Hidden 8 yrs ago Post by VarionusNW
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Sorry that I disappeared. I'm definitely willing to let both of you into the project, since having 5 people would be great. I do have some things I want to mention about your sheets, but considering I'm about to pass out, I'll get to that tomorrow. For now, just know that, when you make your character sheet, there are already 3 planeswalkers with red as a color. I'd appreciate it if you refrain from using red if you can avoid it. If the only character you can come up with is red in some way, oh well.

So, feel free to set up your CSs and join in on the titanpad. Also, add me on skype so I can put you in the official skype group. Username is VarionusNW.
Hidden 8 yrs ago Post by BayRat
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Oh darn, I was planning on use a jund-planeswalker.
Hidden 8 yrs ago Post by ProPro
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@VarionusNW Good thing I didn't make a red character then! Hahaha.
Hidden 8 yrs ago 8 yrs ago Post by BayRat
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Name: Kilgarrah

Titles or Aliases: Scale Summoner

Gender: Male

Age: 130

Race: Human

Color: RED BLACK GREEN

Appearance:

Brief personality: Being raised as a tribal warrior in the harsh landscape of Jund, you could expect the savage nature of Kilgarrah. While he has learned to control his temper to some degree ever since he became a planeswalker, he gets stressed in urban environments which can lead to bursts of rage and destruction if left unchecked. He is at home with harsh environments of tall volcanic mountains, hot swamps and wild jungles, simple forests or nontropical wilderness are boring to him. His passion comes from great reptilian beasts, most notably the dragons that he was raised to fear and respect, battling beasts and warriors alike, and the simplicity of an environment with no laws or complexity. While he can tolerate calm and social interactions, he can easily become a bloodlust-filled monstrosity. When not in the mood to destroy or 'naturalize' his surroundings, slay beasts or slaughter men, he can be best described as tolerant, observant, and quiet. Rarely does he speak, only speaking when he is spoken too, or when it is necessary for him to do so. Becoming a planeswalker has taught him some self control and wisdom beyond the mindless rampaging mindset of those in Jund, and he is able to some degree avoid violence should he see it unnecessary. Though he doesn't attack randomly most of his solutions to any problem is of violence in one way or another.
Home plane: Alara, Jund.

Equipment: None other then is clothes, as his appreciation for natural, self produced strength has him disdain the use of weaponry and other equipment.

Abilities:
[*] While most would assume he has significantly less mana then the average planeswalker, in reality this is because the spirits of creatures cling to him and feed off of his mana, so he has little mana to use. The creatures were of his home plane and were 'tamed' by him after his spark ignited, and before he left Jund. These spirits are of various dragons, wurms, and hydras, and with what mana he has to spare he can evoke or even summon these creatures to his aid, or borrow their own forms for his own. Generally, Wurms provide raw power and earthen destruction, dragons, though not as powerful, still provide much bulk along with the advantages of flying and breathing destructive flames and lightning, while hydras have the potential to grow exponentially at the cost of more mana.

[*] He can siphon corpses and other biomatter of either dead or weak life force, converting the absorbed magic into his own temporarily. Essentially he can only do this to corpses. The mana absorbed this way leaks overtime so it is only useful within a few hours. This can allow him to get boosts of mana and potentially cast more powerful spells and abilities.
He can regenerate organic matter or wounds and other damaged living things with use of mana that has been siphoned by this ability as well.

[*] With the use of his three 'patron' creatures, he has typically three ways of using them. Firstly he can evoke them as solid-like spirits without too much mana, manifesting them for short-term effects, attacks, and for other purposes made to be used like sorceries and instants rather then creatures. Secondly, though with more expense of mana, he can summon various of these spirits into actual companions, casting these creatures is made to last and he can un-summon them at any time. It is difficult for him to summon more then 1 creature at a time as they constantly exhaust his mana supply while in physical forms. Thirdly he can use the forms and powers of these spirits to transform himself into various forms of the like, borrowing the strengths and powers of his patron creatures such as turning into a dragon of his creation, or to only partially transform himself such as giving himself claws, iron-like scales for skin, wings, or sprouting tentacle-like serpent heads, or doing something like the card banefire.

[*] Lastly, he can errode artificial creations and magical enchantments, though the stronger the target the more mana he has to expend to reach this goal.

History: Born in Jund, when the plane was still divided, Kilgarrah was raised by a mix tribe that resided near an active volcano. This tribe was comprised of humans, viashino, and goblins, strangely. The tribe was formed from various outcasts and survivors of other destroyed tribes. The tribe, like most other tribe, were savage warriors and with use of primitive weapons they constantly waged wars and battles against other tribes and hunted great beasts for food. And like other tribes they were fearful of the dragons, the sky tyrants that dwarfed all others save a few exceptional creatures that remained under the reaches of the sky. Despite most of his peers using primitive weapons, Kilgarrah relied on his physical strength alone to crush his enemies, often running into the heat of battle avoiding the weapons of his opponents before kicking or punching them down with brutish ferocity rivaled only by his viashino allies, which were the ones that taught him such power. Despite the disadvantage he miraculously survived though with many scars. The tribe was shattered when one of these hellkites laid ruin to the camp. Tents ablaze and friends and family being burned, eaten, or trampled over. There weapons were useless against the powerful dragon. In pure rage and grief, emotions much stronger then he had ever felt before, his planeswalker sparked ignited, and with great magic strength he defeated the hellkite after a lengthy battle. This dragon, who he named Viletooth, would be the first of the many spirits he would defeat and bond with. However it wasn't until much later that he discovered the true extent of planeswalking, and accidently discovering Omara, during the chaos that was happening during Alara's mendng. It was here he decided to spend many years taming himself into being a more civilize and wise individual, in hopes of controlling his savage nature brought up from his back round.

Card:
Hidden 8 yrs ago Post by Phoenix
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#TeamNahiri
Hidden 8 yrs ago Post by VarionusNW
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[quote=@dragonmancer]
Name: Kilgarrah

Titles or Aliases: Scale Summoner

Gender: Male

Age: 22

Race: Human

Color: RED BLACK GREEN

Appearance:

Brief personality: Being raised as a tribal warrior in the harsh landscape of Jund, you could expect the savage nature of Kilgarrah. While he has learned to control his temper to some degree ever since he became a planeswalker, he gets stressed in urban environments which can lead to bursts of rage and destruction if left unchecked. He is at home with harsh environments of tall volcanic mountains, hot swamps and wild jungles, simple forests or nontropical wilderness are boring to him. His passion comes from great reptilian beasts, most notably the dragons that he was raised to fear and respect, battling beasts and warriors alike, and the simplicity of an environment with no laws or complexity. While he can tolerate calm and social interactions, he can easily become a bloodlust-filled monstrosity. When not in the mood to destroy or 'naturalize' his surroundings, slay beasts or slaughter men, he can be best described as tolerant, observant, and quiet. Rarely does he speak, only speaking when he is spoken too, or when it is necessary for him to do so. Becoming a planeswalker has taught him some self control and wisdom beyond the mindless rampaging mindset of those in Jund, and he is able to some degree avoid violence should he see it unnecessary. Though he doesn't attack randomly most of his solutions to any problem is of violence in one way or another.
Home plane: Alara, Jund.

Equipment: None other then is clothes, as his appreciation for natural, self produced strength has him disdain the use of weaponry and other equipment.

Abilities:
[*] While most would assume he has significantly less mana then the average planeswalker, in reality this is because the spirits of creatures cling to him and feed off of his mana, so he has little mana to use. The creatures were of his home plane and were 'tamed' by him after his spark ignited, and before he left Jund. These spirits are of various dragons, wurms, and hydras, and with what mana he has to spare he can evoke or even summon these creatures to his aid, or borrow their own forms for his own. Generally, Wurms provide raw power and earthen destruction, dragons, though not as powerful, still provide much bulk along with the advantages of flying and breathing destructive flames and lightning, while hydras have the potential to grow exponentially at the cost of more mana.

[*] He can siphon corpses and other biomatter of either dead or weak life force, converting the absorbed magic into his own temporarily. Essentially he can only do this to corpses. The mana absorbed this way leaks overtime so it is only useful within a few hours. This can allow him to get boots of mana and potentially cast more powerful spells and abilities.
He can regenerate organic matter or wounds and other damaged living things with use of mana that has been siphoned by this ability as well.

[*] With the use of his three 'patron' creatures, he has typically three ways of using them. Firstly he can evoke them as solid-like spirits without too much mana, manifesting them for short-term effects, attacks, and for other purposes made to be used like sorceries and instants rather then creatures. Secondly, though with more expense of mana, he can summon various of these spirits into actual companions, casting these creatures is made to last and he can un-summon them at any time. It is difficult for him to summon more then 1 creature at a time as they constantly exhaust his mana supply while in physical forms. Thirdly he can use the forms and powers of these spirits to transform himself into various forms of the like, borrowing the strengths and powers of his patron creatures such as turning into a dragon of his creation, or to only partially transform himself such as giving himself claws, iron-like scales for skin, wings, or sprouting tentacle-like serpent heads, or doing something like the card banefire.

[*] Lastly, he can errode artificial creations and magical enchantments, though the stronger the target the more mana he has to expend to reach this goal.

History: Born in Jund, when the plane was still divided, Kilgarrah was raised by a mix tribe that resided near an active volcano. This tribe was comprised of humans, viashino, and goblins, strangely. The tribe was formed from various outcasts and survivors of other destroyed tribes. The tribe, like most other tribe, were savage warriors and with use of primitive weapons they constantly waged wars and battles against other tribes and hunted great beasts for food. And like other tribes they were fearful of the dragons, the sky tyrants that dwarfed all others save a few exceptional creatures that remained under the reaches of the sky. Despite most of his peers using primitive weapons, Kilgarrah relied on his physical strength alone to crush his enemies, often running into the heat of battle avoiding the weapons of his opponents before kicking or punching them down with brutish ferocity rivaled only by his viashino allies, which were the ones that taught him such power. Despite the disadvantage he miraculously survived though with many scars. The tribe was shattered when one of these hellkites laid ruin to the camp. Tents ablaze and friends and family being burned, eaten, or trampled over. There weapons were useless against the powerful dragon. In pure rage and grief, emotions much stronger then he had ever felt before, his planeswalker sparked ignited, and with great magic strength he defeated the hellkite after a lengthy battle. This dragon, who he named Viletooth, would be the first of the many spirits he would defeat and bond with. However it wasn't until much later that he discovered the true extent of planeswalking, and accidently discovering Omara, during the chaos that was happening during Alara's mendng. It was here he decided to spend many years taming himself into being a more civilize and wise individual, in hopes of controlling his savage nature brought up from his back round.

Card:

[/quote]

Your character is 22, born pre-conflux. Phoenix's character is 92, born post-conflux. I suggest you edit your CS.
Hidden 8 yrs ago Post by BayRat
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@VarionusNW

Right sorry, any other complaints or issues?
Hidden 8 yrs ago Post by VarionusNW
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@VarionusNW

Right sorry, any other complaints or issues?


Not that I can see at the moment.
Hidden 8 yrs ago Post by Phoenix
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@VarionusNW Does time really affect them through the Blind Eternities? Just wondering. I haven't seen anything really specifying that.
Hidden 8 yrs ago Post by VarionusNW
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@VarionusNW Does time really affect them through the Blind Eternities? Just wondering. I haven't seen anything really specifying that.


Well, considering both characters are from the same plane, even if time flowed differently on each plane, both walkers would still experience it the same.

@dragonmancer So, going to explain how your character lived to 130 on Jund, and isn't a useless old man?
Hidden 8 yrs ago Post by MarsAdept
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@VarionusNW@dragonmancer Dragon's blood. He drinks dragon's blood to live forever!!! that is why he is 130!
Hidden 8 yrs ago Post by BayRat
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@VarionusNW

apologies I had the impression that planeswalkers didn't age but that was premending planeswalkers.

@MarsAdept

Not really sure if dragon blood by itself would do that, however I would imagine that the influence of the spirits that cling to Kilgarrah and feed off of his mana would slow the aging process drastically to a near-null effect.
Hidden 8 yrs ago 8 yrs ago Post by VarionusNW
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Alright. Well, I can say that since we have 4 planeswalkers with red, we cannot have all 4 of them in one set. Only 2 can appear in one set. This is because in any existing sets with planeswalkers, there have been no more than 2 that share a particular color.

Now, I about your planeswalker card @dragonmancer



The wording here isn't the best. The second ability would be "Destroy target nonland, noncreature permanent, then put a 5/5 hydra creature token onto the battlefield."

The first ability is fine, but doesn't flow with the rest of the card, and doesn't really make a lot of sense in jund. The second ability oddly specifies nonland AND noncreature, which makes it surprisingly weak, even with our minor artifact theme. It also makes it kind of odd, since given the colors, killing creatures would be normal, right? Shouldn't it be just nonland permanent? The third ability is actually TOO powerful. Even though it costs 7, there are a lot of dragons that make that cost worth it just to drop this, -3 or -4 it, and get several dragons out for free.

The only other issue here is that our current design of Omara has 0 dragons and Hydras. The largest scaled things on the plane are Naga and Kumi (if we decide to keep them. Crocodile people). So, your planeswalker would have no synergy for his last ability. I don't really want to add dragons, especially to Nakar, since I don't want to make it discount-jund.

How I would fix this card:

Kilgarrah 4BRG

+2: put two 2/1 dragon creature tokens with flying named "Summoned Whelp" onto the battlefield

-4: Destroy target nonland permanent and put an X/X Hydra creature token onto the battlfield. Its power and toughness are each equal to the converted mana cost of the destroyed permanent.

-x: Search your library for a dragon, hydra, or wurm creature card with converted mana cost X or less and exile it. You may cast it without paying its mana cost as long as it remains exiled.

[4]

And Propro:

Your card is fun. I think it is interesting. I would would reword the first ability to "Each opponent loses 1 life and you put X loyalty counters on Phaerun, where X is the total life lost." Also, you should probably get rid of shadow, it doesn't make sense in the setting we have, and would be exactly the same as saying "Each creature you control has "This creature cannot be blocked"".

Propro, you are accepted, feel free to throw Phaerun in the character tab.

Dragonmancer, after checking your cardsmith account, I have found that you seem to have slight issues with card text, and rather noticeable issues with power level. Many seem overpowered, in a way that isn't flashy or interesting. Just raw, boring power. You seem to make mostly dragons, which, considering we currently have no plans for dragons, might end up with a conflict of interest between you and I. You have similar issues to Wuldraider, who was kicked out due to inactivity and lack of ability. You both create powerful cards that seem to be hard pressed on a particular theme, with awkward wording. The main difference is that his cards had some really neat ideas. Your cards seem to all just be "Big deadly stuff. Dragons are cool." No offense, but I suggest that you re-examine yourself and determine whether or not you believe you are really cut out for this RP. Also, you need to fix your designer sheet. You left out the "How long have you been playing?" question. Look over your sheet, because there might be something missing that I missed.

Edit: I still need you guys to add me on skype so that I can add you to the skype group. Inform me if you don't have a skype. You guys are free to suggest ideas, and we do need them, since Belenar currently has very little worldbuilding going on. I suggest you both go over to the titanpad to write down ideas. I'll be checking it every so often.

Also, I figured out a way to template some tri-lands that fit with this set:

West Isle Sanctuary
Land
West Isle Sanctuary enters the battlefield tapped unless you control a plains and a swamp.

(t), add W, U, or B to your mana pool.

It's not fancy, but I feel it fits as an uncommon cycle, since we can't really put the alara tris here, due to the name of the grixis tri-land.

The lands will tap for all 3 of that factions color, and enter tapped unless you control the enemy colored lands in that faction.

Editedit:

Just came up with another option:

West Isle Sanctuary
Land- Island
([t], add U to your mana pool)
West Isle Sanctuary enters the battlefield tapped unless you control a plains and a swamp.

[t], add W or B to your mana pool. West Isle Sanctuary deals 1 damage to you.

They are each the land type of the central color, and are painlands of the enemy colors. This is based off of Murmuring Bosk from morningtide.
Hidden 8 yrs ago Post by BayRat
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@VarionusNW

Aye sorry. Reading your critism I dont think ill fit well in this RP, sorry if I wasted your time.
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Aye sorry. Reading your critism I dont think ill fit well in this RP, sorry if I wasted your time.


It's fine.
Hidden 8 yrs ago Post by ProPro
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Not going to be available on my skype for the next day or two, so I'll leave my username here for you to add if you get to it first. professional.protagonist

In regards to suggestions for Phaerun, the +X ability does sound better with your wording for sure. As for exchanging "shadow" for "unblockable," the form didn't ask that the card with the current set design, so I took that as a "proof of ability," a test to see what we can come up with. Aside from that, originally it was going to be unblockable, but some friends I ran it by had some good points that convinced me to swap it out. I don't really have any problems switching it back, though. Just for the future, I might make it clear in the first page that what's made on there is intended to be used specifically within the context of this custom set.
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Alright. Well, I can say that since we have 4 planeswalkers with red, we cannot have all 4 of them in one set. Only 2 can appear in one set. This is because in any existing sets with planeswalkers, there have been no more than 2 that share a particular color.
Well, with the addition of Phaerun, there's also 3 PWs with White, as well.

W: Phaerun, Victoria, Syeena
U: Emmes
B: Phaerun, Victoria
R: Victoria, Emmes, Syeena
G: Syeena

Since I was second to Mars, I figured I'd be changing my PW. However, to be consistent with the "max 2 of any 1 color," I'd have to make her pure Green (which isn't my first choice, either). I can't really see a way, given her background, that she'd be mono-Green, so then I was thinking of how to make a green PW that's not Garruk or Nissa (since Syeena is very similar to Nissa, already). I'll have to do some reasearch.

I also noticed that all these PWs are Human. Phaerun is also a Spirit, but still Human. Syeena was the only one not be Human. I don't know how you feel about that being so prevalent in this set as well.

Also, I figured out a way to template some tri-lands that fit with this set:

West Isle Sanctuary
Land
West Isle Sanctuary enters the battlefield tapped unless you control a plains and a swamp.

(t), add W, U, or B to your mana pool.

It's not fancy, but I feel it fits as an uncommon cycle, since we can't really put the alara tris here, due to the name of the grixis tri-land.

The lands will tap for all 3 of that factions color, and enter tapped unless you control the enemy colored lands in that faction.

Editedit:

Just came up with another option:

West Isle Sanctuary
Land- Island
([t], add U to your mana pool)
West Isle Sanctuary enters the battlefield tapped unless you control a plains and a swamp.

[t], add W or B to your mana pool. West Isle Sanctuary deals 1 damage to you.

They are each the land type of the central color, and are painlands of the enemy colors. This is based off of Murmuring Bosk from morningtide.
I vote for the second one. ^^

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I would like to add in my two cents. With the planeswalkers that we are playing, I do not feel we should worry too much about the sharing of colors. Aside from limiting creativity, I want to suggest that colors are not the issue. I think we need to be worrying about the kind of magic that color adds to the character. The more colors a planeswalker uses the more diluted those individual colors actually become.

For example, Syeena is green white and red while Victoria is black red and white. They overlap in red and white. However, their red and white magicks are night and day. Victoria is far more aggressive and destructive in her use of Red/white. Syeena (From my impression) uses red white to preserve the collective good. She uses red to destroy a threat to the group in order to preserve the whole. Victoria uses red to destroy things that get in her way without care whether that death is good for the whole or even herself. I know these are probably just personality, but Victoria uses red for its raw destructiveness while i feel Syeena uses it for its utility to augment her abilities.

Basically what I am implying as long as the magics used by the characters are unique then it should not matter which colors they chose to splash into. I confess I am completely willing to drop white mana from Victoria. Her white magic is an odd emergent property coming out of her choice of using magic talored to war and conflict. Wars are conducted between groups of peoples. White/Black tends to see the group as an extention of the individuals and Red/White is warfare where sides fight each other with the full passion and zeal of red but the group that white loves (Basically classic Boros). Victoria is solidly Black then Red as she was blessed by Theros's red/black god, Mogis.

Other then I being willing to make Victoria just black/red. I would have to comment on the mana fixing lands. I think the second option is better. Each land has the basic land type of the center color of the card yet pings you for the enemy dual colors. I like the idea. However, What if instead of you taking damage from the enemy colors, your opponent gains 1 life.

P.S. I have a buddy interested in joining this rp, however he is doing summer traveling and will not have internet for about another week. He was thinking of being an Blue white mage.
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In regards to the lands, I agree with the other two that the second option is better and, in my opinion, far more unique and interesting. Also just to throw out there, I only have access to the internet from my phone for a bit which doesn't interface with Titan pad, so I have no idea what's on there. I'm also surprised you went the route of Titan pad rather than google docs. Just saying.
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I added short descriptions of the factions' goals into the Pad, if anyone is interested to adding to them.
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