Post by David Hilm on Nov 12, 2016 23:59:09 GMT
Character Creation
Knowledge of Magic: The Gathering is not a requirement. If you have any questions, or just want to chat about the game itself, join this skype chat. join.skype.com/w3PwD2SOEO4s
Trainer Level 3, Starting amount of 10000 PokeYen
Pokemon Level 10, Must be Underdog with at least one evolution. Type Shifting is allowed, but must be collaborated with me first. You get one Egg Move and one Inheritance Move, and both must follow the rules from the Playtest Packet they were introduced in.
Players have an option of choosing between one and three colors of mana, this is that player’s color identity.
If a player chooses a single color of mana, all Pokemon they catch get +2 to all base stats.
If a player chooses two colors of mana, all Pokemon they catch get +1 to all base stats.
If a player chooses three colors of mana, Pokemon they catch gain no bonus to stats.
You may begin with a free instance of Elemental Connection or Mystic Senses. You are not restricted to a single instance of Elemental Connection, or prevented from taking Mystic Senses because you took Elemental Connection. This means you may, if you choose, take two different Elementalist classes over the course of the game. You are restricted to a maximum combined total of 6 Features among all Elementalist Features you take over the course of the game(meaning a character that chooses to focus on Fire Elementalist class will be stronger in that element than a character that chose to split their features between Fire Elementalist and Water Elementalist, for example). This does not include the introductory feature to any particular Elementalist class.
You may hail from any Natural Plane in the MTG Lore, or create your own plane to fit your backstory. mtg.wikia.com/wiki/Planes
Game Mechanics
Players may catch a Pokemon only if it shares a type that exists inside of its color identity, or if it evolves into something that will exist inside its color identity. Any typing that does not fit inside of that character’s color pie may be lost or shifted upon evolution. Type Shifts in general will be very common depending on the plane being visited.
Setting Information
You are a Planeswalker, a powerful mage who is able to travel across the planes of existence. There are infinite worlds across the Multiverse, and Planeswalkers are unique in their ability to move from one world to the next, expanding their knowledge and power through the experiences they collect there.
One in a million sentient beings are born with “the spark,” the ineffable essence that makes an individual capable of becoming a Planeswalker. Of those born with “the spark,” even fewer “ignite” their spark, enabling them to realize their potential and travel the planes. Most Planeswalkers have their spark ignited 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. There are as many such stories as there are Planeswalkers.
The “Blind Eternities” is a somewhat poetic term for the space between planes. The Blind Eternities are a chaotic, logic-defying place of quasi-existence filled with raw potential called Æther. Only Planeswalkers can survive there, and only for a limited time. Mortal beings without the Planeswalker spark are soon destroyed by raw entropy and uncontained mana that suffuses the Blind Eternities.
After the Planeswalker spark ignites, one has the power to dedicate one’s life to a personal mission, whatever that may be. A Planeswalker’s life is consumed with the exploration of the Multiverse, the discovery of strange secrets and experiences, and the plumbing of the depths of one’s own mystic soul. The life of a Planeswalker is a life of choice and self-determination, unrestricted by the boundaries of world or fate. With the freedom to travel and the power of magic, each Planeswalker has the power to carve his or her name on the face of history.
Jace Beleren, the Mind Mage and living Guildpact for the plane of Ravnica, has chosen you to potentially join his consortium. You, along with a number of other Planeswalkers, will have the opportunity to show you are capable of joining him by performing a task. Using new technologies taken from a newly discovered plane and tested and improved upon by the Izzet Guild, you are now able to contain living creatures inside of small devices and transport them from one plane to another. Your mission will be to head to this new plane and bring back one of its beasts.
Colors of Mana and their philosophies
White: White puts value in the group, the community, and its civilization as a whole. White's ultimate goal is peace, harmony, and perfection — a world where everyone gets along and no one seeks to disturb the bonds of unity that White had worked so long to forge. To govern and protect its community, White makes use of and puts value in a number of broad concepts; morality (ethics, grace, truth), order (law, discipline, duty), uniformity (conformity, religion), and structure (government, planning, reason). White is a color commonly associated with good and justice, but if left unchecked, white can become authoritarian, inflexible, and capable of sacrificing a small group for the sake of a larger one. Everything necessary to preserve the laws, rules, and governance that white created.
Blue: Blue is the color that looks on the world and sees opportunity. For Blue, life is a chance to contemplate oneself, and what is possible, and to bring about the best of both. Implicitly, in that general world view, Blue believes in tabula rasa: it sees in each thing, the potential for being anything. One need only understand how, to make the change. So with this ill-formed goal before it, Blue reasons that if it is to make itself better, it must become capable of everything it could be capable of, for that is to "merely add" to its own capabilities. Blue believes it can't possibly be bad to acquire the potential for any conscious action. Thus, Blue, believing it is capable of changing anything if it understands the change, and believing it is imperative that it acquire every capability it could have, concludes that it is imperative that it understand change. Moreover, Blue decides that it must understand everything; for truly, understanding can only improve one's effectiveness in any task. To gain understanding, Blue must acquire knowledge. Since knowledge itself will inform every other decision, Blue forms its principle goal: omniscience, the knowledge of all.
Black: Black is the color of self-indulgence, parasitism, amorality and unfettered desire for power. It believes that the world is made for its taking and that the weak exist to be exploited by the strong. The essence of Black is to see one's own ego as so supremely invaluable, that the prospect of enslavement, of subordinating that ego to another, is utterly inadmissible. So, to be in accord with its perceptions and beliefs, Black simply must discard all obligations but to acquire power for itself. It can be no less than the one supreme being who is subordinate to no other, the possessor of all power in the universe - it must become omnipotent. This does not mean that black is evil, is more like a pessimist or even a realist. Black sees the world as a place of struggle and pain, and if black wants to survive in such a place, it needs power. Maybe is not the best world, maybe is not a happy choice and some people will suffer, but black didn't make the rules and is determined to accept the truth and get what it wants by any means necessary.
Red: Above all else, red values freedom of expression. It wants to do what it wants, when it wants, to whom it wants, and nobody can tell it otherwise. Red loves life much more than any other color and so it believes that all people must live to its fullest. Red believes that life would be much more fun if everyone stopped caring about rules, laws, and personal appearances and just spent their time indulging their desires. This leads into red's other core value: chaos. Red sees order of any kind as pointlessly inhibiting, believing that only through embracing anarchy could everyone really be free to enjoy life to the fullest. Finally, Red is the color of immediate action and immediate gratification. If it wants something, it will act on its impulses and take it, regardless of the consequences.
Green: Green is the color of nature, growth, interdependence, and instinct. It believes that obeying the natural order alone is the best way to exist and thus favors a simplistic way of living in harmony with the rest of the world. Green accepts the world as it is and tries to coexist with it instead of trying to change it, regulate it, norm it, or take advantage of it. This can often lead to it being perceived as a pacifistic color, as it does not seek to make conflict with the other colors as long as they leave it alone and do not disrespect nature. However, it is fierce when it feels threatened and can be predatory and aggressive if its instincts dictate.
Sign Ups will be open for two weeks, so until Midnight of the 27th of November. I will make final decisions on the 28th of November probably around Noon. Feel free to contact me and ask me for any and all pertinent information regarding this game.
Current Applications:
imyourbiggestdonphan - Tattara - White
imyourbiggestdonphan - Kashki - Black
Shadowblaze - Dilmorran - Black/Red
Lysander - Avant Cal-Mirix - Blue/Red (I need permission to view the sheet)
Flarnith - Ori'Cos - Black/Green
Matanui - Cho-Mizzem - Blue/Red
Matanui - Centuros - Black
Lessah - Isara - White/Blue
Arudin - Atash - Red/Green
Catch22 - Chance - White/Black
SleepyTenor - Varis - Blue/Black
Coffeegrigis - Virizen - Blue/Black
Coffeegrigis - Grush - Green
ELC - Arel - COLORS NEEDED
Eltrou - Viktor - White/Black
Knowledge of Magic: The Gathering is not a requirement. If you have any questions, or just want to chat about the game itself, join this skype chat. join.skype.com/w3PwD2SOEO4s
Trainer Level 3, Starting amount of 10000 PokeYen
Pokemon Level 10, Must be Underdog with at least one evolution. Type Shifting is allowed, but must be collaborated with me first. You get one Egg Move and one Inheritance Move, and both must follow the rules from the Playtest Packet they were introduced in.
Players have an option of choosing between one and three colors of mana, this is that player’s color identity.
If a player chooses a single color of mana, all Pokemon they catch get +2 to all base stats.
If a player chooses two colors of mana, all Pokemon they catch get +1 to all base stats.
If a player chooses three colors of mana, Pokemon they catch gain no bonus to stats.
You may begin with a free instance of Elemental Connection or Mystic Senses. You are not restricted to a single instance of Elemental Connection, or prevented from taking Mystic Senses because you took Elemental Connection. This means you may, if you choose, take two different Elementalist classes over the course of the game. You are restricted to a maximum combined total of 6 Features among all Elementalist Features you take over the course of the game(meaning a character that chooses to focus on Fire Elementalist class will be stronger in that element than a character that chose to split their features between Fire Elementalist and Water Elementalist, for example). This does not include the introductory feature to any particular Elementalist class.
You may hail from any Natural Plane in the MTG Lore, or create your own plane to fit your backstory. mtg.wikia.com/wiki/Planes
Game Mechanics
Players may catch a Pokemon only if it shares a type that exists inside of its color identity, or if it evolves into something that will exist inside its color identity. Any typing that does not fit inside of that character’s color pie may be lost or shifted upon evolution. Type Shifts in general will be very common depending on the plane being visited.
White | Blue | Black | Red | Green |
Fighting | Water | Dark | Fire | Grass |
Ghost | Ice | Poison | Electric | Ground |
Flying | Flying | Ghost | Dragon | Rock |
Steel | Psychic | Bug | Rock | Bug |
Fairy | Fairy | Psychic | Steel | Normal |
Normal |
Setting Information
You are a Planeswalker, a powerful mage who is able to travel across the planes of existence. There are infinite worlds across the Multiverse, and Planeswalkers are unique in their ability to move from one world to the next, expanding their knowledge and power through the experiences they collect there.
One in a million sentient beings are born with “the spark,” the ineffable essence that makes an individual capable of becoming a Planeswalker. Of those born with “the spark,” even fewer “ignite” their spark, enabling them to realize their potential and travel the planes. Most Planeswalkers have their spark ignited 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. There are as many such stories as there are Planeswalkers.
The “Blind Eternities” is a somewhat poetic term for the space between planes. The Blind Eternities are a chaotic, logic-defying place of quasi-existence filled with raw potential called Æther. Only Planeswalkers can survive there, and only for a limited time. Mortal beings without the Planeswalker spark are soon destroyed by raw entropy and uncontained mana that suffuses the Blind Eternities.
After the Planeswalker spark ignites, one has the power to dedicate one’s life to a personal mission, whatever that may be. A Planeswalker’s life is consumed with the exploration of the Multiverse, the discovery of strange secrets and experiences, and the plumbing of the depths of one’s own mystic soul. The life of a Planeswalker is a life of choice and self-determination, unrestricted by the boundaries of world or fate. With the freedom to travel and the power of magic, each Planeswalker has the power to carve his or her name on the face of history.
Jace Beleren, the Mind Mage and living Guildpact for the plane of Ravnica, has chosen you to potentially join his consortium. You, along with a number of other Planeswalkers, will have the opportunity to show you are capable of joining him by performing a task. Using new technologies taken from a newly discovered plane and tested and improved upon by the Izzet Guild, you are now able to contain living creatures inside of small devices and transport them from one plane to another. Your mission will be to head to this new plane and bring back one of its beasts.
Colors of Mana and their philosophies
White: White puts value in the group, the community, and its civilization as a whole. White's ultimate goal is peace, harmony, and perfection — a world where everyone gets along and no one seeks to disturb the bonds of unity that White had worked so long to forge. To govern and protect its community, White makes use of and puts value in a number of broad concepts; morality (ethics, grace, truth), order (law, discipline, duty), uniformity (conformity, religion), and structure (government, planning, reason). White is a color commonly associated with good and justice, but if left unchecked, white can become authoritarian, inflexible, and capable of sacrificing a small group for the sake of a larger one. Everything necessary to preserve the laws, rules, and governance that white created.
Blue: Blue is the color that looks on the world and sees opportunity. For Blue, life is a chance to contemplate oneself, and what is possible, and to bring about the best of both. Implicitly, in that general world view, Blue believes in tabula rasa: it sees in each thing, the potential for being anything. One need only understand how, to make the change. So with this ill-formed goal before it, Blue reasons that if it is to make itself better, it must become capable of everything it could be capable of, for that is to "merely add" to its own capabilities. Blue believes it can't possibly be bad to acquire the potential for any conscious action. Thus, Blue, believing it is capable of changing anything if it understands the change, and believing it is imperative that it acquire every capability it could have, concludes that it is imperative that it understand change. Moreover, Blue decides that it must understand everything; for truly, understanding can only improve one's effectiveness in any task. To gain understanding, Blue must acquire knowledge. Since knowledge itself will inform every other decision, Blue forms its principle goal: omniscience, the knowledge of all.
Black: Black is the color of self-indulgence, parasitism, amorality and unfettered desire for power. It believes that the world is made for its taking and that the weak exist to be exploited by the strong. The essence of Black is to see one's own ego as so supremely invaluable, that the prospect of enslavement, of subordinating that ego to another, is utterly inadmissible. So, to be in accord with its perceptions and beliefs, Black simply must discard all obligations but to acquire power for itself. It can be no less than the one supreme being who is subordinate to no other, the possessor of all power in the universe - it must become omnipotent. This does not mean that black is evil, is more like a pessimist or even a realist. Black sees the world as a place of struggle and pain, and if black wants to survive in such a place, it needs power. Maybe is not the best world, maybe is not a happy choice and some people will suffer, but black didn't make the rules and is determined to accept the truth and get what it wants by any means necessary.
Red: Above all else, red values freedom of expression. It wants to do what it wants, when it wants, to whom it wants, and nobody can tell it otherwise. Red loves life much more than any other color and so it believes that all people must live to its fullest. Red believes that life would be much more fun if everyone stopped caring about rules, laws, and personal appearances and just spent their time indulging their desires. This leads into red's other core value: chaos. Red sees order of any kind as pointlessly inhibiting, believing that only through embracing anarchy could everyone really be free to enjoy life to the fullest. Finally, Red is the color of immediate action and immediate gratification. If it wants something, it will act on its impulses and take it, regardless of the consequences.
Green: Green is the color of nature, growth, interdependence, and instinct. It believes that obeying the natural order alone is the best way to exist and thus favors a simplistic way of living in harmony with the rest of the world. Green accepts the world as it is and tries to coexist with it instead of trying to change it, regulate it, norm it, or take advantage of it. This can often lead to it being perceived as a pacifistic color, as it does not seek to make conflict with the other colors as long as they leave it alone and do not disrespect nature. However, it is fierce when it feels threatened and can be predatory and aggressive if its instincts dictate.
Sign Ups will be open for two weeks, so until Midnight of the 27th of November. I will make final decisions on the 28th of November probably around Noon. Feel free to contact me and ask me for any and all pertinent information regarding this game.
Current Applications:
imyourbiggestdonphan - Tattara - White
imyourbiggestdonphan - Kashki - Black
Shadowblaze - Dilmorran - Black/Red
Lysander - Avant Cal-Mirix - Blue/Red (I need permission to view the sheet)
Flarnith - Ori'Cos - Black/Green
Matanui - Cho-Mizzem - Blue/Red
Matanui - Centuros - Black
Lessah - Isara - White/Blue
Arudin - Atash - Red/Green
Catch22 - Chance - White/Black
SleepyTenor - Varis - Blue/Black
Coffeegrigis - Virizen - Blue/Black
Coffeegrigis - Grush - Green
ELC - Arel - COLORS NEEDED
Eltrou - Viktor - White/Black