I REQUIRE MY PLAYERS TO BE ACTIVE, RESPECTFUL OF OTHERS AS WELL AS THE DECISIONS MADE BY THE GM! Thank You!
-waves- Hi there! To all the fans of Magic of the Gathering this will be an attempted rp at my fanfic concept of "Control". Basically an alternate form of MTG that lets us play magic on earth - will you be one of the few humans in which an Alma has claimed as their player? Read my concept and sign up here to give it a try!
The bigger picture
The Foundation of Magic on Earth
Wizards describe their players in their Magic of the Gathering card game as Planeswalkers. I, on the other hand, understand that earth is not a plane and rather a part of a separate functioning universe that coexists alongside the multiverse, and My Players are chosen mortals that must acknowledge their place in "magic" and figure out the mystery behind the "Almae".
In my fanfiction, "Control",
The logical "rulings" to Control:
(Little bit shaky but mostly all here! Careful of the technicalities....)
For roleplay sake - these rulings do NOT need to be memorized at all.
They are more of a background to lean upon for help with writing.
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The Player:
The Alma(e):
The Control
The Archives
The Player’s Library:
The Player's Hand:
Library Management:
Spell's Expression
Mana
Mana Conversion/Converted Mana Cost:
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A player can be of any age, size, and color so long as an Alma has chosen them.
Life: The most important thing in Magic of the Gathering is a player's life total - this number is nonexistant in reality. Well wait... how do we know when we have lost? When do we know how much more of a leverage we have on our opponents? Obviously we feel it. Our life "totals" is the same as our individually combined strength, stamina and endurance against the different types of magic. Once our bodies can no longer sustain "damage" they will quit on us just as though we have fallen out of a million story high building. How do we play fair? You don't kill other players or the other mortal bystanders. You don't want to play fair? Then watch as human society turns on you, just as though you dealt the same actions without the use of an Alma or magic.
Among known magic players, there is a ruling of fairness - when the other player admits defeat the battle is over. The winning player can call it quits too, if they have the heart to not kill another being.
Magic that consists of lifelink and regeneration can temporarily stabalize humans and earthly living things who are on the brink of death - but it wont have any other affect on mortals who do not use mana. Players, on the other hand, have been enabled by the use of mana and when they become affected by lifelink or regeneration - their stamina and endurance will return to their bodies and possibly exceed mortal limitations. This difference between mortals and players is most likely caused by the assumption that mana is life energy, just not of our world.
Life: The most important thing in Magic of the Gathering is a player's life total - this number is nonexistant in reality. Well wait... how do we know when we have lost? When do we know how much more of a leverage we have on our opponents? Obviously we feel it. Our life "totals" is the same as our individually combined strength, stamina and endurance against the different types of magic. Once our bodies can no longer sustain "damage" they will quit on us just as though we have fallen out of a million story high building. How do we play fair? You don't kill other players or the other mortal bystanders. You don't want to play fair? Then watch as human society turns on you, just as though you dealt the same actions without the use of an Alma or magic.
Among known magic players, there is a ruling of fairness - when the other player admits defeat the battle is over. The winning player can call it quits too, if they have the heart to not kill another being.
Magic that consists of lifelink and regeneration can temporarily stabalize humans and earthly living things who are on the brink of death - but it wont have any other affect on mortals who do not use mana. Players, on the other hand, have been enabled by the use of mana and when they become affected by lifelink or regeneration - their stamina and endurance will return to their bodies and possibly exceed mortal limitations. This difference between mortals and players is most likely caused by the assumption that mana is life energy, just not of our world.
The Alma(e):
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Almae are creatures, who are NOT spells casted by players. These creatures originate by blood or by construction via their home planes. Not to their surprise, Players have come to understand that Almae are real representations of creatures in Magic of the Gathering. It is known that player's can only be entrusted by one Alma at a time, otherwise when a new Alma is entrusted before the old Alma moves on or passes away, the old Alma's control artifact will be destroyed in the process.
Almae die when their energy is used up, their limits are similar to the "power/toughness" and "converted mana cost" of creatures spells. There may be numbers that match the qualities of "mana", "power" and "toughness" within Wizard's Magic of the Gathering, but Player's have not been able to precisely justify these numbers and statistics to that of the real things. Even though Almae can die, their control artifacts remain. If another Alma chooses a player who has a long-gone Alma's control artifact in their posession, the old artifact will break and become useless.
Almae eat mana to sustain their life energies on earth - they cannot eat more than their fill. Their "fill" is closely described by their card values' converted mana cost in the magic of the gathering card game.
With "power/toughness" Almae can feed themselves full of mana. Almae' "power" and "toughness" determines the rate and amount in which they can pull mana from the multiverse - a weaker Alma has a slower mana pull than that of a stronger Alma. Alternatively, the Alma that require more mana is obviously stronger than that of a weaker Alma.
Alongside eating their fill, Almae can activate their own mana abilities - if they have any, with what previous mana pool they have "eaten". Other abilities not requiring mana can be naturally activated by Almae, these abilities are suggested by Wizard: tap effects, landfall, haste, lifelink and etc.
Currently it is known that Almae cannot be seen by humans who do not have a control artifact. However, Almae and their Players' spells and abilities do affect the material world around them. Each Alma have their own understanding and development of earth's languages, scientific laws and it's natural habitat.
Almae die when their energy is used up, their limits are similar to the "power/toughness" and "converted mana cost" of creatures spells. There may be numbers that match the qualities of "mana", "power" and "toughness" within Wizard's Magic of the Gathering, but Player's have not been able to precisely justify these numbers and statistics to that of the real things. Even though Almae can die, their control artifacts remain. If another Alma chooses a player who has a long-gone Alma's control artifact in their posession, the old artifact will break and become useless.
Almae eat mana to sustain their life energies on earth - they cannot eat more than their fill. Their "fill" is closely described by their card values' converted mana cost in the magic of the gathering card game.
With "power/toughness" Almae can feed themselves full of mana. Almae' "power" and "toughness" determines the rate and amount in which they can pull mana from the multiverse - a weaker Alma has a slower mana pull than that of a stronger Alma. Alternatively, the Alma that require more mana is obviously stronger than that of a weaker Alma.
Alongside eating their fill, Almae can activate their own mana abilities - if they have any, with what previous mana pool they have "eaten". Other abilities not requiring mana can be naturally activated by Almae, these abilities are suggested by Wizard: tap effects, landfall, haste, lifelink and etc.
Currently it is known that Almae cannot be seen by humans who do not have a control artifact. However, Almae and their Players' spells and abilities do affect the material world around them. Each Alma have their own understanding and development of earth's languages, scientific laws and it's natural habitat.
The Control
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The control is simply an artifact brought with a creature of the multiverse - the Alma. It can be anything in which the Alma has claimed as its treasure, anything that is a technical artifact of the Magic Universe. If an Alma decided to carry an artifact creature then so be it, but most Almae treasure trinkets, goblets, jewelry, weapons, shields, pieces of clothing, books - anything they can hold to their bodies and transfer their magical energies into and out of. The control artifact is the Alma's connection to the multiverse, so for any reason in which the control is damaged or broken into several pieces - the Alma attached to it will disperse along with its remains.
The Archives
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hosts every spell in existence - constantly changing - every spell’s name and effects are registered to the archives in that spell’s original name and their expressions. There is no single physical representation of the Archives known to players.
The Player’s Library:
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“Learned” spells are located within a player’s library, also known as the mind. The human mind is one of the most complex organisms on earth, but the spells known to players must be found somewhere within it’s complexity. The player's Library is made up of several parts of the brain, depending on what kind of spells are contained within.
The Player's Hand:
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Simple enough, a player's hand in MTG is the same as the number of spells available to them in their active short term memory. Effects that read: discard = a spell is suddenly forgotten; draw: a new spell is ready to be casted
Library Management:
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Library Management is key to a player’s play style, effectiveness and involves realistic limitations in a magic duel. This process is similar to that of a computer’s memory management (Memory management - Wikipedia, the free encyclopedia) and takes place within the communication between player’s long-term memory and short-term memory. How a player can recollect, retain knowledge of spells and overcome spell exhaustion determines how well they can manage their “libraries”.
1. The player must manage a constant "Control”. A player can have as many spells within his or her library, but to play them either within moments of each other or at the same time as each other: all requirements of the spell(s) use must be attended to during each of the duration of each spell being casted.
- In order for the spell to be usable by the player:
- they must know the spell’s expression,
- they must have the right converted mana to pay for the spell’s cost
- they must have the use of the spell to be precisely thought of during the entire duration of the spell. If the precise use becomes vague or preoccupied by other thoughts the spell will act on it’s own free will.
2. A Draw Phase: A player must request to locate the “memory” of an unused spell within their library/knowledge of spells in order to cast the spell. This is done so by recollecting the spell’s expression within their thoughts and drawing out the de-fracted memory and forming it in the player's active short-term memory.
"Momentum" is the average speed of locating the position of a spell within one’s mind. Humans go day to day having to collect, share and memorize inormation as fast as the information is demanded from them. We are highly intelligent and our brain processing is as fast as our neurons in our nervous system can talk to each other. So to have super fast momentum seems really simple, doesn't it?
Innacurate - why? The makeup of a spell's expression requires its original form - a form not easily depicted by the brain of mankind. There are hundreds, thousands of various forms of spells known to players and each have their own unique language - the languages of magic. A realization came to a few sortment of players, who studied and researched the pace of momentum over a decade, that languages of magic tend to group to parts of the brain that exert human personalities that mimic each personality of their spells. For example: A green aura spell that is casted for the use of regeneration is more likely to be found in feminine, motherly thoughts than the thoughts of logic, idealistic and relevancy.
The more accurate a player can express, understand and depict the original form of a spell, the faster and more often will they be able to cast this spell.
The spell's expression describes the difficulty of recollection - the longer and more vivid the expression is the longer momentum occurs. For example: Every spell but instants and those with “flash” have very detailed expressions due to the length of their names in their original forms and are much more difficult to recollect and can possibly become extensive.
- Recollection can be pushed faster by specific spell effects such as scry, draw, cascade, cycling, etc. that search a player's mind for the pieces of the spell and outlines them clearly.
3. Spells can be blocked/interfered with by outside sources that are either using the spell or have requested the spell before the caster could recollect it. The use of a spell doesn't have to activate it’s effects rather it can block or momentarily delay the use of the spell’s effects. Example: Spells that say: Return to bottom of library, blue spells cannot be played unless its controller pays x, target player puts the top card of his or her library into his or her graveyard etc. can block or temporarily interfere with a player's mind until the effect's request is paid or the player uses his or her own means to recover the recollecting spell.
4. Spells can be exiled - lost forever to it’s spellcaster. The exiled spell is like that of a memory that the brain can no longer manifest in it’s library. The duration of this extreme lasts for the remainder of the duel, or the remainder in which the spell that called for the exiled state.
5. When a spell's effect finishes, it’s expression returns to the player's memory just like any memory in real life resolves (graveyard). However - the spell becomes exhausted meaning it cannot be used for a duration of time. This duration usually depends on the player's familiarity of this spell, if the player has the mana converted to play the spell and the taxation of the spell upon its player/caster. Every spell taxes the player and their alma in the form of accumulation of the player's strength to cast the spell and the player's Alma's ability to convert the mana cost.
1. The player must manage a constant "Control”. A player can have as many spells within his or her library, but to play them either within moments of each other or at the same time as each other: all requirements of the spell(s) use must be attended to during each of the duration of each spell being casted.
- In order for the spell to be usable by the player:
- they must know the spell’s expression,
- they must have the right converted mana to pay for the spell’s cost
- they must have the use of the spell to be precisely thought of during the entire duration of the spell. If the precise use becomes vague or preoccupied by other thoughts the spell will act on it’s own free will.
2. A Draw Phase: A player must request to locate the “memory” of an unused spell within their library/knowledge of spells in order to cast the spell. This is done so by recollecting the spell’s expression within their thoughts and drawing out the de-fracted memory and forming it in the player's active short-term memory.
"Momentum" is the average speed of locating the position of a spell within one’s mind. Humans go day to day having to collect, share and memorize inormation as fast as the information is demanded from them. We are highly intelligent and our brain processing is as fast as our neurons in our nervous system can talk to each other. So to have super fast momentum seems really simple, doesn't it?
Innacurate - why? The makeup of a spell's expression requires its original form - a form not easily depicted by the brain of mankind. There are hundreds, thousands of various forms of spells known to players and each have their own unique language - the languages of magic. A realization came to a few sortment of players, who studied and researched the pace of momentum over a decade, that languages of magic tend to group to parts of the brain that exert human personalities that mimic each personality of their spells. For example: A green aura spell that is casted for the use of regeneration is more likely to be found in feminine, motherly thoughts than the thoughts of logic, idealistic and relevancy.
The more accurate a player can express, understand and depict the original form of a spell, the faster and more often will they be able to cast this spell.
The spell's expression describes the difficulty of recollection - the longer and more vivid the expression is the longer momentum occurs. For example: Every spell but instants and those with “flash” have very detailed expressions due to the length of their names in their original forms and are much more difficult to recollect and can possibly become extensive.
- Recollection can be pushed faster by specific spell effects such as scry, draw, cascade, cycling, etc. that search a player's mind for the pieces of the spell and outlines them clearly.
3. Spells can be blocked/interfered with by outside sources that are either using the spell or have requested the spell before the caster could recollect it. The use of a spell doesn't have to activate it’s effects rather it can block or momentarily delay the use of the spell’s effects. Example: Spells that say: Return to bottom of library, blue spells cannot be played unless its controller pays x, target player puts the top card of his or her library into his or her graveyard etc. can block or temporarily interfere with a player's mind until the effect's request is paid or the player uses his or her own means to recover the recollecting spell.
4. Spells can be exiled - lost forever to it’s spellcaster. The exiled spell is like that of a memory that the brain can no longer manifest in it’s library. The duration of this extreme lasts for the remainder of the duel, or the remainder in which the spell that called for the exiled state.
5. When a spell's effect finishes, it’s expression returns to the player's memory just like any memory in real life resolves (graveyard). However - the spell becomes exhausted meaning it cannot be used for a duration of time. This duration usually depends on the player's familiarity of this spell, if the player has the mana converted to play the spell and the taxation of the spell upon its player/caster. Every spell taxes the player and their alma in the form of accumulation of the player's strength to cast the spell and the player's Alma's ability to convert the mana cost.
Spell's Expression
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-A spell’s expression is the vital organ to casting a spell, it is it’s foundation, it’s ingredients, it’s true value in the multiverse. Knowing a spell’s expression is the start of a player’s right to cast it, and can be taught over and over again in both verbal and written languages of it’s origin. Some spells may require the caster to retain knowledge of both its verbal and written form, but some may require one or the other and cannot be casted unless the players uses their rightful forms.
A spell’s expression is based upon the type of spell:
If an instant: Planal Address + Converted Mana Cost + Name of spell in its original form
If a sorcery: Planal Address + Converted Mana Cost + Name of spell in its original form
If an Aura: Planal Address + Converted Mana Cost + name of spell in its original form + name of creature in it’s original form
If an enchantment/Global Enchant: Planal Address + Converted Mana Cost + name of spell in its original form
If a creature: Planal Address + Converted Mana Cost + Name of creature in it’s original form
If an artifact: Planal Address + Converted Mana Cost + Name of object in it’s original form + name of original artificer + Object Conversion
If a basic land: Planal Address + Original name
If a non-basic land: Planal Address + Original Name + Creator’s Original Name
What this stuff means:
Planal Address: Basically the "Zip" code of where and when the plane in which the spell originated from existed
Converted Mana Cost(cmc): (see "Mana" part of this note)
Object conversion: Mainly used in the art of artificing - creation of artifacts. In order to create an artifact a base object must be presented to be the host for the spell to take form into. Most artifacts require a general list of "safe" base objects that the artifact can manifest into. For example: Amulet of Kroog can be manifested into round objects with the density of a copper penny or higher. If attempted on an object other than a safe object, an artifact spell would fizzle and become exhausted without its effects becoming permanent.
A spell’s expression is based upon the type of spell:
If an instant: Planal Address + Converted Mana Cost + Name of spell in its original form
If a sorcery: Planal Address + Converted Mana Cost + Name of spell in its original form
If an Aura: Planal Address + Converted Mana Cost + name of spell in its original form + name of creature in it’s original form
If an enchantment/Global Enchant: Planal Address + Converted Mana Cost + name of spell in its original form
If a creature: Planal Address + Converted Mana Cost + Name of creature in it’s original form
If an artifact: Planal Address + Converted Mana Cost + Name of object in it’s original form + name of original artificer + Object Conversion
If a basic land: Planal Address + Original name
If a non-basic land: Planal Address + Original Name + Creator’s Original Name
What this stuff means:
Planal Address: Basically the "Zip" code of where and when the plane in which the spell originated from existed
Converted Mana Cost(cmc): (see "Mana" part of this note)
Object conversion: Mainly used in the art of artificing - creation of artifacts. In order to create an artifact a base object must be presented to be the host for the spell to take form into. Most artifacts require a general list of "safe" base objects that the artifact can manifest into. For example: Amulet of Kroog can be manifested into round objects with the density of a copper penny or higher. If attempted on an object other than a safe object, an artifact spell would fizzle and become exhausted without its effects becoming permanent.
Mana
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-All spells require a cost of “Mana”. Mana originates within the multiverse and is created by planes. Mana could be described as laws of mother nature in which its residents are given control over (yes like stereotypical magic). However, our players have experienced Mana as 5 forms of life energy.
5 Types of Mana and their Natural Tendencies:
* *
* * How do we obtain mana on earth?
Since earth is not a representation of a plane or belongs to the multiverse it cannot produce its own mana. In order to obtain mana, as players we must be entrusted to an Alma that has a connection to their home plane. With this connection players can use these creatures to pull mana from their planes by using the Control Cards allocated to the home address of the Alma and then entrusting the mana to the player. Players themselves have no connection to the planes, so a control without an attached alma cannot collect mana.
Why can’t we have as much mana as we want?
Mana has tendencies, flaws and natural patterns of movement and flow. These tendencies are brought about by the home plane in which the mana is called from. If the home plane is experiencing loss in one or more colors of mana then it becomes an empty source of those colors. Thankfully, Almae can help the player understand and predict when the mana becomes unstably high or low.
Mana also has a tax upon it’s users - thus why the players tend to express mana as energy or a possibility of a life creating source. We have come to understand that this “energy” does consume natural human energy when it is used to cast spells. When the energy is neglected and pent up within the human body it will start affecting the human’s natural behavior to that of the tendencies and habits of the types of mana stored.
To prevent either lacking or having too much mana within a human body, artifacts can be useful by storing mana without any drawbacks other than keeping the artifact close to the caster.
If a player is lucky, their Alma may have mana production abilities in which they can pull mana out of their home plane and then store it in their bodies. The Almae who do not have these abilities can only simple pass the converted mana to their player for their player to store it.
5 Types of Mana and their Natural Tendencies:
* *
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* * How do we obtain mana on earth?
Since earth is not a representation of a plane or belongs to the multiverse it cannot produce its own mana. In order to obtain mana, as players we must be entrusted to an Alma that has a connection to their home plane. With this connection players can use these creatures to pull mana from their planes by using the Control Cards allocated to the home address of the Alma and then entrusting the mana to the player. Players themselves have no connection to the planes, so a control without an attached alma cannot collect mana.
Why can’t we have as much mana as we want?
Mana has tendencies, flaws and natural patterns of movement and flow. These tendencies are brought about by the home plane in which the mana is called from. If the home plane is experiencing loss in one or more colors of mana then it becomes an empty source of those colors. Thankfully, Almae can help the player understand and predict when the mana becomes unstably high or low.
Mana also has a tax upon it’s users - thus why the players tend to express mana as energy or a possibility of a life creating source. We have come to understand that this “energy” does consume natural human energy when it is used to cast spells. When the energy is neglected and pent up within the human body it will start affecting the human’s natural behavior to that of the tendencies and habits of the types of mana stored.
To prevent either lacking or having too much mana within a human body, artifacts can be useful by storing mana without any drawbacks other than keeping the artifact close to the caster.
If a player is lucky, their Alma may have mana production abilities in which they can pull mana out of their home plane and then store it in their bodies. The Almae who do not have these abilities can only simple pass the converted mana to their player for their player to store it.
Mana Conversion/Converted Mana Cost:
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Many spells require a specific converted mana cost (cmc) in order to be used at all - this cost could involve a little bit of red mana and a whole lot of black. The conversion of mana into the activation of a spell is done by the Alma who takes mana from the entrusted player and then turns the mana into the correct format that the spell requires. Fortunately most spells allow a base mana color to be used and then the player can choose whichever mana he possesses to pay for the remainder of the spell’s cmc. When different colors are chosen to suffice the remainder of a spell’s cmc that spell will take on those color’s tendencies in the case that the player looses control of the spell.
The Roleplay Scenario:
Our story begins in a random area of the United States in the year of 2013, where fields of corn, beans and wheat stretch out to nothingness, squiggly shaped lakes lie still untouched beneath deep lime green thickets and the people who call this place home are happy to have its invisible barrier of silence as their refuge. There is one or two points of this town that give it a lively atmosphere now and then, and one of them is the little Stormy Community College and it will be our designated vocal point for this roleplay. This college offers a little bit of everything an attending student could ask for - cafeteria, bookstore, library, music rooms, art rooms, a little bitty gym near the only field on campus, computer tech building, science building that should really be stripped clean and redone after the last failed experiment... Language Arts building and all the major faculty offices residing a floor beneath the cafeteria. The 2 tiny box like club rooms are sitting across from the main doors to the cafeteria.
Within this college, my character has recently started up a Dungeons and Dragons club and is currently searching out more members to fill both officers and the everyday members slots. Eventually, once introductions are done, the club will be having a special survival field trip - be mentally prepared for this! Sign-ups for the club will take place in the start-up thread - the officer rankings will be: Vice-President, Secretary, Treasurer and Communications. Your character does NOT have to join this club, your character does not have to be a college student to be apart of this club; your character can be any age, any gender, anything you want it to be as long as something in its background gives it a reason to be soliciting on campus grounds.
My RP Rules:
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~Follow all rprepository rules ~
~NO Godmoding, NO powerplaying, NO Mary Sues, NO Spamming ~
~Since this is a test drive and I love questions, rp related OOCs are allowed, but please keep them to a minimum after the start up thread ~
~This is a young adult mostly mature rp with exceptions to those who want to play younger sibling characters, respect everybody please ~
~ Once you have fully read the rules, please write: "All but me, CHARGE!" in your sign up ~
~ Only one character per person with an Alma, more characters without Almae are allowed but don't forget the rest of us are here to rp with you! ~
~ Have fun, understand that there will be disputes - nothing is perfect, but fairness for all players is advised ~
~Literacy Rules -
I like paragraphs for starting off and detailing the place or a difficult and or vivid scene, however when action starts rolling a couple of sentences even in Irc chat would be nice.
Also I'd like every player to put their starting and ending location at the top of their post so we don't loose ourselves here and there. And so I can assess where the character created plot is going, thank you.
IMPORTANT: When choosing an Alma:
- YOU MUST put in a request of your Alma of choice, if I say no I will explain why but there are millions of magic creatures out there so don't give up!
- try to be creative with your choice and NOT choose an Overpowered Creature
- try to choose an Alma within the color(s) that best fits your playstyle
- The Converted Mana Cost limit to all player's Almae is 4, unless you convince me of a 5 cost that is useless other than its mana pool
- IF a multicolored Alma - stick with 2 colors please.
- If making up your OWN Alma - its abilities MUST be approved, non-overpowered and has a reasonable converted mana cost to support it, BUT it has to be a species of the magic world
When Choosing a Control Artifact:
- If it is an artifact creature you must request it, large creatures are unacceptable.
- Large non-creature Artifacts are frowned upon, but ask anyways if you think it will work
- The control artifact will have NO abilities or effects other than being a link between Almae and their home plane
- It can be any artifact already made up by Wizard, that doesn't break any of my rules, or something unique you made up yourself
~Follow all rprepository rules ~
~NO Godmoding, NO powerplaying, NO Mary Sues, NO Spamming ~
~Since this is a test drive and I love questions, rp related OOCs are allowed, but please keep them to a minimum after the start up thread ~
~This is a young adult mostly mature rp with exceptions to those who want to play younger sibling characters, respect everybody please ~
~ Once you have fully read the rules, please write: "All but me, CHARGE!" in your sign up ~
~ Only one character per person with an Alma, more characters without Almae are allowed but don't forget the rest of us are here to rp with you! ~
~ Have fun, understand that there will be disputes - nothing is perfect, but fairness for all players is advised ~
~Literacy Rules -
I like paragraphs for starting off and detailing the place or a difficult and or vivid scene, however when action starts rolling a couple of sentences even in Irc chat would be nice.
Also I'd like every player to put their starting and ending location at the top of their post so we don't loose ourselves here and there. And so I can assess where the character created plot is going, thank you.
IMPORTANT: When choosing an Alma:
- YOU MUST put in a request of your Alma of choice, if I say no I will explain why but there are millions of magic creatures out there so don't give up!
- try to be creative with your choice and NOT choose an Overpowered Creature
- try to choose an Alma within the color(s) that best fits your playstyle
- The Converted Mana Cost limit to all player's Almae is 4, unless you convince me of a 5 cost that is useless other than its mana pool
- IF a multicolored Alma - stick with 2 colors please.
- If making up your OWN Alma - its abilities MUST be approved, non-overpowered and has a reasonable converted mana cost to support it, BUT it has to be a species of the magic world
When Choosing a Control Artifact:
- If it is an artifact creature you must request it, large creatures are unacceptable.
- Large non-creature Artifacts are frowned upon, but ask anyways if you think it will work
- The control artifact will have NO abilities or effects other than being a link between Almae and their home plane
- It can be any artifact already made up by Wizard, that doesn't break any of my rules, or something unique you made up yourself
Sign-UP Template:
Character
Name:
Nickname:
Gender:
Age: (any age you are comfortable rping as)
Appearance:
Favorite Subject(s): (does not have to be filled out)
Favorite MTG Playstyle: (specific color? specific abilities? specific creature/spell? whats your current all-time favorite deck's overall playstyle?)
Hobbies: (please put MTG! Just kidding!)
Personality: (few brief words that are obvious about the character, we'll get to know them soon!)
Understanding of the Control Concept: (don't create a genius - know-it-all, unless they happen to be a blue mana focused wizardly book nerd whose been studying magic for years and can communicate with the gm/me OOCly whats reasonable and not.)
Short Bio: (a bio that the character is comfortable with others knowing right off the bat)
Alma
Card Name/Species:
Nickname:
Gender:
Converted Mana Cost: (1red, 3colorless / 2colorless / 2green etc.)
Control Artifact:
Plane they call Home:
Personality:
Level of human intelligence: (cave-man, feral, genius, 3rd-grade student, however you want to describe it)
Short Bio:
Character
Name:
Nickname:
Gender:
Age: (any age you are comfortable rping as)
Appearance:
Favorite Subject(s): (does not have to be filled out)
Favorite MTG Playstyle: (specific color? specific abilities? specific creature/spell? whats your current all-time favorite deck's overall playstyle?)
Hobbies: (please put MTG! Just kidding!)
Personality: (few brief words that are obvious about the character, we'll get to know them soon!)
Understanding of the Control Concept: (don't create a genius - know-it-all, unless they happen to be a blue mana focused wizardly book nerd whose been studying magic for years and can communicate with the gm/me OOCly whats reasonable and not.)
Short Bio: (a bio that the character is comfortable with others knowing right off the bat)
Alma
Card Name/Species:
Nickname:
Gender:
Converted Mana Cost: (1red, 3colorless / 2colorless / 2green etc.)
Control Artifact:
Plane they call Home:
Personality:
Level of human intelligence: (cave-man, feral, genius, 3rd-grade student, however you want to describe it)
Short Bio:
My Character Bio:
Character
Name: Milliana Flamma
Nickname: Milli
Gender: Female
Age: 20
Appearance: 5'4", 105 pounds that's evenly distributed leaving her flat like a board, strawberry blonde (more red than blonde...), just below shoulder length straight hair that always in a knot because she wears a zumies black/grey beanie to keep it flat and her little head warm. She has silver grey eyes, orange freckles that dot her high cheek bones and natural red lips that make you think she's wearing a light shade of red lipstick. Milli doesn't "do" makeup unless its a date night or she's being dragged by her parents to somewhere expensive. She's always in her favorite thin black zip up hoodie with random colored and assorted t-shirts underneath and fitting dark blue jeans.
Favorite Subject(s): Art, World Literature, Geography, Computer Technology
Favorite MTG Playstyle: Goblins! All the Goblins! Mostly red mana though.
Hobbies: MTG, Pokemon, DND, Drawing Poorly, Writing Crazy stuff, Online FREE Mmorpgs
Personality: Outgoing, Bursts of energy, Can't go five feet without making a mess..., Cheap/Frugal, Self Conscious
Understanding of the Control Concept: Milli knows just enough that magic exists, her Alma exists, she can cast spells and that her actions affect the mortal world. She's aware of some of the effects of the magic universe on earth, but is studying/hypothesizing a little here and there on several that are still yet to be known. She keeps a notebook full of her "magic" knowledge.
Short Bio: (find out yourself, ask away!)
Alma
Card Name/Species: Ib Halfheart, Goblin Tactician
Nickname: Ib
Gender: Male
Converted Mana Cost: 1red, 3colorless
Control Artifact: Tooth of it's Commanding Goblin Officer
Plane they call Home: Dominaria, "Time Spiral"
Personality: To every player but Milli: A nuisance of a wannabe leader. To Milli: A goblin friend to squeeze the life out of when she gets lonely, a friend that shares the same outgoing and energetic personality that she has and a friend she wants to slam against the wall several times till it shuts up.
Level of human intelligence: Speaks a little bit of english and just got used to "electricity" being confined and used in everything
Short Bio: Since lack of communication, Ib has barely taught Milli about where he came from or why he chose her as his Player. He insists that she's something very important to him and becomes extremely lonely when she isn't around, but other than that Ib is a mystery. Milli met him through his several attempts to prove that he existed as he followed her and gobbled up many unfortunate things (pencils, pens, drawings, french fries, dice, a mouse or two..) that were possibly important to her, and she finally accepted something that she couldn't see has been following and tormenting her for quite some time. Ib's actions got more obvious and one day Milli sat down in the middle of the sidewalk and waited for him to approach her. He crawled into her arms and strung his tooth necklace over her head, and at last Milli understood (with a bit of freaking and shrieking).
Character
Name: Milliana Flamma
Nickname: Milli
Gender: Female
Age: 20
Appearance: 5'4", 105 pounds that's evenly distributed leaving her flat like a board, strawberry blonde (more red than blonde...), just below shoulder length straight hair that always in a knot because she wears a zumies black/grey beanie to keep it flat and her little head warm. She has silver grey eyes, orange freckles that dot her high cheek bones and natural red lips that make you think she's wearing a light shade of red lipstick. Milli doesn't "do" makeup unless its a date night or she's being dragged by her parents to somewhere expensive. She's always in her favorite thin black zip up hoodie with random colored and assorted t-shirts underneath and fitting dark blue jeans.
Favorite Subject(s): Art, World Literature, Geography, Computer Technology
Favorite MTG Playstyle: Goblins! All the Goblins! Mostly red mana though.
Hobbies: MTG, Pokemon, DND, Drawing Poorly, Writing Crazy stuff, Online FREE Mmorpgs
Personality: Outgoing, Bursts of energy, Can't go five feet without making a mess..., Cheap/Frugal, Self Conscious
Understanding of the Control Concept: Milli knows just enough that magic exists, her Alma exists, she can cast spells and that her actions affect the mortal world. She's aware of some of the effects of the magic universe on earth, but is studying/hypothesizing a little here and there on several that are still yet to be known. She keeps a notebook full of her "magic" knowledge.
Short Bio: (find out yourself, ask away!)
Alma
Card Name/Species: Ib Halfheart, Goblin Tactician
Nickname: Ib
Gender: Male
Converted Mana Cost: 1red, 3colorless
Control Artifact: Tooth of it's Commanding Goblin Officer
Plane they call Home: Dominaria, "Time Spiral"
Personality: To every player but Milli: A nuisance of a wannabe leader. To Milli: A goblin friend to squeeze the life out of when she gets lonely, a friend that shares the same outgoing and energetic personality that she has and a friend she wants to slam against the wall several times till it shuts up.
Level of human intelligence: Speaks a little bit of english and just got used to "electricity" being confined and used in everything
Short Bio: Since lack of communication, Ib has barely taught Milli about where he came from or why he chose her as his Player. He insists that she's something very important to him and becomes extremely lonely when she isn't around, but other than that Ib is a mystery. Milli met him through his several attempts to prove that he existed as he followed her and gobbled up many unfortunate things (pencils, pens, drawings, french fries, dice, a mouse or two..) that were possibly important to her, and she finally accepted something that she couldn't see has been following and tormenting her for quite some time. Ib's actions got more obvious and one day Milli sat down in the middle of the sidewalk and waited for him to approach her. He crawled into her arms and strung his tooth necklace over her head, and at last Milli understood (with a bit of freaking and shrieking).
";
I want to try this, but tis' so much to take in at once! But I believe I understand the basics.
GREAT! Well all those rulings and etc.... are basically "all in the mind" type of magic. I'll be here every step of the way to make sure confusion isn't spread like it does when I'm challenging a zubat or a player who likes jace the mind sculptor too much...
ANYWAYS *ahem* Start off with a unique bio and we'll go from there!
ANYWAYS *ahem* Start off with a unique bio and we'll go from there!
I will begin working upon my character configurations and I shall attempt to complete the necessary steps and likely re-read the rulings.
My trust is with you, my sweet and knowledgeable GM~
My trust is with you, my sweet and knowledgeable GM~
Character
Name: Crow Du' Evard
Gender: Female
Age: 20
Appearance: 5'8" and 126 pounds. Crow has a thin frame likely do to a lack of appetite, or poor eating habits. The most colorful aspect to her appearance is her eyes, being a soft yellow. Her outfit rarely changes from day-to-day:
"Coarse shoes made of layers of ragged fabric that are black and grey with large frontal flaps connected to black pants that were cut off from sight by a robe made of layers of ragged fabric that went down to the ankles. A huge rip that went to the waist only exposed more dark fabric and a belt buckle shaped like a 3-leaf cover attached to a belt that held a small glowing crystal that emitted light. On the back of the robe there was 5 different layers of cloth ranging from black to grey and flowed smoothly into arm wrappings made of coarse fabrics that cut off at the hands. Chalk white skin with snow white hair that ended in strands just above the jaw line graced a young face. A stiff and dirty three-cornered hat -which fanned out on the right- was worn."
Frankly, her appearance is startlingly behind the times of modern fashion.
Favorite Subject(s): History, Demonology, Astrology, Psychology, Witchcraft, Herbology, Archeology
Favorite MTG Playstyle: Blue and Black mana, with Spirits, Ninja's, and Artifacts.
Hobbies: Reading, practicing her Control, searching for magic, investigating "magic" and strange occurrences, staring at the moon on a cloud-ridden night, looking at graffiti.
Personality: Self-centered, anti-social, socially-awkward, rude, goal-orientated, un-trusting, and un-caring about personal relationships, Ophelia being the exception.
Understanding of the Control Concept: Crow knows that magic is a powerful tool that all of those that bother her don't possess. She knows that there are at two or more different "types" of magic from her experience. How many more, or what they can do is still unknown. She has learned that pooling both of her magic types together is useful for casting "item" spells, and that she cannot wield them. She has experienced and has been instructed by Ophelia of the ebb and flow of half of her magic abilities, yet her darker magic is hazardous and unpredictable, even to Ophelia. She has guessed that the casting of magic creates unusual news reportings, if the magic was used in public, and those locations are always worth investigating, no matter what the cost. Crow also isn't the only one that uses magic, though she is only focused on acquiring her revenge, and other magic users besides the ones she remembers, are unknown and far-removed from her mind. Her mother's grimoire holds a good amount of spells, yet, only some of the common spells have been put to memory.
Short Bio: She lives by herself and tends to check out a lot of books at once, from the college's library. She arrives at the college early in the morning and leaves at night. One day, she arrived at the local drama club's meeting and signed up as a member, but then left. She's been called to the Dean of Student's office once. Crow is either at her apartment, or in the college's library, with few exceptions of her disappearing for weeks at a time.
Alma
Card Name/Species: Walker of the Secret Ways
Nickname: Ophelia
Gender: Female
Converted Mana Cost: 1blue, 2colorless
Control Artifact: An orb that holds the dreams of many, including Ophelia.
Plane they call Home: Kamigawa, "Betrayers of Kamigawa"
Personality: To others: A figure as silent as the unspoken words and a holder of un-natural grace. Ophelia's interactions with Crow are oddly comforting, yet sorrowful. Ophelia is the listener to all Crow has to say, and the answerer to Crow's questions. She also tells wonderful bedtime stories.
Level of human intelligence: Several decades of knowledge have been gathered, Crow being Ophelia's second chosen Player. She is well versed in the human realm and has a great interest in its past.
Short Bio: Ophelia has watched Crow change from the scared little girl, to the brazen young miss she is today. In time, Crow moved from thinking her Alma was a reincarnation of her mother , to Ophelia being a permanently summoned familiar, to Ophelia being a vital connection between Crow's mother and herself. Ophelia is often enamored by how far Crow will push herself for the sake of knowledge, seeing the child she raised bloom into a power-hungry, occult-ly-interested, "dark-magic" using, "weird-emo-chick" that only she is allowed to understand completely. Crow is Ophelia's little secret.
Name: Crow Du' Evard
Gender: Female
Age: 20
Appearance: 5'8" and 126 pounds. Crow has a thin frame likely do to a lack of appetite, or poor eating habits. The most colorful aspect to her appearance is her eyes, being a soft yellow. Her outfit rarely changes from day-to-day:
"Coarse shoes made of layers of ragged fabric that are black and grey with large frontal flaps connected to black pants that were cut off from sight by a robe made of layers of ragged fabric that went down to the ankles. A huge rip that went to the waist only exposed more dark fabric and a belt buckle shaped like a 3-leaf cover attached to a belt that held a small glowing crystal that emitted light. On the back of the robe there was 5 different layers of cloth ranging from black to grey and flowed smoothly into arm wrappings made of coarse fabrics that cut off at the hands. Chalk white skin with snow white hair that ended in strands just above the jaw line graced a young face. A stiff and dirty three-cornered hat -which fanned out on the right- was worn."
Frankly, her appearance is startlingly behind the times of modern fashion.
Favorite Subject(s): History, Demonology, Astrology, Psychology, Witchcraft, Herbology, Archeology
Favorite MTG Playstyle: Blue and Black mana, with Spirits, Ninja's, and Artifacts.
Hobbies: Reading, practicing her Control, searching for magic, investigating "magic" and strange occurrences, staring at the moon on a cloud-ridden night, looking at graffiti.
Personality: Self-centered, anti-social, socially-awkward, rude, goal-orientated, un-trusting, and un-caring about personal relationships, Ophelia being the exception.
Understanding of the Control Concept: Crow knows that magic is a powerful tool that all of those that bother her don't possess. She knows that there are at two or more different "types" of magic from her experience. How many more, or what they can do is still unknown. She has learned that pooling both of her magic types together is useful for casting "item" spells, and that she cannot wield them. She has experienced and has been instructed by Ophelia of the ebb and flow of half of her magic abilities, yet her darker magic is hazardous and unpredictable, even to Ophelia. She has guessed that the casting of magic creates unusual news reportings, if the magic was used in public, and those locations are always worth investigating, no matter what the cost. Crow also isn't the only one that uses magic, though she is only focused on acquiring her revenge, and other magic users besides the ones she remembers, are unknown and far-removed from her mind. Her mother's grimoire holds a good amount of spells, yet, only some of the common spells have been put to memory.
Short Bio: She lives by herself and tends to check out a lot of books at once, from the college's library. She arrives at the college early in the morning and leaves at night. One day, she arrived at the local drama club's meeting and signed up as a member, but then left. She's been called to the Dean of Student's office once. Crow is either at her apartment, or in the college's library, with few exceptions of her disappearing for weeks at a time.
Alma
Card Name/Species: Walker of the Secret Ways
Nickname: Ophelia
Gender: Female
Converted Mana Cost: 1blue, 2colorless
Control Artifact: An orb that holds the dreams of many, including Ophelia.
Plane they call Home: Kamigawa, "Betrayers of Kamigawa"
Personality: To others: A figure as silent as the unspoken words and a holder of un-natural grace. Ophelia's interactions with Crow are oddly comforting, yet sorrowful. Ophelia is the listener to all Crow has to say, and the answerer to Crow's questions. She also tells wonderful bedtime stories.
Level of human intelligence: Several decades of knowledge have been gathered, Crow being Ophelia's second chosen Player. She is well versed in the human realm and has a great interest in its past.
Short Bio: Ophelia has watched Crow change from the scared little girl, to the brazen young miss she is today. In time, Crow moved from thinking her Alma was a reincarnation of her mother , to Ophelia being a permanently summoned familiar, to Ophelia being a vital connection between Crow's mother and herself. Ophelia is often enamored by how far Crow will push herself for the sake of knowledge, seeing the child she raised bloom into a power-hungry, occult-ly-interested, "dark-magic" using, "weird-emo-chick" that only she is allowed to understand completely. Crow is Ophelia's little secret.
Whoot! *grabs rulings, an English book and white out* *grumbles* So many grammar errors... Anywho~ Love your character! She's very unique and her Ophelia is a great choice of a card! *reads its abilities and rulings* hmmm...
Ninjutsu will be re-worded just a little bit, cause Almae don't "come into play from your hand"
Lets say: "Put this card into play, tapped and attacking" = Ophelia gives herself a chance to attack through the opponent's defenselessness.
And: Ophelia cannot use her mana abilities to return herself to your hand, rather she can use a bit of mana to disperse/save your creature spells before they become exhausted/used up.
Ninjutsu will be re-worded just a little bit, cause Almae don't "come into play from your hand"
Lets say: "Put this card into play, tapped and attacking" = Ophelia gives herself a chance to attack through the opponent's defenselessness.
And: Ophelia cannot use her mana abilities to return herself to your hand, rather she can use a bit of mana to disperse/save your creature spells before they become exhausted/used up.
My grammar suffers during the late hours, truly. But I was focused upon character development more than what words went where and why.
But thank you, bunches!
I was thinking that the creature, who breached the opponent's defenses, would vanish in a cloud of smoke. The first creature would be dispersed and replaced by a creature that has Ninjutsu, at Crow's command. Or perhaps those thoughts are more centered upon creature spells that aren't Almae~
Everything else appears to be fine. What's next?
But thank you, bunches!
I was thinking that the creature, who breached the opponent's defenses, would vanish in a cloud of smoke. The first creature would be dispersed and replaced by a creature that has Ninjutsu, at Crow's command. Or perhaps those thoughts are more centered upon creature spells that aren't Almae~
Everything else appears to be fine. What's next?
When I meant grammar I meant my own writing xD I agree.... I worry more about the content than what goes where. Whats next? Oh um I'll be starting up the actual rp thread today, so giving some thought to that right now. We can play tennis till another player decides they want to join.
And you can use your Alma's ninjutsu to replace creature spells as they vanish or as you have suggested. (Still obsessing over blue ninjutsu cards... I thought they were only in black and rat people!)
And you can use your Alma's ninjutsu to replace creature spells as they vanish or as you have suggested. (Still obsessing over blue ninjutsu cards... I thought they were only in black and rat people!)
Oh! So entrenched was I, that I didn't notice the lack of grammar~ I may be busy reading and trying to complete my recent assignments, but I will attempt to return the ball as often as I can.
They compliment each other so well, too! The blue ninjas have fetch, defensive properties, and possibly instant-killing cloning (The "Devour" cards are singularly powerful creatures, but if you clone that 50/50 with an unblocked attack, it's game over~).
They compliment each other so well, too! The blue ninjas have fetch, defensive properties, and possibly instant-killing cloning (The "Devour" cards are singularly powerful creatures, but if you clone that 50/50 with an unblocked attack, it's game over~).
I can't wait to see how your alma is going to fare in the story. For an expansion I wasn't playing magic for, her artwork is amazing.
Oh and I forgot to mention literacy rules, I'll type em here and add them up top:
I like paragraphs for starting off and detailing the place or a difficult and or vivid scene, however when action starts rolling a couple of sentences even in Irc chat would be nice.
Also I'd like every player to put their starting and ending location at the top of their post so we don't loose ourselves here and there. And so I can assess where the character created plot is going, thank you.
Oh and I forgot to mention literacy rules, I'll type em here and add them up top:
I like paragraphs for starting off and detailing the place or a difficult and or vivid scene, however when action starts rolling a couple of sentences even in Irc chat would be nice.
Also I'd like every player to put their starting and ending location at the top of their post so we don't loose ourselves here and there. And so I can assess where the character created plot is going, thank you.
I hope my posts will be sufficient, but I may forget to place my character's location at the top. But I shall do my best.
And without further adieu! A character that is, to be totally honest, loosely based on myself. Because sometimes, truth is stranger than fiction~
Character
Name: Daryl Loman
Nickname: None
Gender: Male
Age: 20
Appearance: "Average." Six feet tall. Slightly overweight (and shows it), but not so much as to be detrimental to physical activity. Usually favors casual business attire; button up shirts with no tie, and slacks. Will occasionally opt for cargo pants and hooded sweatshirts, depending upon mood. Blond hair that falls to just below the ears, is often clean but uncombed.
Favorite Subject(s): English, Computer Sciences, Graphic/Audio Design.
Favorite MTG Playstyle: Most comfortably plays cautious, defensive strategies that revolve around getting a solid board presence before becoming agressive.
Hobbies: Reading, Swimming, Music, Gaming (all mediums), Puzzles.
Personality: Quiet, Unmotivated, Respectful, Distant.
Understanding of the Control Concept: Extremely little. Has not had much need to study or practice it, and so has largely ignored it, aside from his partner's presence.
Short Bio: He skates through classes, easily maintaining passing grades but very rarely shooting for any higher. He keeps average relationships, keeping in contact with family and classmates while living alone in an unremarkable apartment. Though he talks with people regurlarly to avoid any negative reputation, he could easily slip under anyone's radar so far as being memorable is concerned and he's never kept close friends nor lovers so far as anyone is aware. His motivation and ambition so far as reality is concerned is practically nonexistent. The only hobbies he actively pursues are reading, gaming, and music. A natural tactician due to all his time spent gaming (RPGs and strategy games most of all) and manipulating his social status so as to remain under the radar. Indeed, the only thing "abnormal" about his life is his partner Rhys, someone that no one else he's met has ever noticed, to the point that he wonders if it's not a figment of his imagination...
Alma
Card Name/Species: Rhys, the Exiled; Elf.
Nickname: None.
Gender: Male
Converted Mana Cost: One green, two colorless
Control Artifact: Wolfhunter's Quiver
Plane of Origin: Lorwyn
Personality: Loyal, Proud, Pragmatic. Understands well the pain of being an outcast, and treats all people equally regardless of race, gender, or appearence. Is a reasonable person, if not exactly "kind."
Level of human intelligence: High; Natural intelligence coupled with personal experience.
Short Bio: Rhys was new to the world, not entirely understanding of his role in this new place, but not ready to complain, for his circumstances were at least better than they would've been in his home plane, hunted as he was. As he observed the human world, and despite all of his soon to be partner's skill at sliding through life without seeming too lonely or too depressed, Rhys understood an outcast when he saw one. Though he wasn't publicly shunned or humiliated, it was obvious to the elf that the one he'd chosen as a partner was...Different. He did not hold the same values as the society around him, and so could not connect with his peers. Indeed, despite his and his chosen's nearly polar opposite personalities, he found himself able to respect the young man's abilities. It was that, as well as their shared roles as one who did not (or could not) be with their people, that drew Rhys to the young man.
Character
Name: Daryl Loman
Nickname: None
Gender: Male
Age: 20
Appearance: "Average." Six feet tall. Slightly overweight (and shows it), but not so much as to be detrimental to physical activity. Usually favors casual business attire; button up shirts with no tie, and slacks. Will occasionally opt for cargo pants and hooded sweatshirts, depending upon mood. Blond hair that falls to just below the ears, is often clean but uncombed.
Favorite Subject(s): English, Computer Sciences, Graphic/Audio Design.
Favorite MTG Playstyle: Most comfortably plays cautious, defensive strategies that revolve around getting a solid board presence before becoming agressive.
Hobbies: Reading, Swimming, Music, Gaming (all mediums), Puzzles.
Personality: Quiet, Unmotivated, Respectful, Distant.
Understanding of the Control Concept: Extremely little. Has not had much need to study or practice it, and so has largely ignored it, aside from his partner's presence.
Short Bio: He skates through classes, easily maintaining passing grades but very rarely shooting for any higher. He keeps average relationships, keeping in contact with family and classmates while living alone in an unremarkable apartment. Though he talks with people regurlarly to avoid any negative reputation, he could easily slip under anyone's radar so far as being memorable is concerned and he's never kept close friends nor lovers so far as anyone is aware. His motivation and ambition so far as reality is concerned is practically nonexistent. The only hobbies he actively pursues are reading, gaming, and music. A natural tactician due to all his time spent gaming (RPGs and strategy games most of all) and manipulating his social status so as to remain under the radar. Indeed, the only thing "abnormal" about his life is his partner Rhys, someone that no one else he's met has ever noticed, to the point that he wonders if it's not a figment of his imagination...
Alma
Card Name/Species: Rhys, the Exiled; Elf.
Nickname: None.
Gender: Male
Converted Mana Cost: One green, two colorless
Control Artifact: Wolfhunter's Quiver
Plane of Origin: Lorwyn
Personality: Loyal, Proud, Pragmatic. Understands well the pain of being an outcast, and treats all people equally regardless of race, gender, or appearence. Is a reasonable person, if not exactly "kind."
Level of human intelligence: High; Natural intelligence coupled with personal experience.
Short Bio: Rhys was new to the world, not entirely understanding of his role in this new place, but not ready to complain, for his circumstances were at least better than they would've been in his home plane, hunted as he was. As he observed the human world, and despite all of his soon to be partner's skill at sliding through life without seeming too lonely or too depressed, Rhys understood an outcast when he saw one. Though he wasn't publicly shunned or humiliated, it was obvious to the elf that the one he'd chosen as a partner was...Different. He did not hold the same values as the society around him, and so could not connect with his peers. Indeed, despite his and his chosen's nearly polar opposite personalities, he found himself able to respect the young man's abilities. It was that, as well as their shared roles as one who did not (or could not) be with their people, that drew Rhys to the young man.
Yay, another player!
Alright, so I came here because Celeblaiz or Milliana mmoved it from Bulbagarden. So bear with me if I break some rule and alienate all of you. On that note, you are such a lovely group of RPers. So I hope I have fun. I'mma just copy and paste my thingy from the other place over here. Since you accepted it on Bulba, I can just start posting, no?
Name: Jean Paul Lautrec
Nickname: Mostly just goes by Jean.
Gender: Male
Age: 19
Appearance: Jean is fairly tall, at 6'1, with a slender build. His skin is peach colored, due to spending much of his time training with Billy outside. His hair is black, and falls around his ears in a somewhat messy style. His eyes are dark brown, and he tends to dress casually, in a t-shirt and jeans. When at home, he wears no pants. Sometimes he forgets to put them back on when leaving the house.
Favorite Subject(s): Programming
Favorite MTG Playstyle: While he just started and isn't very good, his deck is blue. It's very defensive, summoning lots of Illusions, while keeping enemy creatures away with Unsummon, Ice Cage, and Time Ebb. He also has lots of cards that let him draw more cards, both for the added versatility and powering up his Aeon Chronicler.
Hobbies: Video games, anime, creepypasta, skateboarding, sometimes drugs.
Personality: Jean's main problem these days is that he's a bit myopic. Not physically, but mentally. If something won't give him an immediate reward, he has a hard time getting motivated. He's plenty clever, and good at memorizing facts, which is how he got a full-ride scholarship. But now that he's in college and has to actuall study, he's not doing so hot.
This shortsightedness also manifests himself in interactions with others. He's a tad...Forward with women. Even when their boyfriends are around.
It does help him occasionally. He's very brave. It's not so much that he's ignoring his fear, and more that he's not thinking about the consequences of his actions. But if he saw a burning building with a woman on the top floor screaming for help, he wouldn't hesitate to break down the door. And then ask her for her number while his hair was on fire.
Understanding of the Control Concept: Jean has very little understanding of why he's a wizard. He actually sucks at magic, and prefers Yu-Gi-Oh. He's a bit worried he's going insane or turning into a magical girl.
Short Bio: Jean was until fairly recently a hikkikomori. He stayed inside most of the time, watching anime and skipping class. That is, until a horrible tentacle monster straight from one of those weird comics he keeps hidden under his bed appeared and told him he was a wizard. Fearing for his marital purity, he fled.
Later, Jean decided that the monster must have been a hallucination caused by him having not spoken to another person for a week and the bad karma from slacking off. So he started going to class again and joined Dungeons and Dragons club. After buying a Magic deck, he realized that one of the cards looked almost exactly like the being he had seen before. Upon returning home, he found a chihuahua on his bed. It introduced itself as Billy the Phantasmal Abomination, and told him that he needed to learn magic. Jean, worried that it would turn back into a tentacle beast, agreed to become it's student.
Alma
Card Name/Species: Phantasmal Abomination
Nickname: Billy
Gender: Unknown. Jean mostly thinks of Billy as a he.
Converted Mana Cost: Blue
Control Artifact: A small jar of green fluid. A ping-pong ball-sized chunk of what appears to be a chunk of gray matter floats inside.
Plane they call Home: Adarkar
Personality: Billy is surprisingly nice for a horrifying monstrosity built from the evil that dwells within the depths of the human conscious. He regards humans as mostly interesting and a tad cute. Their stray thoughts are quite tasty as well. For the sake of the sanity of others and fitting through doorways, he usually takes a smaller form other than his base. He does sometimes go up to people and lick their heads. Since most people can't see him, it usually just manifests in forgetting where they put their car keys .
Level of human intelligence: Roughly human level, although he likes to pretend he's an omniscient being. Can communicate via telepathy.
Short Bio: Billy's main body is not actually the shapeshifting being he appears as. Rather, that's just a psychic projection created by the actual Billy, which is the chunk of brain floating in a jar. Billy is his own control artifact, a part of the mind of the Planeswalker who created him. Emancipated from his master for unknown reasons, he traveled dimensions until he found someone who looked like his master. That is to say, Jean.
All but me, charge.
Name: Jean Paul Lautrec
Nickname: Mostly just goes by Jean.
Gender: Male
Age: 19
Appearance: Jean is fairly tall, at 6'1, with a slender build. His skin is peach colored, due to spending much of his time training with Billy outside. His hair is black, and falls around his ears in a somewhat messy style. His eyes are dark brown, and he tends to dress casually, in a t-shirt and jeans. When at home, he wears no pants. Sometimes he forgets to put them back on when leaving the house.
Favorite Subject(s): Programming
Favorite MTG Playstyle: While he just started and isn't very good, his deck is blue. It's very defensive, summoning lots of Illusions, while keeping enemy creatures away with Unsummon, Ice Cage, and Time Ebb. He also has lots of cards that let him draw more cards, both for the added versatility and powering up his Aeon Chronicler.
Hobbies: Video games, anime, creepypasta, skateboarding, sometimes drugs.
Personality: Jean's main problem these days is that he's a bit myopic. Not physically, but mentally. If something won't give him an immediate reward, he has a hard time getting motivated. He's plenty clever, and good at memorizing facts, which is how he got a full-ride scholarship. But now that he's in college and has to actuall study, he's not doing so hot.
This shortsightedness also manifests himself in interactions with others. He's a tad...Forward with women. Even when their boyfriends are around.
It does help him occasionally. He's very brave. It's not so much that he's ignoring his fear, and more that he's not thinking about the consequences of his actions. But if he saw a burning building with a woman on the top floor screaming for help, he wouldn't hesitate to break down the door. And then ask her for her number while his hair was on fire.
Understanding of the Control Concept: Jean has very little understanding of why he's a wizard. He actually sucks at magic, and prefers Yu-Gi-Oh. He's a bit worried he's going insane or turning into a magical girl.
Short Bio: Jean was until fairly recently a hikkikomori. He stayed inside most of the time, watching anime and skipping class. That is, until a horrible tentacle monster straight from one of those weird comics he keeps hidden under his bed appeared and told him he was a wizard. Fearing for his marital purity, he fled.
Later, Jean decided that the monster must have been a hallucination caused by him having not spoken to another person for a week and the bad karma from slacking off. So he started going to class again and joined Dungeons and Dragons club. After buying a Magic deck, he realized that one of the cards looked almost exactly like the being he had seen before. Upon returning home, he found a chihuahua on his bed. It introduced itself as Billy the Phantasmal Abomination, and told him that he needed to learn magic. Jean, worried that it would turn back into a tentacle beast, agreed to become it's student.
Alma
Card Name/Species: Phantasmal Abomination
Nickname: Billy
Gender: Unknown. Jean mostly thinks of Billy as a he.
Converted Mana Cost: Blue
Control Artifact: A small jar of green fluid. A ping-pong ball-sized chunk of what appears to be a chunk of gray matter floats inside.
Plane they call Home: Adarkar
Personality: Billy is surprisingly nice for a horrifying monstrosity built from the evil that dwells within the depths of the human conscious. He regards humans as mostly interesting and a tad cute. Their stray thoughts are quite tasty as well. For the sake of the sanity of others and fitting through doorways, he usually takes a smaller form other than his base. He does sometimes go up to people and lick their heads. Since most people can't see him, it usually just manifests in forgetting where they put their car keys .
Level of human intelligence: Roughly human level, although he likes to pretend he's an omniscient being. Can communicate via telepathy.
Short Bio: Billy's main body is not actually the shapeshifting being he appears as. Rather, that's just a psychic projection created by the actual Billy, which is the chunk of brain floating in a jar. Billy is his own control artifact, a part of the mind of the Planeswalker who created him. Emancipated from his master for unknown reasons, he traveled dimensions until he found someone who looked like his master. That is to say, Jean.
All but me, charge.
Yup yup, all is well. I have accepted both bios from spy and sociopath, I've got a bit of things to do this.morning but the sun is so nice so I'll probably get this rp going so y'all can start posting. Thanks for your patience!
OK! Here you go:
http://www.rprepository.com/community/forumthread.php?t=5917
I know its kind of short, but don't fear I'll elaborate as we go - no need to read a book before you start.
http://www.rprepository.com/community/forumthread.php?t=5917
I know its kind of short, but don't fear I'll elaborate as we go - no need to read a book before you start.
Speaking of...
Starting tomorrow, I shall be going going out of town for an unspecified amount of time that I would estimate to be about a week.
I will have limited Internet access, so I won't be completely AWOL, but I certainly won't be as active as I would like to be.
So, forewarning.
Starting tomorrow, I shall be going going out of town for an unspecified amount of time that I would estimate to be about a week.
I will have limited Internet access, so I won't be completely AWOL, but I certainly won't be as active as I would like to be.
So, forewarning.
That's ok! Thanks for telling us, I'll try to leave th rp very open ended for anyone to pop in ans out of. Hope you have fun
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