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| Magic the Gathering Idea | |
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| Tweet Topic Started: March 16, 2013, 8:34 pm (490 Views) | |
| Garm0099 | March 16, 2013, 8:34 pm Post #1 |
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Marksman
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I'm not going to put a lot of concrete ideas here for now, just random things that have been floating around my head for a bit. First I'll explain how I think this will be run. Basically it's just generic fantasy (yup pretty boring). Small change however, everyone will be a mage. It makes things easier later if Planeswalking ever needs to be considered and really if you're not taking advantage of awesome mage stuff in Magic, you're doing it wrong. Now, that's not to say you can't be a fighter. Now this is where things start to turn bad for me as I don't really have a way to balance this out much. The only way to balance I have thought so far has been the fact that basically everyone is able to use magic, but maybe not everyone practices it. One way to look at it is you can either spend the day outside hitting a dummy with a sword or you can spend it studying. Not the greatest balance but meh, whatever. This does introduce the problem I GUESS where someone would just make a guy who trained twice as much as everyone else and thus is well-trained mentally and physically. To that I say they are sorta missing the point of role-playing. If you make a character completely focused on combat then that's you're prerogative and I won't try to stop you, just try to think the social implications that character would have to others and how they most likely would act like a wet blanket on a piece of wood since they probably haven't interacted with any humans for years. Moving on I guess I'll explain a few things/terms about magic: Planeswalker: You don't need to worry about these for now, but basically they are just magi who can move from one Plane to another Mage: Someone who has the ability to cast spells Plane: Simply put it is another name for a planet Quick explanation of the colors: Red: Color of emotions. An active color. When used for battle often associated with rage. "Act, don't think" When not in battle, quite creative (poet, musician, etc. This is mostly for flavor I guess since I don't expect anyone to make any of these) Green: Keeping to a natural order. Nature over Nurture. Power within. Against civilization and knowledge. Pack instinct Blue: Color of knowledge. Reactive in nature. Magic here is composed of illusions, countermagics, and evasive things. Strives for omniscience White: Order, morality, others over self. (not necessarily 'good') Black: Amorality, selfishness, controling, strives for omnipotence. (not necessarily 'bad') There are combos of colors and I will describe them if people are curious but I have a slight feeling having combos will just confuse people... Planes - Here's where things start getting complicated I think. You see, I personally believe that people should only know of their native plane so thus it would probably be impossible at the start to know that Planeswalkers even exist. That means however that at the beginning we are limited to just a single plane which may seem a bit restrictive I feel and would defeat the purpose of having Planeswalkers in the first place. Another things is exactly what plane to start on and if we should even try to follow the canonical story (I vote against it personally and also vote to keep established characters (ie. Jace, Karn, Vesner, Bolas, etc)) out of this) The planes I have narrowed down to about 6. Alara: A plane that in the past was split into 5 smaller mini-planes, now made whole once again. The shards are as follows: Grixis, Jund, Naya, Bant, Esper. Each shard represents 3 colors and has a different theme. I think this may be a good place to start but story wise I have no idea what kind of conflict to start with. Innistrad: Basically vampires, werewolves, and other monsters all on one plane trying to kill humans. I don't think this is a good place to start but if people want it. Ravnica: An ecumenopolis governed by 10 guilds all represented by 2 different colors. It'd be a good place to start but the idea that the whole plane is just one big city may be hard to work with. Mirrodan: A plane consisting of Artifact Creatures (basically machines) and... Nevermind, this is better suited for later Zendikar: A chaotic plane that is extremely rich with mana. Probably not here as this is a place people generally planeswalk too as theres a lot of mana for magi to duel with to grand scales. That and a conflict happens here that could be central to the plot if I choose to use it. Custom: I could just make up a plane but I don't see that happening honestly. Next point is how/if/why we would all become planeswalkers. It could work but given how they are supposed to be rare this may be quite tricky. Eh, I'll think more on it. As you all can see, its not really anything special so comment below if you want to see more, otherwise I'll just stop posting stuff now. |
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| Green | March 16, 2013, 9:52 pm Post #2 |
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THE Man
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We've used that balance between classes for a while and it does sorta work. Everything else seems pretty interesting and I'd join seeing as I have little to do lately. As for the other problems; just take the first plane, create your own story (go wild), and introduce planeswalkers in any way you want. Really, all you're using from Magic is the setting and maybe a few mechanics, so the story shouldn't be too hard. |
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| Garm0099 | March 17, 2013, 2:27 pm Post #3 |
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Marksman
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Well, its just in the Magic Multiverse there are some people who use swords/axes/whatever and are also good magi so I'm not sure how it should be run. I'm sure I'll just ask you guys later how you would want Magic and Swords to work. I was thinking today about Planeswalking and I think I had a solution to the problem. It starts with saying that you MAY start as a Planeswalker if you wish. This opens up some more races to people I guess and takes care of the problem that Planeswalkers are rare. Other than that if anyone else has things to say, say it :D |
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| Primera Espada Yggdra | March 17, 2013, 5:24 pm Post #4 |
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The Kitty Cat, Mew!~
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I have never played Magic before. I have heard of it though. I doubt that most of us know about this card game. However, would you like to give us a site link about the Magic universe? Unless you would be willing to type in more information on here. |
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| oniskieth | March 17, 2013, 6:50 pm Post #5 |
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The Silver Light
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Have no idea what Magic the Gathering is aside from the fact that it's a card game. That being said I'll join your rp if it seems interesting (Which I'm sure it will.)
Edited by oniskieth, March 17, 2013, 6:50 pm.
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Katherine's Approval
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| Garm0099 | March 17, 2013, 6:50 pm Post #6 |
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Marksman
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What kind of information do you need? You see, Im not putting everything here because we aren't really playing the card game, we're just in the same multiverse. That means we have a singular mage and use spells based off of a chosen color and just go through a story. Any information you still want though feel free to ask for specifics. |
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| Kazemitsu | March 17, 2013, 7:20 pm Post #7 |
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Assassin
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What color would be more towards combatative rune making? >.> -doesn't play the typical mage when playing a mage- |
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| Garm0099 | March 17, 2013, 8:15 pm Post #8 |
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Marksman
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Being an artificer generally leans toward Blue. And if you have a specific kind of runes you want to make generally you can splash into another color to be more powerful in that area. |
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| Kazemitsu | March 17, 2013, 8:46 pm Post #9 |
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Assassin
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Well I have a rune master made already from Calatia's Throne. He was an allrounder, having defensive stuff on his gear while also being capable of drawing in the dirt, on a tree, or in stone. I have the bastard somewhere....lol |
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| Garm0099 | March 17, 2013, 8:53 pm Post #10 |
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Marksman
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Well, upon reading more I'd probably be able to give you a better answer, but for now it sounds pretty Blue mate lol |
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| Kazemitsu | March 17, 2013, 9:07 pm Post #11 |
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Assassin
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I'll find the bugger...he's somewhere...lol And here's the fucker in all his runey goodness! Name: Belthar Moonbeam the Rune Master Gender: Male Age: 22 Race: Human Appearance: Belthar is is what people would call a fair looking man. His copper colored hair is only a few inches long and kept tidy. His eyebrows are sleek and the same color as his hair. Slightly shadowed are his eyes which are a dark forest green. He has a slightly long, slender nose between his eyes. Surrounding his mouth is a well groomed goatee, that will eventually be grown into a wizard beard. Since wizards and other magic users are supposed to have epic beards. His lips are fairly average, but fit his face well. Over all his facial features seem very vulpine. Like his face Belthar's body is very slender. He's not super skinny but he is a little below the norm. It's obvious where the majority of his weight comes from, all his muscles were easily on display and were more compact than a warriors. Like any good rune master he does have one burned into his body. Like other runes it's of an odd design and is permanent. Even if it were cut in half it'd still function properly. Belthar's clothing consists of a royal blue sleeveless shirt with a hood sewn onto it and a large rune sewn into the back. Lower down he has a simply pair of sky blue pants that reach his ankles. Covering his feet are soft leather boots with two runes burned into them on the calf area. He also wears an erring, necklace, and ring each with a rune carved into it aside from the necklace. He's always seen with his oak staff which is off white in color. Equipment Main Weapon(s): Oaken quarter-staff with runes carved into it. The runes make the staff nearly unbreakable but that's it. Sub Weapon(s): His fists Head: Simple royal blue hood with a series of runes on the hem that surrounds the face. Torso: A royal blue sleeveless shirt with a hood attachment and a large rune sewn on the back. Arms: Nothing Legs: A simply pair of cloth pants, sky blue in color. Feet: A pair of soft leather boots with two runes burned into them. Accessory 1: Golden ring on his middle finger, has multiple tiny runes carved into it. Accessory 2: A silver sphere shaped pendant. Accessory 3: Bronze stud earring in his right ear, has a single tiny rune carved into it. Accessory 4: N/A Inventory: Small carving knife Sewing kit Small brush and ink Rune Book: A book he always carries around with him, it explains various runes, their uses, and how to apply them. It also informs the reader what material the rune works best with. He has already applied various runes to his clothing and staff. The runes have to be charged with mana for them to be effective. Some are a constant. Known Runes: Durability: This rune gives clothing greater durability, making them last longer and making them a little tougher. It makes cloth as tough as leather, leather as tough as chain armor, and so on. This is a toggle rune. Unbreakable: This long streaming rune makes the object it's applied to nearly unbreakable, a true rune grandmaster can actually make the armor, weapon, or wall unbreakable. This rune has to be charged to be effective. Feather light: This particular rune is best applied to footwear, it makes the user as light as a feather. Was made for travelers but is applicable in combat. This is a toggle rune. Shadow: This long series of runes veils something, anything, in shadows. Assassins normally get this run to hide their bodies within their cloaks, more often than not the face. This is a charged rune, doesn't take much mana. Barrier: A string of runes normally on pieces of jewellery, such as a ring, that provides the user a barrier. These runes however need to be charged with mana unlike most others. If the mana runs out then the runes are just pretty symbols until recharged. Hearing: This tiny rune is best used on anything close to your ears. It amplifies hearing to a decent degree, above the norm but not loud enough to cause discomfort. This rune has to be charged with mana, it takes little mana.. No one will know unless he takes them with him. Teleport: He can teleport between two locations. Specifically himself and whatever else he carves the rune into. Could be a building, a tree, or even the peak of a mountain Background: Belthar was born into a family of great artists. His entire line had created something beautiful in their time that resided in Calatia's museums all over the continent. His mother was a seamstress, his father a painter, and his constantly visiting uncle a carver. Growing up around three such talented people gave Belthar the ability to do all three with great skill. Since learning all three artistic talents he has grown a mountain of patients, it wouldn't do to get all pissy and destroy what he was creating. With these three talents under his belt he got into magic as well. He wanted to create things with magic,, to give his art a flare that he couldn't get normally like his parents. He learned and mastered rune magic before the age of twenty. What took people years upon years of learning he did faster due to his patience. He was the turtle in the race, taking everything slow and steady until he got it perfect. With runes under his belt...and all over the place he had set out for the world. While adventuring he ran into Eria the Raging. He became good friends with her after some travel time with her. Combat Style: He mainly relies on his runes in battle, 'drawing' multiple runes and sending them flying all over the battle field. But when push comes to shove he can use his staff and hands to disable his opponents by striking their joints and vulnerable areas, such as the groin and face. Abilities: 1. Explosion Rune: Mana: Belther draws a symbol in the air which visibly glows. When he places his palm on the symbol and charges mana into it it flies off, landing on the intended target and causing an explosion. It tracks to a degree but it's not an accurate homing type. 2. Healing Rune: Mana: He draws a symbol in the air and charges it with mana. He places his palm on this rune when it's done and it attaches itself to his intended target. This rune moves quickly and is accurate with its homing. 3. Summoning Rune: Mana: He draws a rune quickly in the dirt and charges it with mana. The circle glows briefly before an item he thought of appears in the air in front of him. The item is mostly mana potions. 4. Reflect Rune: Mana: He draws a narrow rune in the dirt in front of himself with his foot. This creates an barely visible barrier that reflects spells back at their users. 5. Teleport Rune: This rune is permanent and teleports him and whatever, or whoever he touches willingly. Half the rune is burned into his skin, the other half is carved all over the land for faster travel. Gold: 50 Edited by Kazemitsu, March 17, 2013, 9:23 pm.
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5:59 PM Jul 10