Appearance: Abnormally long arms, Horns sticking out thick hair that extends about3 inches below shoulders, red scar that stretches from middle of forehead to left corner of mouth.
Bio: Cryffyl never knew why he was alive. He never understood anything about existence. While other changelings found species that they decided to imitate, Cryffyl preferred to walk around the Great Forest, pretending he was an Elf. He fit the category perfectly. He often used his powers to gain the immaculate appearance, yet his transparent skin always showcased what he really was: an eyeblight.
One day, Cryffyl was deep in Gilt-Leaf territory when a group of scarblades patrolled the area. Cryffyl was terrified, but he knew that the local Elves that inhabited the area were sympathetic towards strangers and wouldn’t attack him is he didn’t cause any harm.
He couldn’t have been more wrong.
Like a flash of lightning, a green shape dashed out of the trees. Before he knew what was happening, he felt a searing flare mutilate his skin. As he could smell the distinct odor of moonglove, the world around him went black.
Three days later, he woke up in a hut. His head was hurting. He tried to take the form of a snake and slither out of the room, he felt something wrong. He couldn’t change. The blade used to attack him went so deep down into his brain; it destroyed the tissue that caused his changeling powers. Not only that, but his neurons were being overtaken by a whole new condition: his spark had activated.
Years had passed as he blended in the Gilt-Leaf culture. He had been accepted as an elf, as he had remained in the body he had always wanted to inhabit. One day, as he returned from a hunt, a woman named Nissa Revane waited at the entrance to his hut. She had promised to bring him on a journey he had never thought possible.
Personality: Very curious if you can get his talking. Originally being a changeling, he is used to waiting in the background.
Inventory: Nothing. Cryffyl is still used to the changeling way of life, which involves not keeping any possessions.
Personally I think we should combine the two. Basically make it so that we're all in the same vicinity but are still separate. That way it'll move the characters to greet each other faster and if some want to make a group they can while others that want to stay by themselves can. Basically give the characters the ability to have their paths cross without forcing them into it. Besides I think it's safe to assume that unless characters that have distinct oddities about them like our Elf from Lor/Shw then we really don't know who we come across is really a planeswalker.
That sounds good, but for variety's sake, I'll post another suggestion.
What about landing in groups in slightly more disperate parts of the world? We have seven players so that would be three groups of two and a single or two groups of two and one of three.
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A silent evil where there shouldn't be another.
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Personally I think we should combine the two. Basically make it so that we're all in the same vicinity but are still separate. That way it'll move the characters to greet each other faster and if some want to make a group they can while others that want to stay by themselves can. Basically give the characters the ability to have their paths cross without forcing them into it. Besides I think it's safe to assume that unless characters that have distinct oddities about them like our Elf from Lor/Shw then we really don't know who we come across is really a planeswalker.
That's how the beta will be.
Once we start the actual project, there'll be a lot more players, so being in whichever plane you want to be in likely won't matter as much (compared to if there were only seven players in the entire RPG, like in the beta).
If I may make a request, I think we should add in Jenesis' due to the fact she has a black mage and it'd be good to have all five colors especially since we're apparently starting in a plane that has a heavy Black feel to it.
nvm, if we're locked in as just seven then disregard the request altogether. Also lets be patient guys, if we just started making threads we might throw things off balance.
If I may make a request, I think we should add in Jenesis' due to the fact she has a black mage and it'd be good to have all five colors especially since we're apparently starting in a plane that has a heavy Black feel to it.
I'll send him a PM to confirm his interest, and it he wants to join, I'll gladly let him.
Alright then that works as well. I noticed we were still sticking to the "7 players" mentality so I should have kept my mouth shut before I said soemthing stupid. ><
Alright then that works as well. I noticed we were still sticking to the "7 players" mentality so I should have kept my mouth shut before I said soemthing stupid. ><
I'm fine with having any number of players equal to or less than ten in the beta. If anything, having an extra player will only help out in the long run.
If you guys are still interested in starting some RP, why don't we go to the community cafe? I'm pretty sure that's actually what it's there for, I don't know why I didn't think of it earlier.
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I'm fine with having any number of players equal to or less than ten in the beta. If anything, having an extra player will only help out in the long run.
Works for me. =3
@Trans: I'd be cool with that.
@Jen: Oh...I could make this character be a homosexual with a furry fetish. If only to piss you off, but I won't because the whole point is to actually enjoy myself without having to make other players miserable.
If you guys are still interested in starting some RP, why don't we go to the community cafe? I'm pretty sure that's actually what it's there for, I don't know why I didn't think of it earlier.
If you just want somewhere where you can randomly roleplay, I think that's what that's meant for, but if you want to roleplay something that'll be relevant to this RPG sooner rather than later, I can create a thread for you now and just move it to the Innistrad sub-forum once it's been created.
If you just want somewhere where you can randomly roleplay, I think that's what that's meant for, but if you want to roleplay something that'll be relevant to this RPG sooner rather than later, I can create a thread for you now and just move it to the Innistrad sub-forum once it's been created.
I hope its not too much of an inconvinience for you to make then move a thread. If it's not then that would be great.
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Name: Zeia Faewright Plane of origin: Innistrad (Can I pick that? I'll have to rebuild her if it's not.) Race: Human Size: 5'5", 124 lbs. Appearance: Zeia is a young woman, 20 years of age. Her raven black hair falls just below her shoulders. She wears the traditional outfit of a Cathar of Avacyn. She carries a bastard sword with a hilt in the shape of the collar of Avacyn. Her piercing green eyes show experience beyond her years. Color: White Abilities: Pacifism (Learned), Combat Training (Learned), Healing (Learned), Conjuration - Thraben Purebloods (Learned) Bio: Trained from a young age to fight the monsters of the night, Zeia excelled at fighting and using the powers of her faith to stop those that made bumps in the night. She graduated to full cathar age 16 and began hunting werewolves around Kessig. After four years of fighting werewolves, the monsters around the small village she called home had gotten sick of her killing their kin. In the middle of the night, a pack of werewolves attack Zeia's home while she was sleeping. She awoke to three of the wolves breaking down her door. She attempted to fight them, injuring two, but was quickly overwhelmed when more arrived. Their claws tore into her, she fell to the ground. "Is this the end?" was her only thought. It was then, in her darkest moment, that her spark ignited, hurling her through the Blind Eternities to an unknown destination. Personality: Zeia was taught to be cold and focused, but she can warm up to someone if they gain her trust. She'll more easily trust a human then any other race. She'll outright attack anyone that seems undead or "werewolf-like" Inventory: Zeia only carries three things: Her sword, her cathar garments and a symbol of Avacyn.
Name: J’nor Slevia, often goes simply by Jan
Plane of origin: Ravnica
Race: Human
Size: 5’6 160 lbs
Color: Red
Appearance:
Spoiler:
Jan is a young, budding pyromancer. He covers his hands in ornate gloves, with a motif suiting his magic. He often wears a simple outfit of a cloth collared shirt, leather pants, and a long, black overcoat. He wears the overcoat, he claims, to protect himself from the cold or the sun, depending on the season, but in reality he wears it to hide his scared arms. The shirt is often of a loud color, with a large collar, that may sit up or down. Jan wears thick, sturdy boots. He has pouches on his pants to carry various trinkets, and often enough, various silver and gold chains string from his belt to pockets. Also, Jan always wears a necklace in the shape of a water droplet, in remembrance of his mother.
Jan has a few remarkable features. His arms are covered in horrible burns, from his hands to his elbows. He has long, golden-blonde hair that falls over the collar of his shirt. He has light blue eyes that pierce through other people. Many remark that he is looking into them, rather than at them. He has an angular nose, the bridge of which was bent in a fight with his father. Jan’s lips curve into a devious smile, that often forebode of one of his insane or ingenious plots. He is somewhat short, but fairly muscular.
Abilities:
Spoiler:
Conjuration (L): War-Torch Goblin
Damage (L): Fire
Damage (E): Lightning
Bio:
Spoiler:
Jan sat at home, on a warm summer night. The black market was open, and he was hiding inside, out of fear of the scoundrels that lurked in the night. His father, Yorik, was out searching the market for trinkets and goods. His mother, whose name he cannot remember, sat at home and comforted him. He was afraid; Jan felt as if he knew that something horrible was going to happen. He said to his mother, “They won’t come for us, will they?”
Jan was right to be worried on that night. Apparently the Rakdos cultists had it out for his mother, and the found his father and tailed him home. Horrible battle cries raged as the door came off its hinges. A man in black robes, surrounded by goblins walked in slowly. The goblins burst into flames, singing and burning the house. The tall, dark man held his mother at the point of a sword, and told Jan to stay and watch the fun.
Jan couldn’t take seeing his mother threatened, and he reached out to grab her. As he did, one of the Kill-suit Cultist threw itself into the fray, burning the man, Jan, and his mother. Jan felt himself slipping away as he watched his mother and father burn in the inferno. He felt a searing pain in his arms, where his skin had been burnt off.
He was unsure where he was for a few hours. When he came to, he was sitting on the burnt ashes of his home. Strangely, he didn’t want revenge, he didn’t want justice, he wanted to know. He needed to know why.
After that day, he seemed to have a connection to the flames that took his family away from him. He was able to channel them adeptly as many mages. He did it mainly out of impulse, and this bothered him. He wanted to do it out of knowledge, but most of all, he wanted to know his mother.
Who was she? Why did the Rakdos hate her? Where did she come from? What was her name?
Waaaah
I just noticed the beta thread!
Can I still join?
***
Name: Narth
Plane of Origin: Zendikar
Race: Djinn
Size: Usually 6' 3", 0 lbs. Being a djinn, Narth is able to alter his appearance. This ability, however, is undeveloped and rarely used as Narth would usually use his mana to burn things. See Notes below.
Narth appears to have slender, muscular body with crimson red skin, topped with glowing auburn hair styled in short-pompadour. Circular vermillion runes on his stomach glow in battle just like his vermillion eyes do. Black-charred ornamental tattoos surround the runes as well as his shoulders. His feet is rarely visible, because when he moves it would be shrouded in dark smoke or blazing fire.
"The Djinns have a synonym: "Trouble". In all the places I have ever been, I have never met a person who had met a Djinn and not tricked by it. Even my mentor Talibah spoke worse: he met only one mage who succeeded in trapping a Djinn, he met none who failed. And that's Djinn in the broadest sense. Now I invite you to calculate, imagine you meet a Djinn, with affinity to Red mana, and comes from Zendikar. How many "Troubles" are there?
I sincerely hope that you forever would only imagine that, for I have barely survived the experience of meeting such a thing."
-- Recollections of Zin Mathul, embermage.
Narth was born on Zendikar. Within the wildest of Red mana, beneath the caldera of fiercest volcano. He did not know who gave him birth and how, but he knew why he was born: to serve the Red mana. Every essence of the mana flows through his fiery veins. The first moment he was born, he grasped the mana like men breathe air. The Red mana gave him soul, strength and, most of all, purpose.
For years Narth indulged himself with the mana of his birthplace, causing eruptions all over the mountain range. Until one day, he sensed someone else manipulating his mana, Red mana. Narth then emerged from his caldera in a great eruption of smoke and fire, it was greater than any eruptions he caused before. Narth was furious.
But the manipulator, a mage, was expecting this. The mage conjured magical runes while he floated over nearby caldera. As soon as Narth made himself visible in his crude form of humanoid-shaped fire, the manipulator made the runes bound Narth. Thus the eruption stopped as Narth fell down before the mage, turning to more of a human and less of a fire. As Narth closed his eyes and lost consciousness, the mage grinned.
Moments later, Narth awoke in a dark place without the slightest trace of Red mana. His fire was extinguised. He looked around and there was no sign of the mage, or anyone else. He looked at his hands it was completely charred black and corporeal. His body was marked with runes from his previous encounter with the mage. And then he screamed, for the first time.
After exhausting his voice, Narth decided to walk through the dark, alien environment. There had been nothing but cold desert with no trace of mana, but Narth went on. He headed for the only source of light in that place, a never-setting sun, which seemed to lie on the horizon. Because it was bright like his fire.
When Narth finally reached the end of the desert, a bottomless cliff, he was on the verge of death. Red mana was his breath and his body had run out of it. He never knew demise, he never knew what it is to be without mana. He never knew anything beyond Red mana. The sun was still unreachable, Narth wondered if it was ever reachable, he could never float without mana. He longed Zendikar, where he and his mana truly belongs.
The only next logical step his mind--what was left of it--could think of was to leap into the cliff. And so he leapt. But just as he thought he was falling down to infinite darkness, everything went brighter and brighter instead, and Narth closed his eyes.
When his eyes opened, he was falling onto a haystack. The fall should have killed him, but Narth felt something familiar: a trickle of mana, Zendikar's Red mana, which revitalized him in mere seconds. He looked around as he struggled to get up. There were hulking creatures he had never seen before and other creatures similar to the mage he faced before. They were Ogres and Humans. The Humans were fighting against the Ogres, and there were fires everywhere. But Narth only cared for the Red mana. He grasped it, but only a small portion since it was already tapped by something else. Probably by one of the Humans. And then Narth traced the Red mana.
To his surprise, it was one of the Ogres who tapped it. The one who wielded fire just like himself. Narth was excited, because the Ogre tapped into the Red and not merely manipulating it like the mage. Narth impulsively went towards the Ogre, rapidly taking over the Red mana from the Ogre as he ran. When the Ogre noticed, Narth was already upon it.
The battle was quick, and the Ogre was subdued. Narth did not give the Ogre a chance to retaliate as all of its Red mana was taken over by Narth. The other Ogres who were rallying towards Narth stopped when they saw him prevailed. Narth respected the Ogre he had just subdued, and the two introduced each other. The Ogre's name was Jar Um of the Deathforge and he became Narth's first friend.
Narth has since revered among the Deathforge Clan, and he stayed with them for years. Narth taught them the ways of the Red and the clan taught him the other ways of life.
One day, Narth decided to leave the clan and back to the mountains. Rituals were held by the Clan for the farewell. But just as he was about to fly away, the runes on his body glowed and he felt excruciating pain before blacking out.
Narth opened his eyes and looked around. It was another alien environment--another plane. And then he saw the mage again for the first time. The mage had just casted something, on another Djinn, with the same markings as Narth. The Djinn bursts into light and the mage screams in pleasure. Narth knew he was next when the mage turned on him. But this time, Narth was more ready than his previous encounter with the mage. Narth had tapped all Red mana around him as soon as he saw the mage, and thus he had advantage over the mage who just casted a powerful spell. And so, Narth summoned a dozen Ogres of Deathforge, including Jar Um.
But the Ogres had summoning sickness, being summoned across planes, and Narth had to recover his mana. Thus the mage channeled his runic sorcery upon Narth. Jar Um, however, was able to disrupt it from completing with his instant sorcery. The mage staggered, just when the Ogres' sickness ended. All his powerful sorcery could not save him when the giant clubs rained. Jar Um quickly tended Narth while the other Ogres finished with their blunts.
Although dying, Narth was able to planeswalk back to Zendikar with the help of Jar Um's mana. As they arrived though, Narth fainted and his body turns black again. The Deathforge Shamans, led by Jar Um, constantly channeled the mana of the mountains to Narth, hoping that he would awaken again.
...
Three months later, Narth awakened.
His memories were intact, but his powers were severely weakened.
Red mana still answers him, but not as it used to be.
The Deathforge Clan still reveres him, and pledged their support to Narth.
And so Narth begins his journey to reignite his affinity to the Red.
Even if it means travelling the infinite planes.
Notes:
*Narth had never met any other Djinn than the one killed by the mage. Therefore, he has not developed any power nor interest to every ability that a Djinn would normally have. However, Narth did learn Flying to some extent before his final encounter with the mage.
*Narth has only focused his magical prowess around the Red affinity, specifically destruction (Damage) spells.
*Narth's final encounter with the mage had caused him to lose most of his powers: High Mana Pool, Learned Flying and his Mastered Damage spells. This would almost strip him of any magical powers had he not allied himself with the Deathforge Ogres.
*Narth acquired his planewalker's spark when he was branded with runes from his first encounter with the mage, who apparently was a planeswalker.
Reposting my character sheet here for easy reference.
Name: Kincaid Plane of Origin: Ravnica Race: Human Size: 5'10" and 150 lbs. Appearance: Has shoulder-length black hair, bright blue eyes, and pale skin. Has a black cloak trimmed with dark blue, and constantly wears the hood up and the cloak around his body to conceal his appearance. Color: Blue Abilities: Clairvoyance 2, Equipment Wielding 1, Illusions 1 Bio: "Kincaid" (not his true name) was a Dimir spy. He was very good at what he did, one of the best active Dimir agents. As a boy, he was found to be skilled at the subtler arts of blue mana, specifically remote sensing and crafting illusions. The Dimir found out about him, and took him for their own uses.
He was raised as a Dimir spy, an expert at surveillance and counter-intelligence. He had a knack for rooting out hidden information and secrets, bolstered by his skill at illusion and his ability to see and hear things far outside his own sensory range.
For years he did this, and rose in the ranks of the Dimir. Until one day his skill at secret-finding betrayed him. If only he could remember what happened. He was on a mission tailing an influential Azorius law-mage, when he overheard something important. When he reported it to his Dimir contact, it was deemed he knew too much.
Captured and hooded, he was taken to the Dimir mind-mages for "memory adjustment". First they took the important information. Just as they were about to take the rest of his mind, something happened. The room vanished. The mind-mages vanished. All of Ravnica vanished. All that was left was agony. For a moment he thought the mind-mages had succeeded in breaking his mind like a twig. Then he realized he had self-awareness, as much as the pain made him wish he didn't.
The pain was unimaginable, and he sensed that he was floating... somewhere. But nowhere at the same time. He recoiled from the touch of the Eternities violently, and was suddenly flung back to reality. He awoke in his current safe-house, the agony fading slowly and immoblizing him with pain.
He knew something had happened. Something beyond his comprehension and experience. His abilities, as well, had been greatly enhanced. Instead of simple illusions, he could now force the minds of others to accept them. Instead of hearing a conversation a room away, he could now experience the entire conversation as though he were there.
He had to find out how he had escaped the mind-mages. But he couldn't remember why they had him. There was... something... he had known. They took it from him. He could remember the events leading up to the event, but couldn't remember what he found out. He remembered them taking the information from this mind, but not the details.
Using his extensive web of contacts and informants, he found a group of mysterious figures called the Consortium. He put the place under surveillance, while avoiding his former Dimir guildmates who would undoubtedly be searching for him. He managed to learn enough to figure out what had happened. The word Plansewalker was mentioned many times, as were Blind Eternities, Planes, mana, Zendikar, and several other words Kincaid didn't understand.
He put the rest of the pieces into place for himself. He must be a Planeswalker. These "Blind Eternities" must be what happened to him. Does that mean there were other "planes" and he could move amongst them? Was it worth contacting the Consortium and revealing himself publically? Would the Dimir find and kill him if he were known? And, most importantly, what would happen to him after this change?
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
Burstinatrix and myself have had a discussion that was brought up because of my character, Quinne(currently a squirrel chasing bacon).
We are wanting to try out a different ruling for Conjuration.
Old Rule:
1:2:3 [repeatable 2:2:3]
Once mastered, new tiers of conjuration may still be purchased at the repeatable price. This means that once you have spent 6 total ability points, and mastered conjuration, you may then purchase another learned tier gaining another creature to be cast at the learned tier's cost.
New rule, in layman's terms:
For each point you put into Conjuration, you get a new creature. When you reach a certain amount of points, you can choose from the next rarity, such like this:
1 point = Common
3 points = Common or uncommon
6 points = Common, uncommon or rare
12 points = Common, uncommon, rare or mythic rare
What do you guys think? It will cause some revamping or your abilities, i'm sure, it did mine.
The reason we'd like to make this change is that, under the current rule, you can't purhcase a new creature until you've spent six ability points and mastered conjuration (which will take a decent amount of time for most people to do).
Plane of Origin: Lorwyn-Shadowmoor
Race: Elf (Formerly Shapeshifter)
Size: 5’6”, 120 Lbs
Appearance: Abnormally long arms, Horns sticking out thick hair that extends about3 inches below shoulders, red scar that stretches from middle of forehead to left corner of mouth.
Color: Green
Abilities: Artifact and Enchantment Destruction (Learned), Wind Blast (Learned), Conjuration- Game-Trail Changeling (Experienced)
Bio: Cryffyl never knew why he was alive. He never understood anything about existence. While other changelings found species that they decided to imitate, Cryffyl preferred to walk around the Great Forest, pretending he was an Elf. He fit the category perfectly. He often used his powers to gain the immaculate appearance, yet his transparent skin always showcased what he really was: an eyeblight.
One day, Cryffyl was deep in Gilt-Leaf territory when a group of scarblades patrolled the area. Cryffyl was terrified, but he knew that the local Elves that inhabited the area were sympathetic towards strangers and wouldn’t attack him is he didn’t cause any harm.
He couldn’t have been more wrong.
Like a flash of lightning, a green shape dashed out of the trees. Before he knew what was happening, he felt a searing flare mutilate his skin. As he could smell the distinct odor of moonglove, the world around him went black.
Three days later, he woke up in a hut. His head was hurting. He tried to take the form of a snake and slither out of the room, he felt something wrong. He couldn’t change. The blade used to attack him went so deep down into his brain; it destroyed the tissue that caused his changeling powers. Not only that, but his neurons were being overtaken by a whole new condition: his spark had activated.
Years had passed as he blended in the Gilt-Leaf culture. He had been accepted as an elf, as he had remained in the body he had always wanted to inhabit. One day, as he returned from a hunt, a woman named Nissa Revane waited at the entrance to his hut. She had promised to bring him on a journey he had never thought possible.
Personality: Very curious if you can get his talking. Originally being a changeling, he is used to waiting in the background.
Inventory: Nothing. Cryffyl is still used to the changeling way of life, which involves not keeping any possessions.
Note: I will make him blue in the future.
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That sounds good, but for variety's sake, I'll post another suggestion.
What about landing in groups in slightly more disperate parts of the world? We have seven players so that would be three groups of two and a single or two groups of two and one of three.
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sig by DarkNightCavalier
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You don't have to ask, but since you did, why not? In respects to starting that: should we just take the initiative and post a new thread ourselves?
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That's how the beta will be.
Once we start the actual project, there'll be a lot more players, so being in whichever plane you want to be in likely won't matter as much (compared to if there were only seven players in the entire RPG, like in the beta).
Thanks to Nezumi for the banner!
If I may make a request, I think we should add in Jenesis' due to the fact she has a black mage and it'd be good to have all five colors especially since we're apparently starting in a plane that has a heavy Black feel to it.nvm, if we're locked in as just seven then disregard the request altogether. Also lets be patient guys, if we just started making threads we might throw things off balance.
There was once [The Pack], but no more.
I'll send him a PM to confirm his interest, and it he wants to join, I'll gladly let him.
Thanks to Nezumi for the banner!
There was once [The Pack], but no more.
I'm fine with having any number of players equal to or less than ten in the beta. If anything, having an extra player will only help out in the long run.
Thanks to Nezumi for the banner!
This awesome signature is tbe work of DNC at Heroes of the Plane Studio!
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For future reference, Jenesis is female and Night-Fur is male.
(also, unintended side effect: I made a character that Silence's character can't awkwardly flirt with! SCORE!)
Avatar by Numotflame96 of Maelstrom Graphics
Sig banner thanks to DarkNightCavalier of Heroes of the Plane Studios!
Works for me. =3
@Trans: I'd be cool with that.
@Jen: Oh...I could make this character be a homosexual with a furry fetish. If only to piss you off, but I won't because the whole point is to actually enjoy myself without having to make other players miserable.
There was once [The Pack], but no more.
If you just want somewhere where you can randomly roleplay, I think that's what that's meant for, but if you want to roleplay something that'll be relevant to this RPG sooner rather than later, I can create a thread for you now and just move it to the Innistrad sub-forum once it's been created.
Thanks to Nezumi for the banner!
There was once [The Pack], but no more.
I hope its not too much of an inconvinience for you to make then move a thread. If it's not then that would be great.
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It's not an inconvenience at all.
I just posted the thread. Here's a link to it. Have fun!
Thanks to Nezumi for the banner!
Yay! I feel like a kid in a candy store
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Here's Zeia, just to have her here.
Plane of origin: Innistrad (Can I pick that? I'll have to rebuild her if it's not.)
Race: Human
Size: 5'5", 124 lbs.
Appearance: Zeia is a young woman, 20 years of age. Her raven black hair falls just below her shoulders. She wears the traditional outfit of a Cathar of Avacyn. She carries a bastard sword with a hilt in the shape of the collar of Avacyn. Her piercing green eyes show experience beyond her years.
Color: White
Abilities: Pacifism (Learned), Combat Training (Learned), Healing (Learned), Conjuration - Thraben Purebloods (Learned)
Bio: Trained from a young age to fight the monsters of the night, Zeia excelled at fighting and using the powers of her faith to stop those that made bumps in the night. She graduated to full cathar age 16 and began hunting werewolves around Kessig. After four years of fighting werewolves, the monsters around the small village she called home had gotten sick of her killing their kin. In the middle of the night, a pack of werewolves attack Zeia's home while she was sleeping. She awoke to three of the wolves breaking down her door. She attempted to fight them, injuring two, but was quickly overwhelmed when more arrived. Their claws tore into her, she fell to the ground. "Is this the end?" was her only thought. It was then, in her darkest moment, that her spark ignited, hurling her through the Blind Eternities to an unknown destination.
Personality: Zeia was taught to be cold and focused, but she can warm up to someone if they gain her trust. She'll more easily trust a human then any other race. She'll outright attack anyone that seems undead or "werewolf-like"
Inventory: Zeia only carries three things: Her sword, her cathar garments and a symbol of Avacyn.
Plane of origin: Ravnica
Race: Human
Size: 5’6 160 lbs
Color: Red
Appearance:
Spoiler:
Jan is a young, budding pyromancer. He covers his hands in ornate gloves, with a motif suiting his magic. He often wears a simple outfit of a cloth collared shirt, leather pants, and a long, black overcoat. He wears the overcoat, he claims, to protect himself from the cold or the sun, depending on the season, but in reality he wears it to hide his scared arms. The shirt is often of a loud color, with a large collar, that may sit up or down. Jan wears thick, sturdy boots. He has pouches on his pants to carry various trinkets, and often enough, various silver and gold chains string from his belt to pockets. Also, Jan always wears a necklace in the shape of a water droplet, in remembrance of his mother.
Jan has a few remarkable features. His arms are covered in horrible burns, from his hands to his elbows. He has long, golden-blonde hair that falls over the collar of his shirt. He has light blue eyes that pierce through other people. Many remark that he is looking into them, rather than at them. He has an angular nose, the bridge of which was bent in a fight with his father. Jan’s lips curve into a devious smile, that often forebode of one of his insane or ingenious plots. He is somewhat short, but fairly muscular.
Abilities:
Spoiler:
Conjuration (L): War-Torch Goblin
Damage (L): Fire
Damage (E): Lightning
Bio:
Spoiler:
Jan sat at home, on a warm summer night. The black market was open, and he was hiding inside, out of fear of the scoundrels that lurked in the night. His father, Yorik, was out searching the market for trinkets and goods. His mother, whose name he cannot remember, sat at home and comforted him. He was afraid; Jan felt as if he knew that something horrible was going to happen. He said to his mother, “They won’t come for us, will they?”
Jan was right to be worried on that night. Apparently the Rakdos cultists had it out for his mother, and the found his father and tailed him home. Horrible battle cries raged as the door came off its hinges. A man in black robes, surrounded by goblins walked in slowly. The goblins burst into flames, singing and burning the house. The tall, dark man held his mother at the point of a sword, and told Jan to stay and watch the fun.
Jan couldn’t take seeing his mother threatened, and he reached out to grab her. As he did, one of the Kill-suit Cultist threw itself into the fray, burning the man, Jan, and his mother. Jan felt himself slipping away as he watched his mother and father burn in the inferno. He felt a searing pain in his arms, where his skin had been burnt off.
He was unsure where he was for a few hours. When he came to, he was sitting on the burnt ashes of his home. Strangely, he didn’t want revenge, he didn’t want justice, he wanted to know. He needed to know why.
After that day, he seemed to have a connection to the flames that took his family away from him. He was able to channel them adeptly as many mages. He did it mainly out of impulse, and this bothered him. He wanted to do it out of knowledge, but most of all, he wanted to know his mother.
Who was she? Why did the Rakdos hate her? Where did she come from? What was her name?
I just noticed the beta thread!
Can I still join?
***
Name: Narth
Plane of Origin: Zendikar
Race: Djinn
Size: Usually 6' 3", 0 lbs.
Being a djinn, Narth is able to alter his appearance. This ability, however, is undeveloped and rarely used as Narth would usually use his mana to burn things. See Notes below.
Color: Red
Abilities: Conjuration 2 (Deathforge Shaman), Damage 1 (Fire)
I sincerely hope that you forever would only imagine that, for I have barely survived the experience of meeting such a thing."
-- Recollections of Zin Mathul, embermage.
Narth was born on Zendikar. Within the wildest of Red mana, beneath the caldera of fiercest volcano. He did not know who gave him birth and how, but he knew why he was born: to serve the Red mana. Every essence of the mana flows through his fiery veins. The first moment he was born, he grasped the mana like men breathe air. The Red mana gave him soul, strength and, most of all, purpose.
For years Narth indulged himself with the mana of his birthplace, causing eruptions all over the mountain range. Until one day, he sensed someone else manipulating his mana, Red mana. Narth then emerged from his caldera in a great eruption of smoke and fire, it was greater than any eruptions he caused before. Narth was furious.
But the manipulator, a mage, was expecting this. The mage conjured magical runes while he floated over nearby caldera. As soon as Narth made himself visible in his crude form of humanoid-shaped fire, the manipulator made the runes bound Narth. Thus the eruption stopped as Narth fell down before the mage, turning to more of a human and less of a fire. As Narth closed his eyes and lost consciousness, the mage grinned.
Moments later, Narth awoke in a dark place without the slightest trace of Red mana. His fire was extinguised. He looked around and there was no sign of the mage, or anyone else. He looked at his hands it was completely charred black and corporeal. His body was marked with runes from his previous encounter with the mage. And then he screamed, for the first time.
After exhausting his voice, Narth decided to walk through the dark, alien environment. There had been nothing but cold desert with no trace of mana, but Narth went on. He headed for the only source of light in that place, a never-setting sun, which seemed to lie on the horizon. Because it was bright like his fire.
When Narth finally reached the end of the desert, a bottomless cliff, he was on the verge of death. Red mana was his breath and his body had run out of it. He never knew demise, he never knew what it is to be without mana. He never knew anything beyond Red mana. The sun was still unreachable, Narth wondered if it was ever reachable, he could never float without mana. He longed Zendikar, where he and his mana truly belongs.
The only next logical step his mind--what was left of it--could think of was to leap into the cliff. And so he leapt. But just as he thought he was falling down to infinite darkness, everything went brighter and brighter instead, and Narth closed his eyes.
When his eyes opened, he was falling onto a haystack. The fall should have killed him, but Narth felt something familiar: a trickle of mana, Zendikar's Red mana, which revitalized him in mere seconds. He looked around as he struggled to get up. There were hulking creatures he had never seen before and other creatures similar to the mage he faced before. They were Ogres and Humans. The Humans were fighting against the Ogres, and there were fires everywhere. But Narth only cared for the Red mana. He grasped it, but only a small portion since it was already tapped by something else. Probably by one of the Humans. And then Narth traced the Red mana.
To his surprise, it was one of the Ogres who tapped it. The one who wielded fire just like himself. Narth was excited, because the Ogre tapped into the Red and not merely manipulating it like the mage. Narth impulsively went towards the Ogre, rapidly taking over the Red mana from the Ogre as he ran. When the Ogre noticed, Narth was already upon it.
The battle was quick, and the Ogre was subdued. Narth did not give the Ogre a chance to retaliate as all of its Red mana was taken over by Narth. The other Ogres who were rallying towards Narth stopped when they saw him prevailed. Narth respected the Ogre he had just subdued, and the two introduced each other. The Ogre's name was Jar Um of the Deathforge and he became Narth's first friend.
Narth has since revered among the Deathforge Clan, and he stayed with them for years. Narth taught them the ways of the Red and the clan taught him the other ways of life.
One day, Narth decided to leave the clan and back to the mountains. Rituals were held by the Clan for the farewell. But just as he was about to fly away, the runes on his body glowed and he felt excruciating pain before blacking out.
Narth opened his eyes and looked around. It was another alien environment--another plane. And then he saw the mage again for the first time. The mage had just casted something, on another Djinn, with the same markings as Narth. The Djinn bursts into light and the mage screams in pleasure. Narth knew he was next when the mage turned on him. But this time, Narth was more ready than his previous encounter with the mage. Narth had tapped all Red mana around him as soon as he saw the mage, and thus he had advantage over the mage who just casted a powerful spell. And so, Narth summoned a dozen Ogres of Deathforge, including Jar Um.
But the Ogres had summoning sickness, being summoned across planes, and Narth had to recover his mana. Thus the mage channeled his runic sorcery upon Narth. Jar Um, however, was able to disrupt it from completing with his instant sorcery. The mage staggered, just when the Ogres' sickness ended. All his powerful sorcery could not save him when the giant clubs rained. Jar Um quickly tended Narth while the other Ogres finished with their blunts.
Although dying, Narth was able to planeswalk back to Zendikar with the help of Jar Um's mana. As they arrived though, Narth fainted and his body turns black again. The Deathforge Shamans, led by Jar Um, constantly channeled the mana of the mountains to Narth, hoping that he would awaken again.
...
Three months later, Narth awakened.
His memories were intact, but his powers were severely weakened.
Red mana still answers him, but not as it used to be.
The Deathforge Clan still reveres him, and pledged their support to Narth.
And so Narth begins his journey to reignite his affinity to the Red.
Even if it means travelling the infinite planes.
Notes:
*Narth had never met any other Djinn than the one killed by the mage. Therefore, he has not developed any power nor interest to every ability that a Djinn would normally have. However, Narth did learn Flying to some extent before his final encounter with the mage.
*Narth has only focused his magical prowess around the Red affinity, specifically destruction (Damage) spells.
*Narth's final encounter with the mage had caused him to lose most of his powers: High Mana Pool, Learned Flying and his Mastered Damage spells. This would almost strip him of any magical powers had he not allied himself with the Deathforge Ogres.
*Narth acquired his planewalker's spark when he was branded with runes from his first encounter with the mage, who apparently was a planeswalker.
Jenesis is female.
EDIT: Didn't see her post.
sig by DarkNightCavalier
Avatar by perv90210.
Currently Running
Cryffyl
Innistrad. I'm just waiting for Annorax to create a sub-forum for the plane and make me a WPL before we begin.
Sure. You're the last person I'll allow in, though, as we're at eleven players now that you've joined.
Oh. My mistake.
Thanks to Nezumi for the banner!
Plane of Origin: Ravnica
Race: Human
Size: 5'10" and 150 lbs.
Appearance: Has shoulder-length black hair, bright blue eyes, and pale skin. Has a black cloak trimmed with dark blue, and constantly wears the hood up and the cloak around his body to conceal his appearance.
Color: Blue
Abilities: Clairvoyance 2, Equipment Wielding 1, Illusions 1
Bio: "Kincaid" (not his true name) was a Dimir spy. He was very good at what he did, one of the best active Dimir agents. As a boy, he was found to be skilled at the subtler arts of blue mana, specifically remote sensing and crafting illusions. The Dimir found out about him, and took him for their own uses.
He was raised as a Dimir spy, an expert at surveillance and counter-intelligence. He had a knack for rooting out hidden information and secrets, bolstered by his skill at illusion and his ability to see and hear things far outside his own sensory range.
For years he did this, and rose in the ranks of the Dimir. Until one day his skill at secret-finding betrayed him. If only he could remember what happened. He was on a mission tailing an influential Azorius law-mage, when he overheard something important. When he reported it to his Dimir contact, it was deemed he knew too much.
Captured and hooded, he was taken to the Dimir mind-mages for "memory adjustment". First they took the important information. Just as they were about to take the rest of his mind, something happened. The room vanished. The mind-mages vanished. All of Ravnica vanished. All that was left was agony. For a moment he thought the mind-mages had succeeded in breaking his mind like a twig. Then he realized he had self-awareness, as much as the pain made him wish he didn't.
The pain was unimaginable, and he sensed that he was floating... somewhere. But nowhere at the same time. He recoiled from the touch of the Eternities violently, and was suddenly flung back to reality. He awoke in his current safe-house, the agony fading slowly and immoblizing him with pain.
He knew something had happened. Something beyond his comprehension and experience. His abilities, as well, had been greatly enhanced. Instead of simple illusions, he could now force the minds of others to accept them. Instead of hearing a conversation a room away, he could now experience the entire conversation as though he were there.
He had to find out how he had escaped the mind-mages. But he couldn't remember why they had him. There was... something... he had known. They took it from him. He could remember the events leading up to the event, but couldn't remember what he found out. He remembered them taking the information from this mind, but not the details.
Using his extensive web of contacts and informants, he found a group of mysterious figures called the Consortium. He put the place under surveillance, while avoiding his former Dimir guildmates who would undoubtedly be searching for him. He managed to learn enough to figure out what had happened. The word Plansewalker was mentioned many times, as were Blind Eternities, Planes, mana, Zendikar, and several other words Kincaid didn't understand.
He put the rest of the pieces into place for himself. He must be a Planeswalker. These "Blind Eternities" must be what happened to him. Does that mean there were other "planes" and he could move amongst them? Was it worth contacting the Consortium and revealing himself publically? Would the Dimir find and kill him if he were known? And, most importantly, what would happen to him after this change?
Only time will tell.
{Magic: The RPG}
We are wanting to try out a different ruling for Conjuration.
Old Rule:
1:2:3 [repeatable 2:2:3]
Once mastered, new tiers of conjuration may still be purchased at the repeatable price. This means that once you have spent 6 total ability points, and mastered conjuration, you may then purchase another learned tier gaining another creature to be cast at the learned tier's cost.
New rule, in layman's terms:
For each point you put into Conjuration, you get a new creature. When you reach a certain amount of points, you can choose from the next rarity, such like this:
1 point = Common
3 points = Common or uncommon
6 points = Common, uncommon or rare
12 points = Common, uncommon, rare or mythic rare
What do you guys think? It will cause some revamping or your abilities, i'm sure, it did mine.
http://forums.mtgsalvation.com/showpost.php?p=5586155&postcount=2
Quinne, PW
Thanks to Nezumi for the banner!