Xykru
05-29-2008, 04:36 PM
Okay, so I plan on trying ONCE MORE another MTG Rp, this time I am going to omit the omni-planeswalkers, with one exception, the character i will use to keep control over the RP. He will only be seen as I need him. OTHER THAN THAT, no super powers....
I was thinking to base this in Dominaria primarily, although all other planes would be available. The story would be about the new generation of planeswalkers AFTER the Time Spiral series...
magic is made with Mana, and here are the colors and their descriptions:
White (Plains) is the color of order, righteousness, healing, law, community, absolutism and light (although not necessarily "good"). White's strengths are a roster of small creatures that if used right work very well together and are powerful for their cost, such as soldiers, knights and paladins; protecting those creatures with enchantments; healing and/or preventing damage; imposing restrictions on players; destroying ("removing") artifacts and enchantments; and the ability to "equalize" the playing field. White creatures are known for their "Protection" from various other colors, rendering them completely impervious to harm from those colors. White's weaknesses include its difficulty in directly killing opposing creatures, its inability to change game plans, and the fact that many of its most powerful spells affect all players equally: one of its signature spells, Wrath of God, kills all creatures in play, including its own.
Blue (Island) is the color of intellect, reason, illusion, dreams, creativity, manipulation, and trickery, as well as the classical elements of air and water. Blue's cards are best at letting a player draw additional cards; stealing control of permanents; returning ("bouncing") permanents to their owner's hands, thus forcing that opponent to re-deploy them; and "countering" (canceling) an opponent's spells, causing the mana to go to waste while the spell itself has no effect. Blue's creatures, which include shapeshifters, sea creatures and wizards, tend to have weaker base statistics than other colors, but commonly have abilities and traits which make them difficult to hurt, particularly Flying; one of Blue's most famous creatures, Morphling, has so many way of evading harm that some players have nicknamed it "Superman." Blue's weaknesses include having trouble dealing with spells that have "resolved" without being counterspelled; the expensive nature of most of its spells (especially its creatures), which is exacerbated by its complete lack of ways to rush more mana into play; and the reactive nature of most of its spells (it is very good at defending itself, but lacks for offensive options).
Because card-drawing and denial are so important in almost all constructed formats, Blue was for a long time considered by players to be the most powerful of the five colors. As of recent years, however, Wizards has been watering down Blue's power, particularly its counterspells.
Black (Swamp) is the color of power, ambition, corruption and amorality (although not necessarily "evil"). Black cards are best at removing creatures, making players discard cards from their hand, and raising creatures from the dead. Furthermore, because Black seeks to win at all costs, it has limited access to many abilities or effects that are normally restricted to the other colors (Green's mana acceleration in "Dark Ritual;" both Red direct-damage and White life-gaining in "Drain Life"; Blue's card-drawing in the infamous Necropotence), but these abilities are disproportionately expensive compared to the colors that normally feature them. Black is known for having "Fear" on its creatures, a trait that makes Red, White, Green and Blue creatures unable to intercept them in combat. Black's main weaknesses are an almost complete inability to deal with enchantments and artifacts, its tendency to hurt itself almost as badly as it hurts the opponent (especially when attempting to deal with White and Green, its ideological enemies), and difficulties in removing other black creatures (though this restriction has been lightened in recent years).[18]
Red (Mountain) is the color of freedom, chaos, passion, impulse and fury, as well as lightning, the classical element of fire, and the non-living, geological aspects of the classical element earth (the color Green representing Earth's living side).[19] Red is one of the best colors for destroying opposing lands and artifacts; sacrificing permanent resources for temporary (but hopefully game-winning) power, such as with Final Fortune; and playing spells that deal "direct damage" to creatures or players, like "Lightning Bolt" or "Fireball," which gave rise to another term for direct damage: "burn." Red has a wide array of creatures, but with the exception of the infamous dragons, most of them are small and weak; it has the vast majority of cards that involve random chance; and some of its cards can turn against their owner, such as the classic Jackal Pup. Red also shares the trickery theme with Blue and can temporarily steal opponents' creatures or divert their spells. Many of Red's most famous creatures have the "Haste" trait, which lets them attack and use abilities a turn earlier than normal. Red's weaknesses include its inability to destroy enchantments, the random or self-destructive nature of many of its spells, and its generally weak late-game play: it is designed to win fast or not at all.
Green (Forest) is the color of life, instinct, nature, evolution, ecology and interdependence. Green has a lot of creatures, those creatures tend to have the strongest base statistics in the game, and many of its spells make them stronger still (see Giant Growth). It can also destroy "unnatural" artifacts and enchantments, increase a player's life total, and accelerate its mana production by strengthening the output of its lands, drawing new ones directly from its deck, or even deploying creatures who themselves can generate mana, like the famous Llanowar elves. Green creatures often have "Trample," an ability which lets them deal attack damage to an opponent even if intercepted by a defender. Green's biggest weakness is that it has precious few ways of destroying creatures directly, which usually forces it to rely upon the superior efficiency and flexibility of its own creatures. It also has a distinct shortage of flying creatures, though some of its creatures can block as though they had wings. Finally, it has very few gameplay options besides creatures, leaving it in dire straits if an opponent can somehow neutralize or destroy its army.
Planeswalkers:In the fictional multiverse of the Magic: The Gathering collectible card game, a planeswalker is a powerful mage, able to travel across the planes of existence. All players are planeswalkers; non-player planeswalkers are described in Magic’s back-story (which is represented in novels, starter-deck inserts, online articles and card flavour text); and with Lorwyn the first Planeswalker cards were introduced.
Only those with a rare and innate ability called the "planeswalker spark" can become planeswalkers. (The spark can be transferred from one being to another, but the process is highly dangerous and potentially fatal.) Only one individual in a million is given the spark. Even then, they must "ascend", which usually occurs spontaneously during a time of great stress (most common being a form of horrendous death, e.g., the sylex blast or its aftereffects). This ascension, as well as the extraordinary amount of power at their fingertips, drives almost all planeswalkers insane over time. In an attempt to prevent this, most planeswalkers are tutored by older ones. Wilders exist (Ravidel) but are dangerous.
A planeswalker has complete control over his or her physical appearance, and does not physically need to eat, drink, sleep, or even breathe (although some, such as Urza, do these things to help preserve their sanity). Planeswalkers are very difficult to kill and can't die of natural causes, or being stabbed, or even dismembered. Planeswalkers rarely have relationships with non-planeswalkers due to their near-immortality. They know, as soon as they meet someone, that they will outlive them, and that they will have to live with the loss. Urza made two exceptions, one for Xantcha (an artificial Phyrexian human loyal to him), and Barrin the master wizard, who had learned to magically reverse and control his aging. Both Xantcha and Barrin eventually died, though not of old age.
It is implied at the end of the Future Sight novel that Planeswalkers as we have known them are no more in Dominaria. Nicol Bolas remarks before 'walking to his new plane that he sense he will not be able to return from it, and after casting herself into the Otarian Rift and defeating the memory of Karona, Jeska sees that "that which is taken from the infinite" is the cause of the Rift fractures. She gives herself up to the Rift and appears to use the last of her power to bring low all other planeswalkers (much as Teferi was after containing the Shivan Rift) and return their Sparks to the Multiverse, thereby healing the fractured superstructure and sealing the rift network. This allows The Mending to begin and a new era of mortal planeswalkers such as Venser and Rhada (though her potential was wasted). It is still currently unknown if future generations can take sparks from the infinite or not. With the introduction of the planeswalker cards in the Lorwyn series, it is difficult to know if Planeswalkers like the originals still exist on other planes.
So... ideas for plot and etc are welcome!
I was thinking to base this in Dominaria primarily, although all other planes would be available. The story would be about the new generation of planeswalkers AFTER the Time Spiral series...
magic is made with Mana, and here are the colors and their descriptions:
White (Plains) is the color of order, righteousness, healing, law, community, absolutism and light (although not necessarily "good"). White's strengths are a roster of small creatures that if used right work very well together and are powerful for their cost, such as soldiers, knights and paladins; protecting those creatures with enchantments; healing and/or preventing damage; imposing restrictions on players; destroying ("removing") artifacts and enchantments; and the ability to "equalize" the playing field. White creatures are known for their "Protection" from various other colors, rendering them completely impervious to harm from those colors. White's weaknesses include its difficulty in directly killing opposing creatures, its inability to change game plans, and the fact that many of its most powerful spells affect all players equally: one of its signature spells, Wrath of God, kills all creatures in play, including its own.
Blue (Island) is the color of intellect, reason, illusion, dreams, creativity, manipulation, and trickery, as well as the classical elements of air and water. Blue's cards are best at letting a player draw additional cards; stealing control of permanents; returning ("bouncing") permanents to their owner's hands, thus forcing that opponent to re-deploy them; and "countering" (canceling) an opponent's spells, causing the mana to go to waste while the spell itself has no effect. Blue's creatures, which include shapeshifters, sea creatures and wizards, tend to have weaker base statistics than other colors, but commonly have abilities and traits which make them difficult to hurt, particularly Flying; one of Blue's most famous creatures, Morphling, has so many way of evading harm that some players have nicknamed it "Superman." Blue's weaknesses include having trouble dealing with spells that have "resolved" without being counterspelled; the expensive nature of most of its spells (especially its creatures), which is exacerbated by its complete lack of ways to rush more mana into play; and the reactive nature of most of its spells (it is very good at defending itself, but lacks for offensive options).
Because card-drawing and denial are so important in almost all constructed formats, Blue was for a long time considered by players to be the most powerful of the five colors. As of recent years, however, Wizards has been watering down Blue's power, particularly its counterspells.
Black (Swamp) is the color of power, ambition, corruption and amorality (although not necessarily "evil"). Black cards are best at removing creatures, making players discard cards from their hand, and raising creatures from the dead. Furthermore, because Black seeks to win at all costs, it has limited access to many abilities or effects that are normally restricted to the other colors (Green's mana acceleration in "Dark Ritual;" both Red direct-damage and White life-gaining in "Drain Life"; Blue's card-drawing in the infamous Necropotence), but these abilities are disproportionately expensive compared to the colors that normally feature them. Black is known for having "Fear" on its creatures, a trait that makes Red, White, Green and Blue creatures unable to intercept them in combat. Black's main weaknesses are an almost complete inability to deal with enchantments and artifacts, its tendency to hurt itself almost as badly as it hurts the opponent (especially when attempting to deal with White and Green, its ideological enemies), and difficulties in removing other black creatures (though this restriction has been lightened in recent years).[18]
Red (Mountain) is the color of freedom, chaos, passion, impulse and fury, as well as lightning, the classical element of fire, and the non-living, geological aspects of the classical element earth (the color Green representing Earth's living side).[19] Red is one of the best colors for destroying opposing lands and artifacts; sacrificing permanent resources for temporary (but hopefully game-winning) power, such as with Final Fortune; and playing spells that deal "direct damage" to creatures or players, like "Lightning Bolt" or "Fireball," which gave rise to another term for direct damage: "burn." Red has a wide array of creatures, but with the exception of the infamous dragons, most of them are small and weak; it has the vast majority of cards that involve random chance; and some of its cards can turn against their owner, such as the classic Jackal Pup. Red also shares the trickery theme with Blue and can temporarily steal opponents' creatures or divert their spells. Many of Red's most famous creatures have the "Haste" trait, which lets them attack and use abilities a turn earlier than normal. Red's weaknesses include its inability to destroy enchantments, the random or self-destructive nature of many of its spells, and its generally weak late-game play: it is designed to win fast or not at all.
Green (Forest) is the color of life, instinct, nature, evolution, ecology and interdependence. Green has a lot of creatures, those creatures tend to have the strongest base statistics in the game, and many of its spells make them stronger still (see Giant Growth). It can also destroy "unnatural" artifacts and enchantments, increase a player's life total, and accelerate its mana production by strengthening the output of its lands, drawing new ones directly from its deck, or even deploying creatures who themselves can generate mana, like the famous Llanowar elves. Green creatures often have "Trample," an ability which lets them deal attack damage to an opponent even if intercepted by a defender. Green's biggest weakness is that it has precious few ways of destroying creatures directly, which usually forces it to rely upon the superior efficiency and flexibility of its own creatures. It also has a distinct shortage of flying creatures, though some of its creatures can block as though they had wings. Finally, it has very few gameplay options besides creatures, leaving it in dire straits if an opponent can somehow neutralize or destroy its army.
Planeswalkers:In the fictional multiverse of the Magic: The Gathering collectible card game, a planeswalker is a powerful mage, able to travel across the planes of existence. All players are planeswalkers; non-player planeswalkers are described in Magic’s back-story (which is represented in novels, starter-deck inserts, online articles and card flavour text); and with Lorwyn the first Planeswalker cards were introduced.
Only those with a rare and innate ability called the "planeswalker spark" can become planeswalkers. (The spark can be transferred from one being to another, but the process is highly dangerous and potentially fatal.) Only one individual in a million is given the spark. Even then, they must "ascend", which usually occurs spontaneously during a time of great stress (most common being a form of horrendous death, e.g., the sylex blast or its aftereffects). This ascension, as well as the extraordinary amount of power at their fingertips, drives almost all planeswalkers insane over time. In an attempt to prevent this, most planeswalkers are tutored by older ones. Wilders exist (Ravidel) but are dangerous.
A planeswalker has complete control over his or her physical appearance, and does not physically need to eat, drink, sleep, or even breathe (although some, such as Urza, do these things to help preserve their sanity). Planeswalkers are very difficult to kill and can't die of natural causes, or being stabbed, or even dismembered. Planeswalkers rarely have relationships with non-planeswalkers due to their near-immortality. They know, as soon as they meet someone, that they will outlive them, and that they will have to live with the loss. Urza made two exceptions, one for Xantcha (an artificial Phyrexian human loyal to him), and Barrin the master wizard, who had learned to magically reverse and control his aging. Both Xantcha and Barrin eventually died, though not of old age.
It is implied at the end of the Future Sight novel that Planeswalkers as we have known them are no more in Dominaria. Nicol Bolas remarks before 'walking to his new plane that he sense he will not be able to return from it, and after casting herself into the Otarian Rift and defeating the memory of Karona, Jeska sees that "that which is taken from the infinite" is the cause of the Rift fractures. She gives herself up to the Rift and appears to use the last of her power to bring low all other planeswalkers (much as Teferi was after containing the Shivan Rift) and return their Sparks to the Multiverse, thereby healing the fractured superstructure and sealing the rift network. This allows The Mending to begin and a new era of mortal planeswalkers such as Venser and Rhada (though her potential was wasted). It is still currently unknown if future generations can take sparks from the infinite or not. With the introduction of the planeswalker cards in the Lorwyn series, it is difficult to know if Planeswalkers like the originals still exist on other planes.
So... ideas for plot and etc are welcome!