Is anyone interested in helping me make a world similiar to the planeswalkers world, only a little different. There are only 5 planes, the shards, and you can be:
Human
Elf
Nacatl
Goblin
Viashino
Vedalken
Vampire
These are the guidelines:
First, choose your plane of origin. Then your race. There are rules about that though: If you are from Bant you can only be human (But you can ascend to be an angel eventually), Naya you can only be Humans, Nacatl, and Elves. Jund only allows Viashino, Goblin, and Human, Esper only likes Humans and Vedalken. Grixis will only accept Vampires and Humans.
You have 10 distribute on your skills. Skills:
These aren't for everyone either.
Conjuring cannot be used by Esper people, and if your native to Bant or Esper, no fire for you. Only Esper gets Artifice, and Grixis is the only one for Necromancy. Healing is a no no in Grixis and Jund, and Naya can't use magic of the mind. Storm is only used by natives of Jund. Bant and Naya get extra Combat, Esper get's a deduction in combat. But it's fair. Naya and Jund get a bonus in Conjuring. Esper and Grixis get bonuses in Mind, and Jund can advance quicker in fire. Finally, Healing is almost doubled for those in Bant and Naya.
So lets summarize.
Bant: +2 Combat +4 Healing
Naya: +3 Conjuring +2 Healing +2 Combat
Esper: +4 Artifice +2 Mind
Jund: +2 Storm +1 Conjuring +3 Fire
Grixis: +4 Necromancy +2 Mind
Bant: No Necromancy, No Storm, No Artifice
Naya: No Necromancy, No Storm, No Artifice, No Mind, No Artifice
Esper: No Fire, No Necromancy, No Storm, No Conjuring
Jund: No Artifice, No Necromancy, No Mind, No Artifice,Grixis: No Storm, No Fire, No Healing, No Artifice
Ok, after that small detour, you've already chosen your character and their place of origin. Say you chose a Human on Bant. You now have 10 points to spend on the skills you have. You saw them above. Since you're on Bant, it's harder to use fire, but still possible. Say you chose these stats:
3 Healing--3Combat--Conjuring 4
But then you apply the minuses and plusses.
7 Healing--5combat--Conjuring 4
Voila!
Step 3
These are what the points do you:
Your 7 healing lets you heal 7 points. Your 5 combat gives you +5 when you are attacking or defending. Conjuring 4 means you can cast up to level 4 creatures.
These are what they all do!
lvl 1 Conjuring
White: Tundra Wolf, Small Griffin
Green: Elf Druid (Can help you produce green mana), Two Saprolings
Blue: N/A
Red: Small Goblin with no armor
Black: Zombie, Bat
Human
Elf
Nacatl
Goblin
Viashino
Vedalken
Vampire
These are the guidelines:
You have 10 distribute on your skills. Skills:
Conjuring
-Creatures
Sorcery
-Fire
-Storm
-Mind
-Necromancy
Healing
Combat
Artifice
These aren't for everyone either.
Conjuring cannot be used by Esper people, and if your native to Bant or Esper, no fire for you. Only Esper gets Artifice, and Grixis is the only one for Necromancy. Healing is a no no in Grixis and Jund, and Naya can't use magic of the mind. Storm is only used by natives of Jund. Bant and Naya get extra Combat, Esper get's a deduction in combat. But it's fair. Naya and Jund get a bonus in Conjuring. Esper and Grixis get bonuses in Mind, and Jund can advance quicker in fire. Finally, Healing is almost doubled for those in Bant and Naya.
So lets summarize.
Bant: +2 Combat +4 Healing
Naya: +3 Conjuring +2 Healing +2 Combat
Esper: +4 Artifice +2 Mind
Jund: +2 Storm +1 Conjuring +3 Fire
Grixis: +4 Necromancy +2 Mind
Bant: No Necromancy, No Storm, No Artifice
Naya: No Necromancy, No Storm, No Artifice, No Mind, No Artifice
Esper: No Fire, No Necromancy, No Storm, No Conjuring
Jund: No Artifice, No Necromancy, No Mind, No Artifice,Grixis: No Storm, No Fire, No Healing, No Artifice
Bant: -3 Fire
Naya: None
Esper: -2 Combat
Jund: -2 Healing
Grixis: -1 Conjuring
3 Healing--3Combat--Conjuring 4
But then you apply the minuses and plusses.
7 Healing--5combat--Conjuring 4
Voila!
Your 7 healing lets you heal 7 points. Your 5 combat gives you +5 when you are attacking or defending. Conjuring 4 means you can cast up to level 4 creatures.
These are what they all do!
White: Tundra Wolf, Small Griffin
Green: Elf Druid (Can help you produce green mana), Two Saprolings
Blue: N/A
Red: Small Goblin with no armor
Black: Zombie, Bat
lvl 2
White: Medium Griffin
Green: 4 Saprolings, Elf Archer
Red: Goblin (Untrained)
Black: 3 Zombies, Weak Vampire
lvl 3
White: Griffin Familiar
Green: Grizzly Bear, Elf Warrior
Red: Viashino, Goblin Warrior
Black: Vampire, 10 Zombies
lvls 4-7
White: Small Angel
Green: Small Hydra, Medium Sized Gargantuan
Red: Small Dragon, Hellion
Black: Zombie Hoarde
lvl 8
White: Angel
Green: Wurm, Gargantuan
Red: Dragon
Black: Zombie Legion of 200
Lvl 9
White: Squadron of Angels
Green: 10 headed Hydra
Red: Flamespitter Dragon
Black: Demon
Lvl 10
White and from Bant: Elspeth Tirel
Green and from Naya: Ajani Vengeant
Red and from Jund: Sarkhan Vol
Black and from Grixis: Liliana Vess
I Will get the other sorceries to you guys later.
Mind 3 (+2) 5
Necro 2 (+4) 6
Combat 5
Like that?
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