Age & Number Limit
Jumping Locations
Magical Knowledge
Supernatural Abilities


AGE & NUMBER LIMIT

When thinking about joining the role-play world known as Charmed: Age of Prophecy, and with your very own Original Character no less, please note two major aspects you must abide by before actually going through the process of being "cast" into the role-playing game.
 
Character Age Limit:
No Original Character (OC) may be younger than the age of EIGHTEEN YEARS OLD. Not seventeen, sixteen, or younger. So therefore no character should be born after the year of 1986.

If you post saying your character was born in 1986 or higher it will be altered by the admin. So please remember that the game is taking place during 2004 so when picking your character's age be sure to use the corresponding years. If a character is twenty-two, use the following method;

2004 - 22 = 1982

The above formula goes for any other age from eighteen on up.

Character Number Limit:
A member's character limit is ONE. Members are only allowed one character/username to play and that's it, but there are loopholes to this rule. For instance, anyone who is interested in taking on any main character listed for availability may do this, regardless of whether or not they already play an original character.

A second way is if the admin grants you leniency to play a second OC, however only members with good standing AND have been apart of the community for three months may make such a request. Also if anyone is ever granted the power of ASTRAL PROJECTION, BI-LOCATION, OR CLONING they will of course be exempt from this rule.

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JUMPING LOCATIONS

Please, when your Original Character leaves one location and heads to another do not JUMP OVER certain threads to get to a desired location. Mainly what we mean by this is DO NOT AVOID FRONT ENTRANCES, especially if your character does not possess any type of teleportation power.

For instance, when arriving at Quake do not by-pass the Front Entrance thread to go directly to the Bar, Tables, etc. This is also for any new location/establishment your character is arriving to.

The most common of all places this rule must be adhered by is when your character is heading/leaving home. You MUST have your character use the Front Entrance (and if necessary have them use the Stairs or Elevator) and then head into the designated Hallway on which their apartment/dorm is located. No skipping directly to your apartment/dorm unless you are doing so in the form of a transportation power. The same goes when going the reverse way, exiting your home/apartment/dorm.

*Note: If you bypass hallways, staircases, etc (excluding the front/back doors) WITHIN a character's home, it is excusable.*

Anyone caught disobeying this rule will receive warnings. Continuing to break or adhere to this rule (after 2 warnings) can lead to a temporary suspension from the board. In extreme cases, (out right defiance) you can even become banned from the RPG until further notice from the Administrator of Charmed: Age of Prophecy.

Traveling On Streets/Roads
Places Outside San Francisco
1. Muir Woods
2. Skylark Camp
3. The Forest
4. Kilmer Grounds

In addition to the above, if you plan to have your character arrive at any location OUTSIDE SAN FRANCISCO (without the aide of a teleportation power) such as the four listed above you MUST travel from the SAN FRANCISCO STREETS and then take the HIGHWAY. Once those areas have been posted in you may have your character go to any of the above locations outside the city.

Anyone caught disobeying this rule will receive warnings. Continuing to break or adhere to this rule (after 2 warnings) can lead to a temporary suspension from the board. In extreme cases, (out right defiance) you can even become banned from the RPG until further notice from the Admin.

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MAGICAL KNOWLEDGE

When you bring your Original Character into the C:AoP world you may have the urge to make them an all-knowing being who can identify any demon, look up the Charmed Ones in the magical yellow pages, and have every spell ever created at their disposal. If that described you at all ... FIGHT THAT THE URGE!

Otherwise you'll just find yourself in a heap of trouble with the head honcho, Triple J. You don't want to risk being banned from C:AoP simply because you wanted your character to be a Mary-Sue1!

To help you keep your OC in a realistic light  here are some guidelines on what your characters can and cannot know about the world of magic:

1. If your Original Character is a WITCH, MORTAL, OR ANY FORCE OF LIGHT they cannot know about whitelighters or Elders. Your character should be oblivious to their existence. (OC Whitelighters are of course exempt)

Original Characters that are DEMONS, WARLOCKS, OR A FORCE OF DARKNESS are an exception to this rule, including those who have switched to the side of good.

2. It is okay if you make it as though your character knew about magic growing up but their power level should not go past what the POWERS THAT BE set it to be. So if the PTB put a limit on your OC's power... you have to abide by that!

3. You can add demon biographies and such in your book of shadows/tome/grimoire, but please don't make up an entry because you see a particular demon or magical creature on our members list.

Wait until your character has had an actual meeting with the magical entity or has met someone in the game who already knows about the particular being in order to receive the information from that character.

4. The identity of the CHARMED ONES should be oblivious to all new characters, good and evil. Your characters are allowed to know the legend of the CHARMED ONES, but not who they are or where they are located.

Evil characters with ambitions to attack or test themselves against the Halliwell sisters should seek this information from older upper level demons who co-exist within the Underworld.

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SUPERNATURAL ABILITIES

Healing
Whitelighter's healing is no longer automatic. The whitelighter makes the attempt to heal, and the Elders determine whether or not it was successful in a separate post.

Molecular Stasis
For the purposes of the C:AoP universe the ability known as Molecular Stasis a.k.a. the Freeze will not work as though it does on the television show Charmed or the online virtual series Charmed: The Virtual Season(s). These measures were taken to prevent the ability from becoming void within the role-playing game community. In the C:AoP world, the power of Molecular Stasis (Freeze) will work on the following:

Good Witches
Innocents/Mortals
Vampires
Demons
Warlocks
Whitelighters & Most Other Magical Beings

The only individuals who will be unaffected by the freezing power are Halliwells, those with Warren Blood. Others who may be immune to the power will be some upper-level demons (i.e. the Source), and some higher beings such as the Angel of Death, Angel of Destiny & the Elders.

Please note those under the infulence of this ability cannot post in the RPG fourms again until the effects of the freeze are taken or worn off of their character.

Telepathy
A person must make the conscious decision to hear or project thoughts by making a connection between themselves and the other person. They can't hear any random thoughts that are posted and must adhere to the PTB's limit of how many people they can make a connection with.

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Notes and References:
1. "Mary Sue" is an unkind term used to describe a certain kind of character, featured through an almost common style of writing with newer (and sadly sometimes experienced) writers. She (or he) is created to serve one purpose: WISH FULFILLMENT. When a writer creates a specific character through whom he/she can have fantastic adventures and accomplish the impossible, improbable, and illogical this character is a Mary Sue.

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