MAGIC AND TECH
In the world of Oras de Noapte - Magic and Tech do play a part. This means several different things for you as a player.
This section is dedicated to explaining what is allowed and what is not. Also this will provide to you a insight of what is around you in the world that your character will come in contact with and how to react with it.
To make the world interactive there are several elements on the SIM that your character come across it is up to you how you choose to react to it. Provided the information that we give you here. Not only are there individual things you should know far is the SIM is concerned but things that belong to the different racial groups. These things range from Spirits to different types of guardians or toxins..
This section is dedicated to explaining what is allowed and what is not. Also this will provide to you a insight of what is around you in the world that your character will come in contact with and how to react with it.
To make the world interactive there are several elements on the SIM that your character come across it is up to you how you choose to react to it. Provided the information that we give you here. Not only are there individual things you should know far is the SIM is concerned but things that belong to the different racial groups. These things range from Spirits to different types of guardians or toxins..
Magic exists in the world?
Yes magic does exist in this world however the only magic that exists are ones that are tied to the racial skills you select when you make your character. Depending on your race you play you MAY be able to do some 'fun' things such as illusions (like conjurer up a spider and make it crawl over someone just to play with them or scare them. But it cannot 'bite' and actually poison or hurt them unless its apart of an existing skill.)
Humans can use magic but in the aid of a relic, amulet or given to them/approved by the Town Hall as proof that they are capable of handling such. Healing is an example of something that would use such to allow a character to transmit through.
Half-Humans do not need relics/amulets IF you have picked a skill from your Supernatural side that is a skill that grants magic use. Because it is already an approved skill just watered down for a Half-Human.
Humans can use magic but in the aid of a relic, amulet or given to them/approved by the Town Hall as proof that they are capable of handling such. Healing is an example of something that would use such to allow a character to transmit through.
Half-Humans do not need relics/amulets IF you have picked a skill from your Supernatural side that is a skill that grants magic use. Because it is already an approved skill just watered down for a Half-Human.
How do the Elements in magic work?
Elements do exist but only in the form of skills provided to each race in Oras de Noapte. However there will not be "Fire is stronger the Wood" and so on. All Elements are regarded as equal when it comes to their attachment to the skills that belong to the race you play. This is to provide fair role playing as everything goes across the board for all races.
What kind of Lighting is allowed?
- Candles
- Coal
- Wood
- Oil
- Bioluminescence
Are all the allowed light sources or materials that one could use to light their home or place. Nothing modern allowed (electrical) outside of the few fixtures that are maintained by the few spare parts reserved by the Town Hall, Manor of Night only. Remember technology is next to nothing after the wars so anything that may be left is only found in said two places. Because it was Human and Vampires that created such progression and whats left of it would be in their possession if any. Bio would refer to things that either the Forest folk or Water folk may have in their areas only.
What kind of Technology is left?
Like stated above technology if anything exists only remains in a few different elements. There are parts that can be found but not enough to build anything major. Things such to repair clockwork items (or dolls), security systems & full scanners (that only exist in the Manor or Town hall.) You may have a watch but it may only be clockwork/gear based. Such minor things will allow jobs such as repairers and tinkerers. Small scanners are allowed however their range is only good for minor things not hunting other people.
What about Radios & Music?
Music exists and the methods that are acceptable in the world. Instruments are still made however nothing modern (things that require amps and so on. That or requires to be charged.)
What is allowed:
- Phonographs
- Old Record Players
- Music Boxs
- Organs / Pianos / harpsichords / Harps / ect
- Singing (well we'd hope so :P )
- Antique TVs (broken ones)
These would be things that require most likely next to little maintenance and either has find-able parts through scraping or through small creations from other players who repair and tinker. Records would be really hard to find but if found most likely only a few and so many given they are not destroyed or scratched for play. Old radios are FINE to have as decor because they no longer work and if turned on 'white noise' is all anyone would even get.
Items that are Not allowed;
- MP3 Players/Ipads/Iphones/Phones/MODERN things... get the idea :)?
What Animals are effected ? Can I also play Fauna/Flora?
When it comes to animals in the the world , Humans have ensured that livestock (such as cows, chickens, lambs,ect) has continued to flourish even in the broken world. Ensuring that breeding continues so that they are able still to trade and feed their families. This also means that most farms will have small and approved scanners and scan fields that will keep most monsters out of them.
Other animals such as Horses are rare, and have become tinkered, modded with steampunk/cyborg/parts to maintain their presence if not 100% full animal. (This means if one is murdered, or wounded their guts will fall out but so will the modifications like tinkered parts.) This was also done to ensure longevity and their use as mounts or work horses. this is the main transpiration
You may play Fauna and Flora chars. Just be aware that it goes through the same approval process as any other application. Also know that they are just as rare as Horses or even exotic animals. If you want to play a deer you may do so, but we will not allow ten people to play one. Same with house hold pets such as dogs/wolves, cats, birds, all will be moderated.
Other animals such as Horses are rare, and have become tinkered, modded with steampunk/cyborg/parts to maintain their presence if not 100% full animal. (This means if one is murdered, or wounded their guts will fall out but so will the modifications like tinkered parts.) This was also done to ensure longevity and their use as mounts or work horses. this is the main transpiration
You may play Fauna and Flora chars. Just be aware that it goes through the same approval process as any other application. Also know that they are just as rare as Horses or even exotic animals. If you want to play a deer you may do so, but we will not allow ten people to play one. Same with house hold pets such as dogs/wolves, cats, birds, all will be moderated.
How do I get a Wards/Tailsman and how do Wards Work?
There are two ways of obtaining wards/tailsman for your characters use. The first way is to RP with a race (Kumiho (Outcast) or Zenko (Forest Folk) ) as both races will specialize in ONE type of ward. However if you RP with them the character will play through creation rules. (Which means success/fail on creating a ward in regards to their skill. ) This also may include if that Ward Creation effects them any way. There is no guarantee that you will get you're ward based on what happens. These wards also may have a different lifespan the the ones that are approved by Admin that are handed to the Akasen owner.
The second way of obtaining a Ward is through the Black Market for a set amount and to obtain one you must go through the business owner of the Akasen. (May they be Noble or Outcast.) There are ten approved wards a week (no set amount of how many of each type just a total of ten.) by the OdN Admins. They require RP sessions with the owner and the players who want them. The owner must record/log the RP and send it in a notecard to the staff. This is to record that someone has an approved ward (that has bypassed creation process.) Their shelf life is 7 days or till the end of a scene. So if used in a cell for three days when that person escapes it is no longer good. Also for any extra wards not picked up by characters through RP sessions by the end of each week are considered discarded/broken by the owner and 'new ones' must be created by said above races for the owner. (Must be RPed out and logged/given to Admins.) If there is no one playing above races then the ten are automatically in the hands of the establishment owner.
Wards are used for multiple reasons - perhaps one would like to protect themselves from allowing others to get into their home at night. Perhaps a spirit/specter has been caught and to prevent them from escaping (rolling early) is to Ward their cell/cage preventing them to leave. (Up to three days max. Following Capture rules.) But remember the only wards that exist are ones that are specifically made by the three said races above. And each ward is different.
[ This will include a Ward prim that is placed by the Akasen Owner or Admin/Staff (in case of player created wards that succeed- with logged proof in location asked by player requesting the ward.) with the date marked in its description so that way if Admins check them and see one that's expired they can return it as its no longer good. This also applies to players to check the description of the prim to see what kind of Ward and when it was issued. So that way people can RP accordingly if its a good ward or one that is 'old' and no longer good.
It should look like this Prim Name: Luxor Ward Discription : leoblacktigeresident | issued: 1/14/14 ]
The second way of obtaining a Ward is through the Black Market for a set amount and to obtain one you must go through the business owner of the Akasen. (May they be Noble or Outcast.) There are ten approved wards a week (no set amount of how many of each type just a total of ten.) by the OdN Admins. They require RP sessions with the owner and the players who want them. The owner must record/log the RP and send it in a notecard to the staff. This is to record that someone has an approved ward (that has bypassed creation process.) Their shelf life is 7 days or till the end of a scene. So if used in a cell for three days when that person escapes it is no longer good. Also for any extra wards not picked up by characters through RP sessions by the end of each week are considered discarded/broken by the owner and 'new ones' must be created by said above races for the owner. (Must be RPed out and logged/given to Admins.) If there is no one playing above races then the ten are automatically in the hands of the establishment owner.
Wards are used for multiple reasons - perhaps one would like to protect themselves from allowing others to get into their home at night. Perhaps a spirit/specter has been caught and to prevent them from escaping (rolling early) is to Ward their cell/cage preventing them to leave. (Up to three days max. Following Capture rules.) But remember the only wards that exist are ones that are specifically made by the three said races above. And each ward is different.
[ This will include a Ward prim that is placed by the Akasen Owner or Admin/Staff (in case of player created wards that succeed- with logged proof in location asked by player requesting the ward.) with the date marked in its description so that way if Admins check them and see one that's expired they can return it as its no longer good. This also applies to players to check the description of the prim to see what kind of Ward and when it was issued. So that way people can RP accordingly if its a good ward or one that is 'old' and no longer good.
It should look like this Prim Name: Luxor Ward Discription : leoblacktigeresident | issued: 1/14/14 ]
RACIAL AREAS
In OdN each racial area has something or things that are very important to each group. A lot of these things you will find your character interacting with in someway. ( Most cases you cannot ignore them because they may cause some kind of effect or your character is aware of their presence. It is up to you how your character reacts to it! that's the fun thing right?! )
Take the time to look below to learn about each racial's unique inhabitants or relics.
Take the time to look below to learn about each racial's unique inhabitants or relics.
HUMAN
Information coming soon
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NOBLES
Information coming soon
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FOREST FOLK
Information coming soon
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WATER FOLK
Information coming soon
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OUTCAST
Information coming soon
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