Hidden 10 yrs ago Post by MarsAdept
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I am definitely interested in this. I practically leap at every chance to be in an MTG roleplay.
Hidden 10 yrs ago Post by CourierSix
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Now that things are taken care of, I will get to work on all things we need for this RP.
Hidden 10 yrs ago Post by Musoka
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You have my attention.
Hidden 10 yrs ago Post by CourierSix
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Due to goings on in the past few days, I haven't had time to flesh out my ideas any. I think I may drop it myself, but someone else is moe than welcome to pick it up. Sorry. :/
Hidden 10 yrs ago Post by RawrEspada4
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Hey if you do pick this back up I would be interested.
Hidden 10 yrs ago Post by Tracyarmav
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.... okay, I can work with this. If everyone still wants this to be a thing I can try and pick this up and get it moving again. Will check again in 4-5 hrs and see if I can put some ideas together for this RP.
Hidden 10 yrs ago 10 yrs ago Post by Kaore
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Sounds like an interesting prospect. Not sure how well I'ld do with waiting for people to post. Might have trouble picking spells since most of the spells I'd use are from Kamigawa with the most recent ones being from Innistrad. Would basically be me summoning Anels and human samurai and boosting their strength and giving them abilities via enchantments and artifacts. Hard part would be looking the cards up though.
Hidden 10 yrs ago Post by Kronshi
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Im still in, here is a repost of my cs so you don't have to go looking for it:

Name: Senokan Cerenis
Age: 24
Race: Human
Appearance: Tall yet stocky, he wears a black leather jacket with two chest belt strap things holding bombs. He also has a tool belt around his waist that he uses to work on machinery
Mana: Black/Red, also has some artifact creatures
Role: Evocator (Attacker), sends in high attack and small toughness monsters to dish out loads of damage, even if it means some things blow up in his face.
Personality: A bit wacky, slightly insane even. He believes that it's pointless to build good defenses if your opponent is dead before it makes a difference, but when things go wrong he always has a couple artifact creatures to protect him if needed. He loves to tinker with machinery, once again causing things to blow up in his face but he has learnt a lot more about artifacts this way.

-I would also like to state that I sometimes have trouble writing long posts. So if it's ok that a couple of my posts are only 3 sentences long, then I would love to join this roleplay

: If you make a new cs I will be happy to remake my character to match it
Hidden 10 yrs ago Post by Kaore
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Its hard choosing spells. Writing them down so I remember them even harder.
Hidden 10 yrs ago Post by Unlucky0013
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the best way to do so would probably start with, say, 3 spells (to use unlimitedly) then slowly build your arsenal as you become a more powerful mage
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Hidden 10 yrs ago Post by Kaore
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I know what spells I want but their exact names escape me. Maybe I should just write down their names, cost, and power/toughness and then let the rest of you look them up.
Hidden 10 yrs ago Post by Unlucky0013
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Hidden 10 yrs ago Post by Kaore
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I've got several creatures and a few enchantments and Instants. Mostly power or toughness boosts or damage negation or attack restriction. May be using some more often then others but it should be fine. Plus I don't like that site. I said I don't remember the name of some cards I'm missing.
Hidden 10 yrs ago 10 yrs ago Post by Feisty-Pants
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O.o

You have my interest.

Would a Red/Green Plainswalker be welcome? :3

So, three spells to start with? Sounds good.
Hidden 10 yrs ago Post by Kaore
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I'd go White/Green planeswalker and I can pick three from my list.
Champion of the Parish, Devoted Retainer, and Giant Growth. All require one mana but by summoning Champion first followed by a few Retainers I can make him stronger and stronger.
Hidden 10 yrs ago Post by Tracyarmav
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Three? The original idea, which I'm willing to try and stick with, has you using a full deck. With mana increasing with time spent in battle. So you need at least a deck's worth of spells.

Right now I'm trying to build on the plot which is currently as follows:

"You were exiled from your home universe, just before it was destroyed. You don't know how you know and you can't prove it, but you know that whatever destroyed your universe, is here in this new universe with you. You don't know if he's here to kill the survivors, or if he want's to destroy this universe as well, either way, things won't end well for you. You all stand together inside a circle of stones (very similar to Stonehenge) and the world lies before you, alien and unknown, yet somehow familiar.

You have to find and defeat the cause your universe's obliteration before it strikes again. The question is, will this universe help or hinder you? And will you all stick together or will you split up hoping to cover more ground?"


Also, I'm not sure how to make the turns work in a forum setting, especially with instants interrupting the turn order. I think each round, you will be able to "play a land" whenever you take a moment to remember a place that you have been to in your travels. I'm thinking of limiting max mana by the number of years the character has been alive, allowing one mana per year to be added to the "deck" ... that seems like a nice cap. then to keep spells known from getting to ridiculous, for each mana you "own" you may learn two spells that share it's color with the mana you just picked up. (multi-colored spells can be learned with any of it's constituent colors, so long as you already have all the other colors in your "deck".

How does all of that sound? And does someone want to help run this I'm gunna need it I think.
Hidden 10 yrs ago Post by RawrEspada4
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Just a thought but if we need to have a "full deck" and we can repeatedly cast spells then we should probably only have access to about 8-15 different spells to account for the idea of playsets.... Otherwise a player could potentially have 40 different spells available at nearly any time as we have no "hand" to worry about.... Which bring me to my next point. How do spells like Thoughtseize, Duress, Thought Scour, Brainstorm, Ancestral Visions, Demonic Tutor and the such?
Hidden 10 yrs ago Post by MarsAdept
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How does all of that sound? And does someone want to help run this I'm gunna need it I think.


I am willing to be a co- GM for this. I liked the idea of an entire plane disappearing and the missing plane was home to advanced tech.
Hidden 10 yrs ago Post by Tracyarmav
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Just a thought but if we need to have a "full deck" and we can repeatedly cast spells then we should probably only have access to about 8-15 different spells to account for the idea of playsets.... Otherwise a player could potentially have 40 different spells available at nearly any time as we have no "hand" to worry about.... Which bring me to my next point. How do spells like Thoughtseize, Duress, Thought Scour, Brainstorm, Ancestral Visions, Demonic Tutor and the such?


Very good question, I was thinking that over myself, but unless we decide to have a virtual deck, with virtual hands and everything to govern how our Planeswalkers interact with the world around them, mill cards would be worthless. (or at least worth only any secondary effect they may have) And for starters 8-15 spells sounds reasonable, but I know a guy who likes to build decks with no more than two of any non-land card in his deck, mostly for versatility, so I didn't want to out right limit max starting spells. (the biggest thing preventing me from limiting max spells is that I haven't worked out the players will learn new spells yet and I don't want to handicap them)

I am willing to be a co- GM for this. I liked the idea of an entire plane disappearing and the missing plane was home to advanced tech.


Thanks or stepping up.

This is more than a plane vanishing, this is an entire universe, all of the planes, along with everything else, are gone. The players are in a different universe, that's why the players aren't also gone. And this is going to be complex enough without adding a new color, so the advanced tech would just be artifacts as far as I'm concerned.
Hidden 10 yrs ago 10 yrs ago Post by MarsAdept
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I have always seen magic the gathering like this:

The library/ deck is all the spells known to a planeswalker. mill cards often discuss forgetting or the destruction of knowledge. So if you are hit with a mill spell you forget temporarily that you knew those spells.

The hand is all the spells currently prepped for use. You have spent time to "draw" the spell out of your memories and are ready to cast them at the right moment. Discard spells destroy the prepared spells in the hands while draw spells allow you to ready another spell for use.

The graveyard is for spells and creatures that have already been used.

I do not know if this is helpful but these are my thoughts. Magic the Gathering is diverse in its magicks and while some of its mechanics do not translate into a rolepay easy, they can still be considers.
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