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Rpc Unlocks

From Avatarverse

Unlockable Abilities

'RPC Unlocks' are special abilities that cannot be chosen when creating a character. These includes abilities such as flight, combustionbending, seismic sense, and others.

These abilities are earned through roleplay. Players must develop their character over time and meet specific requirements set by the Roleplay Council (RPC). This usually involves engaging in roleplay often, character development, and writing journals that show progress.

Unlocks by Elements

(Please scroll down to RPC Subelements section for information)

Air
  • Flight
  • Heightened Spiritual Projection
  • Suffocation
Water
  • Day Bloodbending
Earth
  • Seismic Sense
Fire
  • Combustionbending
  • Blue Firebending
  • Rainbow Fire
  • White Fire
  • Cosmetic Fire
Other
  • Dragons
  • Badgermoles
  • Suffixes
  • Antagonists

Use of AI

Using AI to generate work and presenting it as your own is prohibited. This is considered unfair to other players who spend time developing their characters. If a player is found doing this, they will be permanently banned from all RPC unlocks.

AI may be used for translation or fixing grammar. If this is done, the original version of the work must also be provided. AI grammar fixes tend to fix sentences in full, which can flag your work as AI. If the original is not shown, the application will be denied.

Basic Requirements

All unlocks follow a set of basic expectations. These exist to make sure players are capable of handling stronger abilities and using them properly in roleplay. Generally, the RPC looks for the following:

  • Understanding of Avatarverse and its rules
  • Active play in roleplay, including strong roleplay ability
  • Regular in-game activity
  • Character personality that fits the ability, including a well-written character bio
  • Good understanding of bending
  • Journaling that are consistent

Meeting these do not guarantee approval and are subject to discussion within Council, but they are expected for all applications.

Basic Subelements

Basic subelements have their own requirements. They are usually simpler than major unlocks.

Basic Subelements
Bending Subelement Guidelines
Airbending Soundbending - Learn and understanding sound waves

as a percussive wave through air. - Have patience and the ability to truly listen to your environment - The ability to exist in the present rather than dwell on the past

Spiritual

Projection

- Harbours respect for both spirits and

the spiritual nature of the world - A strong understanding of airbending philosophy

Earthbending

(Metalbending & Lavabending are mutually exclusive)

Metalbending - Learn about the presence of earthen

impurities within metal and acknowledge their bendability.

Lavabending - Unwavering confidence in your

earthbending capabilities - A loose, fluid, and emotionally open attitude - Prone to making impulsive or risky decisions

Waterbending Healing - Learn about chi pathways and how to

guide chi along them - Learn basic healing unaided by bending and understand how bending can promote natural regeneration

Plantbending - Learn about and acknowledge the

presence of water inside solid objects

Bloodbending - Learn to see water inside the body as

a resource - The ability to corrupt their morals in an act of self-preservation or to fulfill ambition

Firebending Lightning - Understand potential difference

- Demonstrate the ability to be calm and collected when bending - Learn the ability to separate your chi to create a potential difference


RPC Subelements

Below are written guidelines for each subelement.

Air

Flight Criteria
  • No strong earthly attachments, such as close relations or important possessions
  • Demonstrated selflessness and/or asceticism
  • A goal connected to a higher or spiritual purpose
  • Evidence of training through multiple journals
Heightened Spiritual Projection Criteria
  • Evidence of good amount of training through multiple journals
  • Additional criteria may be considered by the RPC
Suffocation Criteria
  • Indepth knowledge of the physical side of airbending
    • Includes knowledge of physics and how airbending interacts with your environment
  • Willingness to disregard life in certain situations
  • An ideological shift, whether subtle or obvious
  • Evidence of some mental instability

Water

Day Bloodbending Criteria
  • Controlling or domineering personality
  • Cold-hearted or emotionally detached behaviour
  • Evidence of training through multiple journals

Earth

Seismic Sense Criteria
  • Evidence mastery of neutral jing
  • Clear mastery over the philosophies of the earth and/or light chakras
    • The official "unblocking" of these chakras is not necessary, though the inherent understanding of them is
  • Intentional training while in direct contact with the ground over time.

Fire

Combustionbending Criteria
  • Serious damage to mental or physical state
  • Self-serving attitude and lack of respect for humanity
  • A near-death experience
  • A visible forehead scar as part of the character
    • This come as you unlock it as you will need to wear the in-game combustion item at all times on your character if they achieve it
Blue Firebending Criteria
  • Cold and controlled personality
  • Strong ambition, perfectionism, and focus on goals
  • Evidence of training through multiple journals
White Fire Criteria
  • Master-level firebending
    • This needs to be the case both irp and oorp/pvp-wise
  • A strong code and something you're willing to fight and die for
    • Generally "lawful" or "morally good" alignment
  • Emotional Intensity
    • Displays capacity for compartmentalization or redirection of emotions to purposeful/intentional acts
  • A deep understanding of fire philosophy & the duality of fire
Rainbow Fire Criteria
  • Evidence of an understanding of the deeper philosophy behind Firebending that is most notably observed by the Sun Warriors through multiple journals
  • Knowledge of the Dragon Dance and how to execute it
  • Passed assessment of your character's... character
    • Dragon Judgement:
      • To undergo Dragon Judgement, a player must open an RPC ticket using the "RPC Unlock" category
      • Once the ticket has been opened, submit relevant journals and information to the RPC so they may assess the character's likelihood for surviving judgement
        • There is no strict format for presenting this information, but it must be made readily available for the RPC to review
      • There are a number of hidden criteria you will be judged against which will affect your pass/fail rate.
        • These figures will not be shared or explicitly explained.
Cosmetic Firebending

Different fire colours may be unlocked depending on criteria set by RPC.

Cosmetic Firebending Colors
Color Requirements
Red - Have survived the Dragon Judgement
Green - Have already attained Red Fire

- Understanding that envy is a natural occurence, but instead of allowing the envy to fill you with spite and negative emotions you allow it to be the guideline for your own growth and renewal - Calmness/Tranquility

Purple - Have already attained Red Fire

- Understanding the importance of hierarchy and caste and having ambition, but retaining a level of humility - This is threading the line between self-sufficiency but not so stubborn you cannot accept/ask for help - Wisdom/Introspection/Creativity

Magenta - Have already attained Red Fire

- Understanding the line between being kind or caring to others, and leaving yourself vulnerable to deception/being taken advantage of if you do so too much - High-energy character disposition, but a deep awareness of their surroundings and an ability to "read the room"

Other Unlocks

Dragon Criteria
  • Must be a firebender
  • Notable or Significant Figure/Promising Future
  • A deep connection and understanding of the spiritual side of firebending
  • Knowledge of the Dragon species and recognize them as the spiritual entities they are
  • Knowledge of the Dragon Dance
  • A personality or character arc that aligns with an unbound dragon
Badgermoles Criteria
  • Must be an earthnbender
  • Relevant journal entries
  • At least two of the following traits:
    • Loneliness
    • A Display of Courage (To the Badgermoles themselves)
    • Open Mindedness and a Natural Connection/Understanding of their Surroundings
    • Sense of Escapism (Attempting to escape something either metaphorically or literally)
    • An Affinity for Music
      • It does not guarantee anything, but it aids in the attempt

Meeting all criteria does not guarantee approval. RPC will have additional criteria which will not be shared.

Suffix Criteria

To be considered influential, a character must:

  • Significant influence/notoriety across multiple nations
  • Perform strongly as a nation leader
  • Have a significant character plot to the history of AV

Qualifying for one of these is not a guarantee you will be accepted. RPC will have additional criteria which will not be shared.

Only one person in a family must qualify for the criteria above, however the Roleplay Family Head (FH from here on) must have their own basic notoriety for the family to qualify

  • The FH can be forcibly changed under the following conditions, at which point an RPC ticket must be made to make an appeal
    • 1 month of true inactivity, including no discord activity
    • 3 months of in-game inactivity, including not playing that specific character, while still maintaining discord communication
  • Following approval of a suffix, the FH will be able to set a suffix for their family (although especially unappealing suffixes will be changed by moderation/roleplay staff)
    • The FH will be able to assign 3 other family members an unbolded version of the suffix, though the family can be larger than this number.

Antagonists

To be considered an antagonist, you must meet the following requirements:

  • A good motivation founded in more than just a petty grievance or OORP motives
    • What is your guiding moral or conviction? What parties go directly against that (who is your target?)
  • A plan of action
    • A thought out process for achieving the goal set in place. What kind of approach do you take? Violent and brazen? Stealthy and exacting?

Once you qualify as an Antagonist, you must adhere to the following conditions depending on the archetype you fall into. The RPC will determine whether you objectively fall into the category of villain or vigilante.

Vigilante Conditions
  • Unless you have received explicit sanction from a Nation Leader, you may be considered a criminal and subject to capture and the repercussions of the legal system in the nation of capture.
    • This depends on your actions. Think of how even with Batman’s good intent he’s still seen as a criminal for operating outside the law by most of the law enforcement. Or Spider-Man with J. Jonah Jameson.
  • A vigilante group can have no more than 7 members at any one time
  • Excessive toxicity in OORP settings will result in the disbanding of any vigilante groups or the untimely death of any singular vigilante.
  • If the main foundation of your group is to target a specific villain or group you must have evidence of IRP motive for your character or group to be going after the chosen target.
Villain Conditions
  • A villain group can have no more than 8 members at any one time
  • If your target is a specific nation, then that Nation Leader will be informed OORP about the approval of your group and will receive a very brief and vague rundown of your group's motives.
  • Excessive toxicity in OORP settings will result in the disbanding of any villain groups or the untimely death of any singular villain.
Additional Antagonist Rules:
  1. Only approved Antagonists may engage in organized criminal activity
    1. Minor criminal acts are allowed by non-antagonists
  2. If an antagonist manages to escape a HSPC, but is captured againan antagonist is unable to be freed from their imprisonment in the future, pending a trial or execution, up to the discretion of the capturer.
    1. It is the burden of the antagonist to request alternate rules should they believe the above situation is unfair.
    2. Executions/Trials of antagonists must be public.
      1. It is the burden of the executioner to request alternate rules should they believe the above situation is unfair.
      2. There must be either a public trial or a public execution. Having both is unnecessary.
    3. If an antagonist is involved at all in the killing process, then antagonist kill rules are used by default (24 hours to escape).
  3. Antagonist-Grade Crimes (not limited to the examples listed):
    1. Kidnapping, extortion, in-settlement attacking, coordinating attacks on the national and international scale, etc.
  4. Petty Crimes (not limited to the examples listed):
    1. Petty theft, petty assault, anti-social behavior, etc.