Humans will develop the ability to use this ability as well in their adolescent years. Humans can only learn one type of magic unless they are bonded to a dragon and the strongest their magic can get is strong unless bonded.

    Types of magic:

    • Fire
    • Ice
    • Lightening
    • wind
    • energy
    • healing
    • earth
    • water
    • Darkness


    What each type does

    Pretty much self-explanatory, but I'm going to lay it out anyway.


    • Fire- This magic allows a user to manipulate fire that has already started. This is by far one of the most efficient forms of magic on this site as all dragons on this site breath fire so they can manipulate it at will.

    • Ice- This magic is heavily influenced by the seasons. It is it's strongest in Winter, but is it's weakest in summer. A dragon with this magic can turn even the smallest amount of water into pure ice to make it appear as if the ice is appearing out of nowhere, when it's just pulling the water vapors together from the sky to form ice crystals. At it's strongest, this is one of the most powerful techniques a dragon can learn, and if a dragon is to learn healing magic, this type of magic would compliment healing making it more successful and more efficient.

    • lightening- This is by far one of the most difficult types of magic to master on this site. Lightening although powerful, can be difficult to control with the way it spreads. This type of magic is most often used as a combat type magic, and most clan knights will have a full mastery of this type.

    • Wind- Next to Fire this is the easiest of all magics to learn. a dragon with this power can to a degree control the weather by using the winds to move cloud formations or even shape formations to their liking. It is a technique that has many used. It can be used as a distraction or can be wielded with deadly force by making the wind so thin and shape that it could cut through almost anything. However, only a complete mastery of this magic can wield that.

    • Energy- An extremely powerful type of magic that requires absolutely no energy to use. The reason for this is because any dragon with this type of magic can manipulate any type of energy to their will. In some situations this type of magic can be used to light of dark caves for hours, and in other situations, the energy can be manipulated into a beam, or a boomerang-type blade to create a deadly re-usable weapon that only draw back is that it takes a few seconds to charge. This can also be used to blind an enemy in battle.

    • Healing- Every clan must have at least on dragon in the clan that has a complete mastery of this type of magic, and this dragon must either be an Alpha/ess or Beta/ess in rank. A clan can't survive if there is no one there to treat other dragons that should happen to become ill or wounded, and Clans need the lead healers to teach the new healers in learning. This type of magic can be very stressful due to the energy costs of some of the spells required to heal different injuries or illnesses. The amount of energy needed for this type of magic is proportional to the wounds, and there severity. The more severe the wounds or illness, the more energy it will take.

    • Earth-This magic is simple enough, the ability to manipulate the land and terrain around you. You can use this power to create rock and sand out of nowhere to entrap an enemy or to provide shelter on extended stays outside of the clan. This type of magic is normally used more as a defensive type magic rather than for attacking.

    • Water- Like earth magic water magic is pretty simple. its the manipulation of any liquid substance to the desire of the controller or the manipulation of water vapors or rain in the air. This is a More Neutral magic with an equal balance of defense and attack strategies when needed.

    • Darkness-The ability to breath a breath of shadow-like flame, also know as the black flame at the mastery levels. This flame is more corrosive than the deadliest acid. In it's moderate forms this magic can be used to manipulate the shadows are create illusions by using the darkness.*

      *This type of magic cannot be used if there is not shaded areas to be found and is at it's strongest when used at night. The Shadow-Flame breath weapon is not included in the light limitations of this magic.


    If there is a type of magic here that you think I may have missed and you are interested in, PM me with the type of magic and a description of it, and I will review it and get back with you.



    No God characters. Every character just like every person has to have some kind a flaws, types of magic that it can't properly use, not very fast, or not very agile because it's too fast, it has to eat a lot, and finally size can be a weakness as well. It a character is found to be too... Godified, It will be rejected. You will however have two weeks to fix anything that has been pointed out.

    Any un-approved character sheets that have had no activity for 2 weeks will be deleted

    Breeding


    • Breeding on this site can be as graphic as desired as the Role-play boards are Rated-R.

    • Topics designed for the purpose of a mating encounter must bear mark of such content in the 'topic description' area. Add [E] for scenes described very cryptically, [M] for more graphic, yet cryptic remarks, [R] for explicit descriptions and language, either used with their proper terms or with terms used as less graphic, or [NC-17] Everything is expressed in full detail

    • These same ratings apply to topics that include the laying of eggs.

    • Forced breeding is allowed both between clans and within them.

    • Female dragons can only come into heat and are capable of reproducing every 2 mating seasons, which occurs withing the seasons spring and summer. This does not mean however that they can not perform intimate relations any other time, however, they will not be fertile until the proper times.

    • Breeding between dragons and humans are allowed. The magic in the blood of the dragons allows for such. The child of a human/dragon relationship will always take on the form of the mother that has conceived.

      Sizes

      The standards for the Height are already explained in the age groups, but one thing that all the dragons have the ability to do is shift their sizes. They can not shift larger than the size that they would naturally be, however they can shift to a size as small as they were the day they hatched. The amount of time it takes to shift varies on the size that the dragon is shifting from and the size it's shifting to.
Offline Profile Goto Top
 
1 user reading this topic (1 Guest and 0 Anonymous)
ZetaBoards - Free Forum Hosting
Join the millions that use us for their forum communities. Create your own forum today.
Learn More · Sign-up Now
« Previous Topic · Rules · Next Topic »
Locked Topic


[ Copy this | Start New | Full Size ]