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==Guidelines & Restrictions==
==Guidelines & Restrictions==
The following list contains the immediate effects of blood loss and essence drain, in regards to our universe.
The following list contains the general rulesets pertaining to special traits and abilities on the server. If a trait or ability is affected by the following guidelines, a warning will appear the top of their pages.
;Small Races:
*Blood
**1 Pint - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)
**1.5 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.
**2 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.
**3 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.
**4 Pints - Death.


*Essence
;Low Level Restriction:
**2 Points - Temporary dizziness, minor fatigue and weariness. They feel sluggish and slower than normal, but can otherwise function normally.
The following restriction applies to all characters who first pick up, learn, acquire or otherwise come into possession of a special ability or trait. This also applies to all characters who have picked up this trait once again after a duration more than 3 OOC months, or if they picked up another trait in the same category for longer than 1 OOC month. Any character who acquires any trait or ability must start at the most basic level (if applicable) of the trait or ability. The only exception would be via an event or special circumstances agreed upon and dictated by the DM and the Lore Curator at the time.
**3 Points - In addition to the previous symptoms: weakness, more noticeable fatigue, slight sweating and anxiety.
**4 Points - The target will want to sit down for a time, generally uncontrollably yawning and feeling very tired and fatigued.
**6 Points - They will lose 1 tier of speed and will generally sit down at this point if not lay down. It will be difficult to keep their eyes open.
**7 Points - At this point, they will be unable to fight off unconsciousness as easily and will likely pass out. However, they can continue to try and fight it by beating a 14 in a d20 roll.
***Any more than this and the subject will be forced unconscious and if they are completely drained, they will be unable to awaken for the next 24 OOC hours.


;Mixed Acquisition Restriction:
;Medium Races:
Mixed acquisition is a restriction that only applies to certain traits and abilities and will be listed here and on their respective pages. The mixed acquisition restriction prevents certain traits and abilities from being acquired whenever one desire, but instead must be acquired via event or through external circumstances outside the players control.
*Blood


**1 Pint - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)
;NPC Only Acquisition Restriction:
**2 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.
NPC Only acquisition is a restriction that applies to all traits marked with the NPC Only tag. NPC Only Acquisition Restriction is the definition of a trait that is used purely for the purposes of events and non-player characters, and cannot be acquired while the tag remains.
**3 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.
**4 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.
**5 Pints - Death.


*Essence
;Unique Type/Lost Art Acquisition Restriction:
**2 Points - Temporary dizziness, minor fatigue and weariness. They feel sluggish and slower than normal, but can otherwise function normally.
Unique Type/Lost Art acquisition is a restriction that applies to all traits marked with the Unique Type/Lost Art tag. Unique Type/Lost Art Acquisition Restriction is the definition of a trait that is not one of a kind, but was instead created by an individual and is either only teachable or spreadable by individuals with that exclusive knowledge, or is a lost art needing to be rediscovered and adopted once more by those who find it.
**4 Points - In addition to the previous symptoms: weakness, more noticeable fatigue, slight sweating and anxiety.
**6 Points - The target will want to sit down for a time, generally uncontrollably yawning and feeling very tired and fatigued.
**7 Points - They will lose 1 tier of speed and will generally sit down at this point if not lay down. It will be difficult to keep their eyes open.
**8 Points - At this point, they will be unable to fight off unconsciousness as easily and will likely pass out. However, they can continue to try and fight it by beating a 14 in a d20 roll.
***Any more than this and the subject will be forced unconscious and if they are completely drained, they will be unable to awaken for the next 24 OOC hours.


===General Timeguide===
The timeguide is the general recommendation given to players for the time of progression, barring any exceptional circumstances. This takes into account general rp, continuous studying and battlefield experience (if applicable) at learning and becoming more adept at their craft. There are 3 distinct tiers of knowledge, each more difficult to master than the last, and each trait or abilities fall under one of the three: Hidden Knowledge, Mystic Knowledge, and Origin Knowledge.
 
Please note that all times are Cumulative, and do not reset once someone reaches a higher rank.
 
 
=====Hidden Knowledge=====
 
Novice to Adept: 1 month of roleplay and development, training and decent use of their abilities in relevant situations barring any major breakthroughs and decent activity.
 
Adept to Mastery: 2 months of roleplay and development, training and decent use of their abilities in relevant situations, and one major breakthrough in their field, be it a [[Research and Development|major discovery]] or an intense training regimen/pilgrimage that allows them to truly find their mastery.
 
=====Mystic Knowledge=====
 
Novice to Adept: 1 month of roleplay and development, training and decent use of their abilities in relevant situations barring any major breakthroughs and decent activity.
 
Adept to Mastery: 3 months of roleplay and development, training and decent use of their abilities in relevant situations, and one major breakthrough in their field, be it a [[Research and Development|major discovery]] or an intense training regimen/pilgrimage that allows them to truly find their mastery.
 
=====Origin Knowledge=====
 
Novice to Adept: 2 months of roleplay and development, training and decent use of their abilities in relevant situations barring any major breakthroughs and decent activity.
 
Adept to Mastery: 3 months of roleplay and development, training and decent use of their abilities in relevant situations, and one major breakthrough in their field, be it a [[Research and Development|major discovery]] or an intense training regimen/pilgrimage that allows them to truly find their mastery.


;Large Races:
*Blood
**2 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)
**3 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.
**4 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.
**5 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.
**6 Pints - Death.


*Essence
**2 Points - Temporary dizziness, minor fatigue and weariness. They feel sluggish and slower than normal, but can otherwise function normally.
**4 Points - In addition to the previous symptoms: weakness, more noticeable fatigue, slight sweating and anxiety.
**6 Points - The target will want to sit down for a time, generally uncontrollably yawning and feeling very tired and fatigued.
**8 Points - They will lose 1 tier of speed and will generally sit down at this point if not lay down. It will be difficult to keep their eyes open.
**10 Points - At this point, they will be unable to fight off unconsciousness as easily and will likely pass out. However, they can continue to try and fight it by beating a 14 in a d20 roll.
***Any more than this and the subject will be forced unconscious and if they are completely drained, they will be unable to awaken for the next 24 OOC hours.


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Latest revision as of 08:51, 31 August 2023

Overview

The Following guides and restrictions listed here on this page have been agreed upon by the community at large, and thus the following either must be adhered to as a rule, or will be designated as a general guidelines to follow, but not mandatory to stick to. The two categories are as follows:

Restriction

Restrictions are rules set in place that must be adhered to in every way possible. They are forceful clauses to ensure that things within the server do not get out of hand and no major god modding takes place that can disrupt the community at large and the roleplay therein.

Guideline

Guidelines are softer rules are used to generally allow people who do not know what they are doing, such as novices to roleplay or servers at large to generally use the predetermined path that will allow them achieve the same results as veterans in the same amount of time. In the end all users will follow these guidelines, but extra factors such as events, sudden major character development and other such variables are not taken into account and can both accelerate or push back one's progression. If someone is unsure about whether or not they are ready to take the next step, always ask your peers what they think! If you are unsure still, asking the Lore Curator for his opinion is a viable option.

Guidelines & Restrictions

The following list contains the general rulesets pertaining to special traits and abilities on the server. If a trait or ability is affected by the following guidelines, a warning will appear the top of their pages.

Low Level Restriction

The following restriction applies to all characters who first pick up, learn, acquire or otherwise come into possession of a special ability or trait. This also applies to all characters who have picked up this trait once again after a duration more than 3 OOC months, or if they picked up another trait in the same category for longer than 1 OOC month. Any character who acquires any trait or ability must start at the most basic level (if applicable) of the trait or ability. The only exception would be via an event or special circumstances agreed upon and dictated by the DM and the Lore Curator at the time.

Mixed Acquisition Restriction

Mixed acquisition is a restriction that only applies to certain traits and abilities and will be listed here and on their respective pages. The mixed acquisition restriction prevents certain traits and abilities from being acquired whenever one desire, but instead must be acquired via event or through external circumstances outside the players control.

NPC Only Acquisition Restriction

NPC Only acquisition is a restriction that applies to all traits marked with the NPC Only tag. NPC Only Acquisition Restriction is the definition of a trait that is used purely for the purposes of events and non-player characters, and cannot be acquired while the tag remains.

Unique Type/Lost Art Acquisition Restriction

Unique Type/Lost Art acquisition is a restriction that applies to all traits marked with the Unique Type/Lost Art tag. Unique Type/Lost Art Acquisition Restriction is the definition of a trait that is not one of a kind, but was instead created by an individual and is either only teachable or spreadable by individuals with that exclusive knowledge, or is a lost art needing to be rediscovered and adopted once more by those who find it.

General Timeguide

The timeguide is the general recommendation given to players for the time of progression, barring any exceptional circumstances. This takes into account general rp, continuous studying and battlefield experience (if applicable) at learning and becoming more adept at their craft. There are 3 distinct tiers of knowledge, each more difficult to master than the last, and each trait or abilities fall under one of the three: Hidden Knowledge, Mystic Knowledge, and Origin Knowledge.

Please note that all times are Cumulative, and do not reset once someone reaches a higher rank.


Hidden Knowledge

Novice to Adept: 1 month of roleplay and development, training and decent use of their abilities in relevant situations barring any major breakthroughs and decent activity.

Adept to Mastery: 2 months of roleplay and development, training and decent use of their abilities in relevant situations, and one major breakthrough in their field, be it a major discovery or an intense training regimen/pilgrimage that allows them to truly find their mastery.

Mystic Knowledge

Novice to Adept: 1 month of roleplay and development, training and decent use of their abilities in relevant situations barring any major breakthroughs and decent activity.

Adept to Mastery: 3 months of roleplay and development, training and decent use of their abilities in relevant situations, and one major breakthrough in their field, be it a major discovery or an intense training regimen/pilgrimage that allows them to truly find their mastery.

Origin Knowledge

Novice to Adept: 2 months of roleplay and development, training and decent use of their abilities in relevant situations barring any major breakthroughs and decent activity.

Adept to Mastery: 3 months of roleplay and development, training and decent use of their abilities in relevant situations, and one major breakthrough in their field, be it a major discovery or an intense training regimen/pilgrimage that allows them to truly find their mastery.


The Realm of EphimoriaBeyond the Fracture