Alright MTG: RPG lovers, time for your voices to be heard. The WPLs, Nai and I have all decided that we would all like for the game to come back. What we would like to do is a "new game plus" so to speak. Those who are new would start from the beginning just as those who came before them, but those who had characters would be able to retain much of what they have already gained. Many things have stayed the same from the original version, however there are plenty of changes.
We need feedback. We want to hear what you guys think, be it positive or negative. We want to know that you, the players, are still interested in this game. We need to hear it. Without the players the game is nothing.
The end all, be all point of this is would you like to see the game return with these updated rules?
In this game players take on the role of a character they have created. The characters they play are mana users in the multiverse of Dominia. These characters are capable of casting the spells seen in the card game.
Your character has 20 life. Any life gain that brings your life total above 20 represents powerful magic creating a buffer, be it through a shield, aura, or regeneration. Should your character's life fall to 0 or below, there is a strong chance of death.
Your character begins the game with 3 Trait Points. Trait Points are spent to develop your character's capabilities. These can be things like the color of mana your character has access to. Trait Points can also be spent on developing the complexity of spells your character can cast. For example, spending 1 Trait Point on Advanced Magecraft allows your character to cast uncommon and below spells.
A beginning character is able to maintain a maximum of 6 land connections in combat. This is not to be confused with lands in your character's satchel as there is no limit to the number of lands a character may have access to in their satchel. This means that during a fight, once your character has played their sixth land, they are no longer able to play any more lands. This limit may be increased by acquiring the appropriate trait named, Empowered Manabonds.
A starting character also begins the game with a satchel to carry their spells. This satchel is capable of carrying a limited number of spells. The number of spells a satchel can carry is dependent upon the character's available Satchel Points. Calculating Satchel Points is rather simple: A single casting is worth 0.5 for a common, 1 for an uncommon, 2 for a rare, and 4 for a mythic. Also it is important to note that like the card game, a character may only have up to four castings of a spell, unless the spell says otherwise. A starting character's available Satchel Points is 30. Thus the maximum number of spells a starting character can carry in their satchel is 60 common spells (60 * 0.5 = 30 Satchel Points). Again, this limit can be raised by spending Trait Points into the proper Trait.
A starting character begins the game with 80 gold, enough to purchase four common spells. Of course this is only enough to fill out a small fraction of your satchel. To this end all starting characters are given 32 Purchase Points to fill out their initial satchel with spells. With your 32 Purchase Points (PP) you can 'buy' a single casting of a spell from expansions that take place on your character's starting plane and the Modern core sets (Eighth, Ninth, Tenth edition, M10, M11, M12, and M13) at the rate of: 1 PP for a common, 2 PP for an Uncommon (Starting character must have the Advanced Magecraft Trait), 4 PP for a Rare (Starting character must have the Spellcasting Mastery Trait), and 8 PP for a Mythic (Starting character must have the Spellcasting Mastery Trait).
A starting character begins the game with a 1/0 weapon (dagger, staff, short sword, etc...) that can be used to defend against attackers. This weapon costs one spell per turn to use when drawn.
In order to start, you must post the following information in the Road to [city]/Character Creation thread, which will allows you to enter [city].
New Mages are required to provide the following information:
You must PM your satchel and the above information to all of the WPLs (Caex Kothar, Cyouni, Murphy, and Nai) for approval. Wait to start playing until one of the WPLs approves your character and satchel. Please keep in mind that this is a Role-Playing Game. Characters without a background will not be approved.
You must keep your information up to date on the Active Characters thread or else you won't get experience. This includes sending updated character sheets to your WPLs when anything about your character changes.
Players may only cast up to 3 spells per turn cycle unless they have the Spellslinger trait which allows for their character to cast more spells per turn cycle. Using abilities that put cards into play counts toward your hand size and not your spells per turn. Copies of spells made by abilities such as Conspire, Storm and Replicate do not count towards this. If you play multiple spells, the order in which you write your spells is the order in which they are played.
A turn cycle is a round where each player involved has taken their turn. Once everyone has taken a turn a new turn cycle begins with the first player in the turn cycle.
You must be able to see something to target it. You may not target your opponent with a card that only targets creature, even if you are fighting a legendary creature.
You must wait to summon lands until combat has started unless your WPL says otherwise.
Card Drawing - This only applies for cards that force a character to draw cards. By drawing cards, you gain an extra number of spells that can be played that turn equal to the number of cards drawn. If the card’s only effect is to draw cards (such as Counsel of the Soratami), it does not count as one of the three spells you can play per turn. If a card has an effect besides drawing cards (such as Twitch, it is effectively a "free" spell in that it takes up one of the spells you can play in a turn while granting an additional spell for that turn.
Discard – Discarding eliminates one use of a spell as opposed to all of the uses. You cannot discard basic land cards. (The number of cards available for discard per turn cycle is determined by your Hand Size.)
Random Discard – A value is assigned for each spell in your satchel and a die is rolled to determine what is discarded. You may do this in a PM with a WPL if you do not want to reveal your entire satchel to your opponent.
Non-basic Lands – Once you visit a non-basic land, you must establish a spiritual connection to that land in order to play it. Once you do, you will get four castings of the land, unless it is legendary, meaning you will only get one casting. You may make a connection with a land that does not add mana of your color(s) to your mana pool, but you will not be able to use it until you are able to use mana of that color.
Spells that cost 0 can only be played once per turn.
Legendary Creatures cannot be put into satchels, because they will show up in the story.
Legendary Artifacts may only be put into a satchel after they are found. Only one may exist in a story.
Players' characters begin the game with Basic Magecraft granting them access to common spells and a Color Trait of their choice. Starting characters also begin the game with 3 Trait Points (TP) to develop their capabilities. The choice is entirely up to the player. A character gains 2 Trait Points for development upon gaining a level.
Color Traits: With Color Traits your first additional Color will cost you 1 TP. If you want a third color it will cost you 2 TP, and so on. Also, there must be a reason, some sort of character development, before a character suddenly says "I've got red mana now!". Not necessarily a quest like in the original, but some kind of evolution that can justify a new color.Starting Characters may only have one additional color.
Forest Affinity- Your character can channel forest mana, create psychic bonds with green aligned lands, and cast green spells. (Access to the green slice of the color pie)
Plains Affinity- Your character can channel plains mana, create psychic bonds with white aligned lands, and cast white spells. (Access to the white slice of the color pie)
Island Affinity- Your character can channel island mana, create psychic bonds with blue aligned lands, and cast blue spells. (Access to the blue slice of the color pie)
Swamp Affinity- Your character can channel swamp mana, create psychic bonds with black aligned lands, and cast black spells. (Access to the black slice of the color pie)
Mountain Affinity- Your character can channel mountain mana, create psychic bonds with red aligned lands, and cast red spells. (Access to the red slice of the color pie)
1 Trait Point: Advanced Magecraft- Your character is able to cast more powerful spells (Uncommon spells are now available).
Archmage- Your character is able to cast the most intricate spells imagined (Rare and mythic spells are now available). [Prerequisite Skill: Advanced Magecraft]
Empowered Manabonds- Your character can maintain an additional two psychic connections to lands. (Can be taken multiple times.)
Arcane Brilliance- Your character can now store more spells within their satchel gaining an additional five Satchel Points. (Can be taken multiple times.)
2 Trait Points: Spellslinger- Your character can now cast an additional spell per turn.(Can be taken twice for a maximum of 5 spells per turn.)
Combat Training- Choose one: Your character's weapon gets +1/+0; or you character's weapon gets +0/+1. (Can only be taken once!)
Influence- Your character has developed a knack for gaining the loyalty of others. Your character can now take on followers loyal to your character, the key foundation to establishing your own faction or organization. Creating your own organization will take a lot of time and extended amounts of role play as one must gain contacts, broker agreements, gain a reputation and recruit.If you do not plan on investing a lot of energy into your character do not take this trait.
The Spark- Your character has the Spark and can become a Planeswalker, thus allowing your character to walk from Plane to Plane. The Spark can be ignited by undergoing significant character development via high level RP. Most sparks ignite as the result of a great crisis or trauma, but every awakening is different. A near-death experience might ignite a Planeswalker’s spark, but so could a sudden, life-changing epiphany or a meditative trance that enables the mage’s grasp of some transcendent truth. When your character’s Spark ignites they will gain one level in Empowered Manabonds and Arcane Brilliance.If you do not plan in investing a lot of energy into your character do not take this trait.Please keep in mind that some sparks just don't ignite, usually due to a lack of initiative to role play and contact the WPLs.(Must be taken at Level 1.)
3 Trait Points: Ability- Your character has developed a special ability. This ability may not be a potential mana generating ability and must be approved by the WPL staff. (Can be taken multiple times.)
Special Trait: Arcane Research- Add 2x casting of a single spell from any Modern set to your satchel. (One point for common, two points for uncommon, three points for rare, four points for mythic)
Throughout the course of the game, characters will be able to gain experience. Your character's lifetime experience determines their level and through their levels their total Trait Points.
L is the level desired.
Total Experience Required for Level L is:
50 * (L - 1)
Thus each level occurs every 50 experience. So for level 5 a character would need 200 experience (50*[5-1]=200). For level 2, 50 experience is required.
Again, upon gaining a level a character gains 2 Trait Points for Development.
Scry X now works like the card game's mechanic. Roll a die equal to the amount of spells that you have left X times. From the result decide if you want the cards to go on top or on the bottom of your deck. Main purpose is mill defense.
Landfall triggers off a land entering your battlefield and using up a spell per turn to activate for all of your cards.
Tutor – Tutoring grants you access to spells you own that are not in your satchel. A tutored card does not use up one of your spells per turn cycle.
Mill X – The number of cards milled will be a percentage of your maximum satchel size. The exact number milled will be equal to X/60*M, where X is the number specified on the card, and M is the maximum number of spells in the satchel. Your WPL will tell you what cards get milled by using the discard method.
Dredge- See Mill
Hand Size – For cards that deal with hand size, your hand size is based on a percentage of spells left in your satchel.
If you have between 81%-100% of your spells remaining, your hand size is 5
If you have 61%-80% of your spells remaining, your hand size is 4
If you have 41%-60% of your spells remaining, your hand size is 3
If you have 21%-40% of your spells, your hand size is 2
If you have 1%-20% of your spells, your hand size is 1
Hellbent – Hellbent is active when you have < 50% of your satchel remaining.
Hideaway: You must choose four spells from your satchel at random decided by dice roll. You may choose one to Hideway. You may do this in PM with your WPL to keep secret.
Suspend- Suspend counts towards your spells per turn count the turn it is played, not the turn it is suspended.
Equip – Only creatures can be equipped. (Sometimes a WPL will allow player versions of equipment available for use due to role playing.)
Retrace- Retrace now reads "Sacrifice an untapped land" instead of "Discard a land card"
If you are ever confused about how to do something, ask your WPL
For those players who had characters in the original MTG: RPG we will be offering a New Game + [NGP]. With the NGP you will be able to either port your old character over to the new game with as many or as few changes as you wish.
Modifications to the character's story are up to the player.
Modifications to their Satchel might be necessary to fit the new Satchel rules.
Abilities may be removed or kept, but they must be approved again by the WPLs and the Ability Trait must be taken.
The character's level will be kept, but their experience will be reduced to the minimum amount necessary to have that level.
Your character will have the appropriate amount of trait points based on their level.
For each level you have you will be given 80 gold.
Satchels are where characters keep their spells. This satchel is capable of carrying a limited number of spells. The number of spells a satchel can carry is dependent upon the character's available Satchel Points. Calculating Satchel Points is rather simple: A single casting is worth 0.5 for a common, 1 for an uncommon, 2 for a rare, and 4 for a mythic.
Also it is important to note that like the card game, a character may only have up to four castings of a spell, unless the spell says otherwise.
A starting character's available Satchel Points is 30. Thus the maximum number of spells a starting character can carry in their satchel is 60 common spells (60 * 0.5 = 30 Satchel Points). Again, this limit can be raised by spending Trait Points into the proper Trait.
A starting character begins the game with 80 gold, enough to purchase four common spells. Of course this is only enough to fill out a small fraction of your satchel. To this end all starting characters are given 32 Purchase Points to fill out their initial satchel with spells. With your 32 Purchase Points (PP) you can 'buy' a single casting of a spell from expansions that take place on your character's starting plane and the Modern core sets (Eighth, Ninth, Tenth edition, M10, M11, M12, and M13) at the rate of: 1 PP for a common, 2 PP for an Uncommon (Starting character must have the Advanced Magecraft Trait), 4 PP for a Rare (Starting character must have the Spellcasting Mastery Trait), and 8 PP for a Mythic (Starting character must have the Spellcasting Mastery Trait).
Spells from Rise of the Eldrazi, New Phirexia, Avacyn Restored and Dragon's Maze may not be taken yet.
Only cards that are in Modern will be available, with a few exceptions:
Primal Command has 'Exile Primal Command face down' as part of the shuffling graveyard into library modular choice.
Gaea's Blessing Will be Exiled face down whenever either ability is used.
Loaming Shaman now reads "When this card is put into a Graveyard from the Battlefield, Exile it facedown instead." in addition to its other text.
Unmentioned Legacy, Vintage, and Un-Set cards are banned.
Each Plane (Kamigawa, Dominaria, Lorwyn/ Shadowmoor, Alara, Zendikar, Mirrodin, Innistrad, Ravnica, and Theros) is going to have its own sub-forum. On each Planes' sub-forum there will be a city hub containing: Road to [City], [City], Arena, Spell shop, Tavern, Portal and Organizations.
Road to [City]: Character creation thread.
[City]: For posting posting what your character is doing in between other locations.
Arena: For finding other PCs and NPC and testing your skills against them. In the Arena, Being defeated or defeating a mage 2 or more levels below you grants you 5 experience. Defeating someone on your level or one level below you grants you 10 experience. Defeating a mage of a higher level grants you 20 experience. Losing does not effect your experience. Arena matches are limited to once per week, determined from the end of your last arena match.
Spell Shop: Where one can buy and trade in spells.
Prices are as follows: Common: 10 gold per casting. Uncommon: 20 gold per casting. Rare: 40 gold per casting. Mythic: 80 gold per casting.
Selling spells will net you the following: Common: 7 gold per casting. Uncommon: 15 gold per casting. Rare: 30 gold per casting. Mythic: 60 gold per casting.
Spells from Alara Reborn, Rise of the Eldrazi, New Phirexia, Avacyn Restored and Dragon's Maze may not be bought yet.
Tavern: A Place to eat, drink and be merry. Will contain a Quest board.
Portal: A place where non-Planeswalkers can go to cross between Planes. There are rumors that they exist, but if someone has found them and figured out how they work, they're not telling.
Organizations: Organizations are like the Houses of Estark and Guilds of Ravnica. Organizations pay out a salary to all those who belong to them, as well as providing a place to stay. Salaries are paid out weekly in real time. To be paid you must be active. The salary that is paid out is tiered based on the number of tasks that you have completed for them. Players can make their own Organizations, provided they take the Influence trait, after establishing yourself, making contacts and the like. Their pay scale will be determined once the organization has been created.
Initiate: You have recently joined and have completed less then five tasks. 5 gold per week.
Member: You have completed five or more tasks. 10 gold per week.
Inner Circle: You have completed ten or more tasks. 15 gold per week.
We will be following the story that Wizards has set up for each Plane within the Modern time line.
Everything will be unlocked and ready to go with Kamigawa, Dominaria, Lorwyn/ Shadowmoor, Alara.
However with Zendikar, Mirrodin, Innistrad, and Ravnica there will still be things that need to be done. Every MtG block follows roughly the same rules: The first set introduces the setting. The second set has a rising conflict. The third is the resolution. With these Planes the first 2 sets will be open and available, but the third set of the block will not be. To unlock the third set a plane wide story arc needs to be resolved.
Zendikar won't have Eldrazi
Mirrodin will be under attack by Phyrexia but not totally taken over
Innistrad will have no Avacyn
Ravnica will be in the middle of Gatecrash.
Once the resolutions to these story arcs are complete then the entire block will be open.
With Theros and all other new blocks we will wait until the entire story as been revealed before we add it to the RPG. We will follow the same rules as presented here: the first two sets will be available when we open the Plane and the third must be unlocked by resolving the story line.
So Alara has been restored or it has not? It says that Alara Reborn cards aren't available, but the story section says that it's resolved.
Also, what's the plan with Lorwyn/Shadowmoor? In the Modern storyline, the plane ended up as Shadowmoor with a Day/Night cycle, with only the Fae and a few characters from Lorwyn remaining.
I believe he means character-specific stuff, and what from the previous storyline, if anything, should be carried over, and how. It'd probably be a case-by-case basis, and have to cover a lot of ground.
I've got plenty of stuff on Len. I'm going to have to go dust off the info I've got on him. It'll be a while before I can even formulate a plan on where I'm bringing him in at.
Well, I just wanna know what facets of Tai's story will be able to carry over. His marriage to Elaisa, Erynn, being mind wiped, contact with Phyrexians, etc.
I do know that last one is a damn good reason for him to find his way to Mirrodin, too...
I think we should at least try to make the old story match up with the new one. Or is that not mandatory? Transdimensional-wibbly-wobbly-timey-wimey sort of thing?
While we would like to try to make things match this may not always be possible. Things may end up Doctor Who-ish; every effort will be made to keep that from happening, but if it does oh well. It is not like Wizards hasn't retconned the story six ways from Sunday.
Honestly the story is probably not going to be matching up a whole lot. This is more rebirth than resurrection.
We're doing things like planes/planar stories differently this time around. There will be a whole lot less plane-jumping and a whole lot more plane-specific storytelling.
Basically go look at the Planeswalker world project. That's what we're aiming for in regards to planes. A different subforum for each one. Players will have to choose where their character starts (and it has to make sense (no vulshok on Innistrad and such)) and they'll probably be sticking there for a lot of time until they figure out how to get to a new one (There are ways, but they're secret and we're not going to tell you how right off the bat).
Players starting on Mirrodin, for example, will be doing stuff that makes sense for Mirrodin during the Scars of Mirrodin block. Since we're starting the story of each plane from the second expansion, the Phyrexian invasion will be underway and the story will reflect that.
Ravnica will be in the middle of Gatecrash. The Dragon's Maze won't have happened, but the guildless will be rising up and there will be some civil unrest. Depending on if you're gateless or a member of a guild or uninvolved entirely, you could be on one side of that conflict or the other or you could remain neutral.
There's not going to be one main hub for players to congregate in like the Houses from the previous incarnation. It's going to feel more natural than that. Players will be involved in their own affairs in ways that make sense. Someone who is a Cathar on Innistrad isn't going to be hanging out in the same places as a Ghoulcaller or a low-ranking Markov Vampire. That's not to say they won't meet, but it won't be in some kind of hub city where everyone hangs out together and interacts despite their differences.
The way I'm approaching it is that we're trying to make it seem more like a living multiverse than a text-based MMO.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
Given the fact that I joined during the last revival attempt, I would have no problem just transplanting my character to a new story arc. Viashino really only make sense on Dominara, right?
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
Join Planar Chaos, A Colo clan
Generation B1: The first time you see this, copy and paste it into your sig and add 1 to the generation. social experiment.
I know that I'm definitely interested in joining in this again, Hrodvitnir will likely be replaced since I don't think he gained anything and since Wolfir aren't a thing.
Although I've got some computer issues I need to take care of before I can make a new/replacement character, this update and new rules have me excited for this coming back.
We need feedback. We want to hear what you guys think, be it positive or negative. We want to know that you, the players, are still interested in this game. We need to hear it. Without the players the game is nothing.
The end all, be all point of this is would you like to see the game return with these updated rules?
Your character has 20 life. Any life gain that brings your life total above 20 represents powerful magic creating a buffer, be it through a shield, aura, or regeneration. Should your character's life fall to 0 or below, there is a strong chance of death.
Your character begins the game with 3 Trait Points. Trait Points are spent to develop your character's capabilities. These can be things like the color of mana your character has access to. Trait Points can also be spent on developing the complexity of spells your character can cast. For example, spending 1 Trait Point on Advanced Magecraft allows your character to cast uncommon and below spells.
A beginning character is able to maintain a maximum of 6 land connections in combat. This is not to be confused with lands in your character's satchel as there is no limit to the number of lands a character may have access to in their satchel. This means that during a fight, once your character has played their sixth land, they are no longer able to play any more lands. This limit may be increased by acquiring the appropriate trait named, Empowered Manabonds.
A starting character also begins the game with a satchel to carry their spells. This satchel is capable of carrying a limited number of spells. The number of spells a satchel can carry is dependent upon the character's available Satchel Points. Calculating Satchel Points is rather simple: A single casting is worth 0.5 for a common, 1 for an uncommon, 2 for a rare, and 4 for a mythic. Also it is important to note that like the card game, a character may only have up to four castings of a spell, unless the spell says otherwise. A starting character's available Satchel Points is 30. Thus the maximum number of spells a starting character can carry in their satchel is 60 common spells (60 * 0.5 = 30 Satchel Points). Again, this limit can be raised by spending Trait Points into the proper Trait.
A starting character begins the game with 80 gold, enough to purchase four common spells. Of course this is only enough to fill out a small fraction of your satchel. To this end all starting characters are given 32 Purchase Points to fill out their initial satchel with spells. With your 32 Purchase Points (PP) you can 'buy' a single casting of a spell from expansions that take place on your character's starting plane and the Modern core sets (Eighth, Ninth, Tenth edition, M10, M11, M12, and M13) at the rate of: 1 PP for a common, 2 PP for an Uncommon (Starting character must have the Advanced Magecraft Trait), 4 PP for a Rare (Starting character must have the Spellcasting Mastery Trait), and 8 PP for a Mythic (Starting character must have the Spellcasting Mastery Trait).
A starting character begins the game with a 1/0 weapon (dagger, staff, short sword, etc...) that can be used to defend against attackers. This weapon costs one spell per turn to use when drawn.
In order to start, you must post the following information in the Road to [city]/Character Creation thread, which will allows you to enter [city].
New Mages are required to provide the following information:
Name:
Species:
Age:
Gender:
Height:
Weight:
Appearance:
Background:
You must PM your satchel and the above information to all of the WPLs (Caex Kothar, Cyouni, Murphy, and Nai) for approval. Wait to start playing until one of the WPLs approves your character and satchel. Please keep in mind that this is a Role-Playing Game. Characters without a background will not be approved.
You must keep your information up to date on the Active Characters thread or else you won't get experience. This includes sending updated character sheets to your WPLs when anything about your character changes.
A turn cycle is a round where each player involved has taken their turn. Once everyone has taken a turn a new turn cycle begins with the first player in the turn cycle.
You must be able to see something to target it. You may not target your opponent with a card that only targets creature, even if you are fighting a legendary creature.
You must wait to summon lands until combat has started unless your WPL says otherwise.
Card Drawing - This only applies for cards that force a character to draw cards. By drawing cards, you gain an extra number of spells that can be played that turn equal to the number of cards drawn. If the card’s only effect is to draw cards (such as Counsel of the Soratami), it does not count as one of the three spells you can play per turn. If a card has an effect besides drawing cards (such as Twitch, it is effectively a "free" spell in that it takes up one of the spells you can play in a turn while granting an additional spell for that turn.
Discard – Discarding eliminates one use of a spell as opposed to all of the uses. You cannot discard basic land cards. (The number of cards available for discard per turn cycle is determined by your Hand Size.)
Random Discard – A value is assigned for each spell in your satchel and a die is rolled to determine what is discarded. You may do this in a PM with a WPL if you do not want to reveal your entire satchel to your opponent.
Non-basic Lands – Once you visit a non-basic land, you must establish a spiritual connection to that land in order to play it. Once you do, you will get four castings of the land, unless it is legendary, meaning you will only get one casting. You may make a connection with a land that does not add mana of your color(s) to your mana pool, but you will not be able to use it until you are able to use mana of that color.
Spells that cost 0 can only be played once per turn.
Legendary Creatures cannot be put into satchels, because they will show up in the story.
Legendary Artifacts may only be put into a satchel after they are found. Only one may exist in a story.
Color Traits: With Color Traits your first additional Color will cost you 1 TP. If you want a third color it will cost you 2 TP, and so on. Also, there must be a reason, some sort of character development, before a character suddenly says "I've got red mana now!". Not necessarily a quest like in the original, but some kind of evolution that can justify a new color. Starting Characters may only have one additional color.
Forest Affinity- Your character can channel forest mana, create psychic bonds with green aligned lands, and cast green spells. (Access to the green slice of the color pie)
Plains Affinity- Your character can channel plains mana, create psychic bonds with white aligned lands, and cast white spells. (Access to the white slice of the color pie)
Island Affinity- Your character can channel island mana, create psychic bonds with blue aligned lands, and cast blue spells. (Access to the blue slice of the color pie)
Swamp Affinity- Your character can channel swamp mana, create psychic bonds with black aligned lands, and cast black spells. (Access to the black slice of the color pie)
Mountain Affinity- Your character can channel mountain mana, create psychic bonds with red aligned lands, and cast red spells. (Access to the red slice of the color pie)
1 Trait Point:
Advanced Magecraft- Your character is able to cast more powerful spells (Uncommon spells are now available).
Archmage- Your character is able to cast the most intricate spells imagined (Rare and mythic spells are now available). [Prerequisite Skill: Advanced Magecraft]
Empowered Manabonds- Your character can maintain an additional two psychic connections to lands. (Can be taken multiple times.)
Arcane Brilliance- Your character can now store more spells within their satchel gaining an additional five Satchel Points. (Can be taken multiple times.)
2 Trait Points:
Spellslinger- Your character can now cast an additional spell per turn.(Can be taken twice for a maximum of 5 spells per turn.)
Combat Training- Choose one: Your character's weapon gets +1/+0; or you character's weapon gets +0/+1. (Can only be taken once!)
Influence- Your character has developed a knack for gaining the loyalty of others. Your character can now take on followers loyal to your character, the key foundation to establishing your own faction or organization. Creating your own organization will take a lot of time and extended amounts of role play as one must gain contacts, broker agreements, gain a reputation and recruit.If you do not plan on investing a lot of energy into your character do not take this trait.
The Spark- Your character has the Spark and can become a Planeswalker, thus allowing your character to walk from Plane to Plane. The Spark can be ignited by undergoing significant character development via high level RP. Most sparks ignite as the result of a great crisis or trauma, but every awakening is different. A near-death experience might ignite a Planeswalker’s spark, but so could a sudden, life-changing epiphany or a meditative trance that enables the mage’s grasp of some transcendent truth. When your character’s Spark ignites they will gain one level in Empowered Manabonds and Arcane Brilliance.If you do not plan in investing a lot of energy into your character do not take this trait. Please keep in mind that some sparks just don't ignite, usually due to a lack of initiative to role play and contact the WPLs. (Must be taken at Level 1.)
3 Trait Points:
Ability- Your character has developed a special ability. This ability may not be a potential mana generating ability and must be approved by the WPL staff. (Can be taken multiple times.)
Special Trait:
Arcane Research- Add 2x casting of a single spell from any Modern set to your satchel. (One point for common, two points for uncommon, three points for rare, four points for mythic)
L is the level desired.
Total Experience Required for Level L is:
50 * (L - 1)
Thus each level occurs every 50 experience. So for level 5 a character would need 200 experience (50*[5-1]=200). For level 2, 50 experience is required.
1|0
2|50
3|100
4|150
5|200
6|250
...|...
Landfall triggers off a land entering your battlefield and using up a spell per turn to activate for all of your cards.
Tutor – Tutoring grants you access to spells you own that are not in your satchel. A tutored card does not use up one of your spells per turn cycle.
Mill X – The number of cards milled will be a percentage of your maximum satchel size. The exact number milled will be equal to X/60*M, where X is the number specified on the card, and M is the maximum number of spells in the satchel. Your WPL will tell you what cards get milled by using the discard method.
Dredge- See Mill
Hand Size – For cards that deal with hand size, your hand size is based on a percentage of spells left in your satchel.
Hideaway: You must choose four spells from your satchel at random decided by dice roll. You may choose one to Hideway. You may do this in PM with your WPL to keep secret.
Suspend- Suspend counts towards your spells per turn count the turn it is played, not the turn it is suspended.
Equip – Only creatures can be equipped. (Sometimes a WPL will allow player versions of equipment available for use due to role playing.)
Retrace- Retrace now reads "Sacrifice an untapped land" instead of "Discard a land card"
If you are ever confused about how to do something, ask your WPL
Modifications to the character's story are up to the player.
Modifications to their Satchel might be necessary to fit the new Satchel rules.
Abilities may be removed or kept, but they must be approved again by the WPLs and the Ability Trait must be taken.
The character's level will be kept, but their experience will be reduced to the minimum amount necessary to have that level.
Your character will have the appropriate amount of trait points based on their level.
For each level you have you will be given 80 gold.
Also it is important to note that like the card game, a character may only have up to four castings of a spell, unless the spell says otherwise.
A starting character's available Satchel Points is 30. Thus the maximum number of spells a starting character can carry in their satchel is 60 common spells (60 * 0.5 = 30 Satchel Points). Again, this limit can be raised by spending Trait Points into the proper Trait.
A starting character begins the game with 80 gold, enough to purchase four common spells. Of course this is only enough to fill out a small fraction of your satchel. To this end all starting characters are given 32 Purchase Points to fill out their initial satchel with spells. With your 32 Purchase Points (PP) you can 'buy' a single casting of a spell from expansions that take place on your character's starting plane and the Modern core sets (Eighth, Ninth, Tenth edition, M10, M11, M12, and M13) at the rate of: 1 PP for a common, 2 PP for an Uncommon (Starting character must have the Advanced Magecraft Trait), 4 PP for a Rare (Starting character must have the Spellcasting Mastery Trait), and 8 PP for a Mythic (Starting character must have the Spellcasting Mastery Trait).
Spells from Rise of the Eldrazi, New Phirexia, Avacyn Restored and Dragon's Maze may not be taken yet.
Only cards that are in Modern will be available, with a few exceptions:
Also from the Time spiral block three new guides have appeared. All are common including the elvish guide shifting to common
Angelic Spirit Guide :2mana::symw:
Creature -Angel Spirit
Exile Angelic Spirit Guide from your hand: Add
2/2
Phantasmal Spirit Guide :2mana::symu:
Creature - Illusion Spirit
Exile Phantasmic Spirit Guide from your hand: Add
2/2
Demonic Spirit Guide :2mana::symb:
Creature - Demon Spirit
Exile Demonic Spirit Guide from your hand: Add
2/2
The following cards are restricted to two castings: Browbeat, Extirpate.
Glittering Wish can get you spells that you own, but are not currently in your satchel
Leyline of Singularity , Leyline of Lifeforce, Leyline of Lightning, Leyline of the Void, and Leyline of the Meek no longer can be played for free, but they have been made uncommons.
Soul Spike , Fury of the Horde, Allosaurus Riders, Commandeer, Sunscour, Snapback, Nourishing Shoal, Blazing Shoal, Disrupting Shoal, Shining Shoal, Sickening Shoal, Intervention Pact, Pact of Negation, Pact of the Titan, Slaughter Pact, and Summoner’s Pact can only be played if you have their color. They can also only be played once per turn cycle.
Isochron Scepter is now legendary.
Psionic Blast is now rare.
Street Wraith 's cycling ability is now limited to once per turn cycle.
Null Profusion now reads: Whenever you play a spell, you may pay :symb:, if you do, draw a card.
Reminisce , Mnemonic Nexus, and Stream of Consciousness now read "Exile this card face down." in addition to the rest of their text.
Primal Command has 'Exile Primal Command face down' as part of the shuffling graveyard into library modular choice.
Gaea's Blessing Will be Exiled face down whenever either ability is used.
Loaming Shaman now reads "When this card is put into a Graveyard from the Battlefield, Exile it facedown instead." in addition to its other text.
Road to [City]: Character creation thread.
[City]: For posting posting what your character is doing in between other locations.
Arena: For finding other PCs and NPC and testing your skills against them. In the Arena, Being defeated or defeating a mage 2 or more levels below you grants you 5 experience. Defeating someone on your level or one level below you grants you 10 experience. Defeating a mage of a higher level grants you 20 experience. Losing does not effect your experience. Arena matches are limited to once per week, determined from the end of your last arena match.
Spell Shop: Where one can buy and trade in spells.
Tavern: A Place to eat, drink and be merry. Will contain a Quest board.
Portal: A place where non-Planeswalkers can go to cross between Planes. There are rumors that they exist, but if someone has found them and figured out how they work, they're not telling.
Organizations: Organizations are like the Houses of Estark and Guilds of Ravnica. Organizations pay out a salary to all those who belong to them, as well as providing a place to stay. Salaries are paid out weekly in real time. To be paid you must be active. The salary that is paid out is tiered based on the number of tasks that you have completed for them. Players can make their own Organizations, provided they take the Influence trait, after establishing yourself, making contacts and the like. Their pay scale will be determined once the organization has been created.
Everything will be unlocked and ready to go with Kamigawa, Dominaria, Lorwyn/ Shadowmoor, Alara.
However with Zendikar, Mirrodin, Innistrad, and Ravnica there will still be things that need to be done. Every MtG block follows roughly the same rules: The first set introduces the setting. The second set has a rising conflict. The third is the resolution. With these Planes the first 2 sets will be open and available, but the third set of the block will not be. To unlock the third set a plane wide story arc needs to be resolved.
With Theros and all other new blocks we will wait until the entire story as been revealed before we add it to the RPG. We will follow the same rules as presented here: the first two sets will be available when we open the Plane and the third must be unlocked by resolving the story line.
So long, I have waited for this day...
The creator of Maro's Magic 8-Ball!
Also, what's the plan with Lorwyn/Shadowmoor? In the Modern storyline, the plane ended up as Shadowmoor with a Day/Night cycle, with only the Fae and a few characters from Lorwyn remaining.
@Giga: Thanks for the vote of approval.
@Red: Fixed the Alara part. Alara reborn cards will be available.
The Lorwyn/Shadowmoor thing needs to be worked out.
Thank you for your comments.
The creator of Maro's Magic 8-Ball!
I've got plenty of stuff on Len. I'm going to have to go dust off the info I've got on him. It'll be a while before I can even formulate a plan on where I'm bringing him in at.
I do know that last one is a damn good reason for him to find his way to Mirrodin, too...
The creator of Maro's Magic 8-Ball!
We're doing things like planes/planar stories differently this time around. There will be a whole lot less plane-jumping and a whole lot more plane-specific storytelling.
Basically go look at the Planeswalker world project. That's what we're aiming for in regards to planes. A different subforum for each one. Players will have to choose where their character starts (and it has to make sense (no vulshok on Innistrad and such)) and they'll probably be sticking there for a lot of time until they figure out how to get to a new one (There are ways, but they're secret and we're not going to tell you how right off the bat).
Players starting on Mirrodin, for example, will be doing stuff that makes sense for Mirrodin during the Scars of Mirrodin block. Since we're starting the story of each plane from the second expansion, the Phyrexian invasion will be underway and the story will reflect that.
Ravnica will be in the middle of Gatecrash. The Dragon's Maze won't have happened, but the guildless will be rising up and there will be some civil unrest. Depending on if you're gateless or a member of a guild or uninvolved entirely, you could be on one side of that conflict or the other or you could remain neutral.
There's not going to be one main hub for players to congregate in like the Houses from the previous incarnation. It's going to feel more natural than that. Players will be involved in their own affairs in ways that make sense. Someone who is a Cathar on Innistrad isn't going to be hanging out in the same places as a Ghoulcaller or a low-ranking Markov Vampire. That's not to say they won't meet, but it won't be in some kind of hub city where everyone hangs out together and interacts despite their differences.
The way I'm approaching it is that we're trying to make it seem more like a living multiverse than a text-based MMO.
{Magic: The RPG}
{Magic: The RPG}
Correct me if I'm wrong, but isn't the city of Ravnica on Dominara? And I had forgotten viashino were on Alara, thanks for that.
Wiki
{Magic: The RPG}
The creator of Maro's Magic 8-Ball!
Which Final Fantasy Character Are You?
Outbreak
Generation B1: The first time you see this, copy and paste it into your sig and add 1 to the generation. social experiment.
Although I've got some computer issues I need to take care of before I can make a new/replacement character, this update and new rules have me excited for this coming back.
Come on and check it out. You know you want to.
MtG: RPG - Luu Sihner
I'm game to participate. Been waiting anxiously for it to come back, after all.
MtG:RPG - Kai