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Tricky Dick Nixon
Jul 26, 2010

by Nyc_Tattoo
The mana of the Multiverse is disappearing.

No one can say for certain what is the cause, but the seemingly limitless and infinite expanses are beginning to narrow, bit by bit. Planeswalkers who have walked only a small handful of planes in their time have now begun to range far and wide, desperate to find some clue as to why their power is slipping through their grasp.

There are many possible culprits. Is this once again a gambit of the Horned One, Nicol Bolas, in his never-ceasing ambition to attain new vaunted heights of power? Have the Eldrazi, though to have been dealt with for good first at Zendikar and then at Innistrad, once again pressed their appendages into our realm and begun to feed? Have the ghastly furnaces of New Phyrexia tapped into a new means of powering themselves, feeding from the very fabric of the universe?

Or perhaps it is something the likes the Multiverse has never seen before?

What is known is that while the great schemers have retreated into their shards and conspiracies, others have begun to move to address it. Ravnica, long isolated from the other planes, has become open to planeswalkers from all realms. The Infinite Consortium has been repurposed under Jace Beleren, the Living Guildpact, to spread the word and provide a haven for those who witness the shrinking of the universe.

The head of Urza Guildmaster's wisdom rings true: The Multiverse is not infinite. It is vast, beyond the kenning of countless lifetimes, but whatever threat that faces us now is far more insidious. The very nature of Mana has changed such that the use of magic defiles and lays waste to the natural leylines of the world. Thus, one by one, planes slowly die and disappear... and none are surfacing to replace them, requiring planeswalkers to push further and further outwards.

Rumors have surfaced however of something that might halt the slow, inexorable death of magic, and thus the whole Multiverse: The black lotus. An exceedingly rare flower thought to only bloom on the plane of Dominaria, it has apparently been found all across the Multiverse, but now they are being hoarded as it is thought they are the key, able to generate mana from seemingly nothing; either in a great burst at once, or if planted and nurtured, in perpetuity little by little.

The great game, the last the Multiverse may ever see, has begun. Already the great planeswalkers have begun to move to try and secure as many worlds and lands as they can, but you seven, whether together or alone, follow a different destiny.

Will you pursue your own ideals and drat the rest of the Multiverse, or work to save it against a inexhaustible tide of foes?

Your draw. It's time to play the game.






The Last Great Game is a FATE Accelerated game based on the setting of Magic: the Gathering, in the style of a "godgame" with a focus on collaborative worldbuilding and occasional competitive sandbox play, using forum Play by Post as the primary medium with Discord asa side-element. Players will play the role of a planeswalker, a traveler of the Multiverse, with godlike potential but may have come from humble (or not too humble) origins.

I wanted to use Magic: the Gathering as a backdrop for this game because the focus is going to be on exploring the planes and this provides a lot of slot-in setting material, while also making it possible for entirely original (or less-than-original!) worlds to explore, making it very player driven through the mechanics I put together in the FAE Hack as to where our story goes.

Here is a link to the Google Doc of the hack I put together. The skeleton was based roughly on the That Which Sleeps game I put together a while back, and it draws from a similar concept: Taking the idea of the hexcrawl and putting it to a godgame, where the setting is undefined until the players interact with it, and play a part, much as a god does, in shaping it.

Going into this, I want to make clear that players need to be willing to work on a collaborative level with each other and be fans of each other's characters. The game has a premise with some external reasons to get motivated, but the individual player characters' Drives are going to be the primary motors of the plot, and that will sometimes include conflict. With the Ante and Duel setup, there's a reason to compete, but due to the costliness of conflict (and the lack of an ability to truly remove someone else as a threat), players whose characters have become rivals or even nemeses should be always working together to make it constructive. Likewise, those who do collaborate and work together will find it less costly and much more effective, but they may have to share the fruits of their labor, provoking a very natural, human tension.

I intend for a relaxed pace, updating at least every three days or so. With the way it's set up, I don't need to do a lot of world-building, as the player has an equal part of naming and deciding where their planeswalker wants to go, and I populate the world with people and challenges to meet them along the way. This is a bit of a playtest and side-venture for me, my 5E game will take the priority of my effort, but I think it should be very fun.



If you are not familiar with the Magic: the Gathering setting, don't fret! There's tons of material on their wiki. Just pick an article and start jumping around, or ignore it entirely! You can be from literally any plane, and that doesn't have to include any that are canon. As a jumping off point, I am providing a (non-comprehensive) list of the planes most important to the current "canon" as it were below in a list.
  • Alara: Five Shards linked together by the machinations of the Horned One, the interactions now been Alara's shards have created a war between the demiplanes, making it a hotspot of magical intrigue and conflict.
  • Amonkhet: Five deadly trials await the people of this plane as they hope for a glorious death—and eternal glory in the afterlife under their great god-pharaoh. The singular city-state of this plane holds many secrets under the sands.
  • Dominaria: Home to the volcanic continent of Shiv, the time-shattered isle of Tolaria, and the cold mountains of Keld, Dominaria is setting to some of the Multiverse’s most brutal conflicts, and most powerful mages. Once called the Wheel as it was the central of many conflicts, it now lives shattered by a plethora of apocalypses, and has left the center stage.
  • Fiora: Fiora is a world of political intrigue, where government factions vie for power and hope to control Paliano, the High City. Despite its scenic vistas, Fiora is one of the most dangerous planes a Planeswalker can visit.
  • Innistrad: On this plane, humanity is terrorized by gothic horrors, living at the whim of such beings as vampires, werewolves, and ghouls. The people there embrace the nature of it, becoming a gloomy and hard people.
  • Ixalan: The four peoples of this plane are locked in a deadly struggle as they search for the golden city of Orazca and seek to claim the magical power it holds. For Planeswalkers, though, the plane is also a prison.
  • Kaladesh: The world of Kaladesh is a living work of art, owing its bright existence to the tangible presence of aether. Aether is a form of Mana that is found only between the planes in most places, but in Kaladesh it is a vital part of their ecosystem.
  • Kamigawa: For generations, Kamigawa's denizens lived in relative peace. Their plane was divided into two symbiotic worlds of flesh and spirit. A great war engineered by the daimyo nearly shattered this plane forever, though it has returned now to an uneasy status quo.
  • Lorwyn & Shadowmoor: Lorwyn is an idyllic world where races of fable thrive in perpetual midsummer. Its dark reflection, Shadowmoor, exists in perpetual gloom, its citizens bitterly transformed and locked in a desperate battle for survival.
  • Mirrodin: A flickering dream, this once artificial plane is actually a memory of what it used to be, a divergent timeline given strength by the hope of the Mirran peoples of this metal planet. In the present, however, it is New Phyrexia that has power.
  • New Phyrexia: After seizing "compleation" of another plane, the biomechanical horrors that were the Phyrexians transformed the plane of Mirrodin into a new home for themselves, though themselves were transformed by the infusion of new forms of mana, becoming no longer the all-consuming hive-mind they were, but no less a threat.
  • Ravnica: Long isolated from the rest of the planes, the ascension of Jace Beleren to leadership of the Infinite Consortium and the great amount of lore and power stored in this millenia old ecumenopolis, a great magical city that covers an entire world, has made it something of a hub for the planeswalkers, at the cost of its guild politics spreading from its borders.
  • Shandalar: A wondrous plane of wilderness and free-flowing magic, it is sought out by planeswalkers looking to find lands to tap into for their magic, though it is by that very nature a highly contested place between their plots and gambits.
  • Tarkir: Once ruled by powerful khans, the dragons have been returned to this wind-swept plane and rule over this land as its natural masters, though the clans have remained the same even as they fought for survival and bound themselves to five dragonlords in a bid to control the plane.
  • Theros: Theros is ruled by an awe-inspiring pantheon of gods. Mortals tremble before them, feel the sting of their petty whims, and live in terror of their wrath.
  • Zendikar: Filled with wild mana and powerful secrets in its leylines, Zendikar was nearly shattered by the waking of the Eldrazi, three powerful entities imprisoned within this plane. One was known to escape, but there are others out there, and they are hungry.
Don't be afraid to go a little crazy with your concept. If you want to play a character that's from Oerth, or Westeros, or some other fantasy setting, play with it and see if it works! The way Mana and magic works remains basically the same from plane to plane however, so keep that in mind. As well, I want to keep it fantasy: Explicitly science fiction might be a little too far out there, but a Shadowrun type plane might be interesting. Though on that note, try to avoid any explicit references to real-world cultures or Earth.



Character Creation

First, choose your name and provide a picture and/or description of your character's preferred form. I do need something to make a token from. There's a wealth of appropriate art out there. If you want to play a character from the "canon" of Magic: the Gathering, so long as they weren't a prominent planeswalker or main-character but just a named card or bit player, I'm totally fine with that idea. Don't assume everything in the canon has happened: It's only useful until its not and we establish something different.

Next, all characters start with the Planeswalker Aspect, which reads as follows: A planeswalker is an ageless, though not necessarily immortal being, who can freely shift between the planes of the Multiverse by following the flow of Mana from one to the next. Their bodies in each plane are manifestations of their will and can be changed to fit their environment or their own design when planeshifting, though once manifested usually stay the same form without the use of other magic to change it. With great efforts of will, planeswalkers can create artificial demiplanes called Shards out of currently extant planes, though since the Mending none have been able to create truly independent planes of existence.

Third, you start with three personal Aspects. These Aspects define who you are, granting you Mana when compelled and bonuses to your actions when invoked, and defining the core of who your planeswalker is, beyond their magic.
  • First is your Origin Aspect. This is what you were before the spark within you came alight, and you awakened your power. Planeswalkers can come from all sorts of beginnings, humble and great. They are often already magic-users of great power, but not always. It's entirely on you to decide! Were you a wizard? A god? A beggar? A dinosaur? You should include a little short background, including what your character's homeland plane was.
  • Second is your Title Aspect. This is the reputation you are known by (such as Ixidor, Reality Shaper, or Elesh Norn, Grand Cenobite, or Urza, Academy Headmaster) and indicates the kind of magic and schemes you are most adroit in. This Aspect could (and should at some point!) change in between each Cycle, or how we measure narratively the passage of time.
  • Third and last is your Drive Aspect. This represents what motivates your character to walk the planes and match wits with gods and dragons, and makes them a player character. It is often trouble, causing complications or compels for you that puts you off-track, but in turn fuels your magical power beyond your peers.

Fourth, you may also start with another Aspect, a Permanent fixture of magic: either an Artifact, Enchantment, or Shard, (see the google doc for more details). If you forego starting with a Permanent, you may start with an additional +1 in your magical approaches.

Next, your Approaches are based on the five colors of magic: Black (), Blue (), Green (), Red (), and White (). You have +6 to distribute between them. By default you don't start with even +0 in a magical Approach, as that represents apprentice familiarity. Thus, +0 costs +1. +4 and beyond costs +2. Thus the possible arrays range between 4 at +0 and one at +1, to a single color at +4.

Last, your "Hand size" (refresh) starts at 5. You can exchange up to 3 for starting "Spells" (stunts). (see the Google Doc for more details.) You start with an amount of Mana divided between any colors you have an Approach in, equal to your Hand size.

Tricky Dick Nixon fucked around with this message at 20:01 on May 22, 2018

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Tricky Dick Nixon
Jul 26, 2010

by Nyc_Tattoo
Recruitment will be open until next Monday, May 28th, or until I decide to close it, which I'll give 24 hours notice for. I'm not in a terrible rush and may extend it as well. I intend to select seven planeswalkers but that number may change either direction.

Below is a sample character and sheet format to use.

Sample Character: Ixidor



Ixidor, Planeswalker
A planeswalker is an ageless, though not necessarily immortal being, who can freely shift between the planes of the Multiverse by following the flow of Mana from one to the next. Their bodies in each plane are manifestations of their will and can be changed to fit their environment or their own design when planeshifting, though once manifested usually stay the same form without the use of other magic to change it. With great efforts of will, planeswalkers can create artificial demiplanes called Shards out of currently extant planes, though since the Mending none have been able to create truly independent planes of existence.

Ixidor, Pit-Champion of Dominaria
Though beginning his life as an illusionist on the streets of Otaria, Ixidor soon ran afoul due to gambling debts of the Cabal, who put him in the fighting pits expecting him not to survive. He met there the love of his life, the angel Nivea, and the partnered pair managed to become great champions of the arena. Ixidor, using his talents, thought to wager a massive fortune, some of which was illusory, on one last fight to win their freedom, but the Cabal cruelly crushed such dreams by matching them with their new creation, Phage, who slaughtered Nivea. Ixidor was beaten until near death and abandoned in the desert, naked and stripped of his possessions, and left for dead.

Ixidor, Reality Sculptor
Wallowing in his grief, Ixidor found in the darkness of his subconscious and nightmares a great power that his near-death experience unlocked. With a wave of his hand, he turned the desert into sea, creating an oasis wherein he built a kingdom entirely from his own mind, called Topos. He even created his own servants and people to rule, somewhere between the realm of illusory and real. However, it was all destroyed at the hands of the Cabal, leaving him with only his power to travel the planes with.

Drive: Avenge Nivea
Though his power is great, Ixidor’s basic motivations are very human and simple. He hates the Cabal for what they have done, and seeks any of their influence through Dominaria and elsewhere. He sees in other Black-aligned beings and planeswalkers the same sort of mindset that killed Nivea, though he is blind that his own ambition and willingness to sacrifice others for his goals has aligned him somewhat with their philosophy as well. Nivea’s memory would want him to create a kingdom ruled by honor and peace, as they planned to, and a shard of that still remains within him, but he has yet to really make peace with her death.

Artifact: Dream Chisel
Formed out of his mind, the Dream Chisel is a focusing tool that allows the user to reshape the landscape, terraforming the land according to their own vision. However, these effects are often temporary if not maintained, and the power it grants is dangerous indeed in untrained hands.

Approaches: +3, +0, +0

Hand: 2/5

Mana:

Spells
  • Creature: Unmen ()
    +1 Power, Phantasmal Stalkers, Stress ☐

  • Legendary Creature: Akroma, Angel of Wrath ()
    +5 Power, Sentient Illusion, +2 to Attack Black-aligned Creatures, Stress ☐☐☐

  • Sorcery: Morph
    Spend to transform a non-Legendary Creature under your control into another Creature of the same cost.

Tricky Dick Nixon fucked around with this message at 20:06 on May 22, 2018

Theantero
Nov 6, 2011

...We danced the Mamushka while Nero fiddled, we danced the Mamushka at Waterloo. We danced the Mamushka for Jack the Ripper, and now, Fester Addams, this Mamushka is for you....
The Delver


"Names have power, child."

This is the only thing that The Delver ever says when inquiries as to his name are presented. Similar crypticisms and/or mad cackles are offered when people try to pry his past, as well. Mystical drawings coat what little pieces of skin he shows, "for protection", he says. He never shows his face, "to not be seen". The possessor of a large variety of dangling magical charms of dubious origin to ward off powers "too terrible to name". Largely unwilling to share any sort of detail about himself to others, indeed, secretive to the point of near parody, The Delver is a sad example of the farthest reaches members of the esoteric community can succumb to.



The Delver, Planeswalker
A planeswalker is an ageless, though not necessarily immortal being, who can freely shift between the planes of the Multiverse by following the flow of Mana from one to the next. Their bodies in each plane are manifestations of their will and can be changed to fit their environment or their own design when planeshifting, though once manifested usually stay the same form without the use of other magic to change it. With great efforts of will, planeswalkers can create artificial demiplanes called Shards out of currently extant planes, though since the Mending none have been able to create truly independent planes of existence.

The Delver, Tolarian Madman
When Dominaria started to fray, there were those less willing to wage war, play games or hoard what little power could be safely siphoned. There were those who looked inward, who delved deep below the surface in search of even a smattering of power, something or anything to find answers and new, unthought of solutions. Even power that had been sealed away for good reason. Especially that sort of power, some would say. Obsessive, muttering, paranoid man, The Delver is an exemplar of this particular type of mage. An exemplar of luck is he also, for where others found naught but madness, death and pain, The Delver found his Spark. Unwilling to stay, unsatisfied with the secrets his home had to offer, he is instead turning his gaze to the blind eternities above.

The Delver, Grand Diabolist
There are few omens worse than the appearance of The Delver. Not because he personally intends ill will towards others in particular -indeed he usually prefers his own company and tends to skulk- but because his very presence implies that baleful forces beyond the ken of men are at play. And taken that The Delver is there likely for the express purpose of studying or even harnessing these said powers, is he too usually a danger for the locals. But regardless of this danger and his elusive, some might even say furtive nature, The Delver is very knowledgeable in the deeper mysteries of grand esoteria, and thus somebody to know for those who seek to gain or understand power beyond the limits of normalcy.

Drive: The Delver of Secrets
A master esotericist, The Delver is most interested in the hidden, the cryptic, the unknown. The most primal and ancient sources of Mana. And he is totally focused on this pursuit. No ominous eldritch artifact is to be left unexamined, no screaming portal to the unknown voids beyond left ungazed. Power is a gift for those who dare to question, those who dare to be curious, those who are not afraid to know and disturb that which probably should be left alone by the more sensible arcanist. No matter what madness might be uncovered as a side effect. That's merely the price you have to pay, knows The Delver.

Shard: The Malebolge
The shard of Malebolge is not a particularly large one. Indeed, it is naught but a puny pebble when compared to the great vastness of Dominaria that it lays next to. But it emits a baleful aura, the sort of presence that gives you a headache if you look at it too long, or try to navigate there. But if you were to not heed those warnings, and were to approach nevertheless, you would find a dead demiplane of deep scarlet skies and jagged, black stone. You would find altars, strange implements, and windowless, monolithic towers engraved with runic warding scripts. But most importantly, you would feel the natural suppression of this place. For whilst The Delver is certainly mad, he is no total fool, and knows that trying to study or harness the sorts of forces he is interested in is far more efficient if their power is bound first. Such is the purpose of The Malebolge: for The Delver to safely stash items and beings far too dangerous to keep anywhere else, so that he might later study them in depth.


Approaches: +2, +2

Hand: 2/5

Mana:

Spells
  • Elite Creature: Cosmic Horror ()
    +4 Power, A Thing That Should Not Be, Spend to Destroy target Creature and it cannot be Regenerated, Stress ☐☐☐

  • Sorcery: Dark Ritual ()
    Gain . This Mana has to be used to Summon a Creature or to Create an Advantage.

  • Sorcery: Diabolic Tutor ()
    Gain true knowledge about the whereabouts of or ways to gain a specific object of power, such as a Spell, Artifact, Land or Creature.

Theantero fucked around with this message at 13:09 on May 24, 2018

Tricky
Jun 12, 2007

after a great meal i like to lie on the ground and feel like garbage


Zahi


"If I infuse the subject with pure aether, up the amperage, expose it to a minor stressor and... Huzzah, it's emitting hellfire! Now to take some readings after I reintroduce it to the natural environment." - Zahi, his thirty-seventh experiment to improve the common house cat.

Zahi, Planeswalker

A planeswalker is an ageless, though not necessarily immortal being, who can freely shift between the planes of the Multiverse by following the flow of Mana from one to the next. Their bodies in each plane are manifestations of their will and can be changed to fit their environment or their own design when planeshifting, though once manifested usually stay the same form without the use of other magic to change it. With great efforts of will, planeswalkers can create artificial demiplanes called Shards out of currently extant planes, though since the Mending none have been able to create truly independent planes of existence.

Zahi, Izzet Prodigy

Magic and various paths toward enlightenment and progress veritably define the grandeur of Ravnica, the city of guilds. In one of the countless layers of stonework and hierarchy, Zahi came to the attention of an Izzet guildmage, Ahiri, upon completion of his first minor enchantment. It was nothing to speak of, really, little more than a bubble isolating the space of his hovel from those nearby, but that was enough to provoke Ahiri's curiousity. This boy had not been trained in magic, indeed, had not even been schooled in the cosmological theory that underpinned the greater mysteries of the planes. Even so, he had a knack for it all. Ahiri took him, then, and Zahi became a member of the Izzet League.

"I don't know, I just sort of flipped it a little and pulled. Seemed like that'd get the right effect, you know? It felt right. Then, boom, you've got a nice quiet bubble. I hadn't quite figured how to undo it, before you came in, but I'd have gotten it with time." - Zahi, explaining the theory and execution behind his first spell.

With the resources and knowledge of the League on his side, it was like giving a tiger wings. He devoured every piece of information Ahiri put in front of him and was ever hungry for more. His experiments grew in complexity and profundity alike as he began to consider the very fabric of reality. Ravnica was isolated from the greater multiverse, yes, but there were hints that something was missing. Hints that the mysteries of what lay beyond the seal were the only way to answer the questions that burned inside him.

Zahi, Magewright Paragon

There was simply one problem. The amount of energy necessary to pierce the barrier was, frankly, completely unreasonable. Even with the finest guildwrights on his side, he couldn't fathom how to create a reactor capable of producing more energy than was extant in the entirety of Ravnica. It wasn't until he secured a piece of something truly unusual, a still-beating heart of a strange and fantastic living metal, that his experiments could continue. Construction proceeded apace on The Leviathan, Zahi's masterwork, and no expenses were spared. The magic of the guildpact enforced cooperation on Ravnica, to be sure, but with the mysteries of the greater beyond in the hands of the Izzet League... well, who would deny the leaps of progress that could be made? Niv-Mizzet even made his approval of the project quite evident.

When the time came for the final test, it was Zahi alone at the helm. Engines spun up, the sheer energy causing disruptions plane-wide, and when the moment to pierce the veil came... It vanished entirely. Zahi awoke somewhere else, somewhere very strange. A land of metal entirely, it seemed that he was drawn to the plane that had provided the missing piece — Mirrodin. His excitement at this discovery was unrestrained. No matter what had happened to The Leviathan, he'd done it! He'd pierced the veil and made it to the realms that lay beyond the understanding he'd been taught.

"I've made contact with some creatures native to this plane. A nasty sort, really, all claws and slavering. I had to give them the ol' Bolt of Inspiration, but it seemed to do the trick. I wonder where they came from..." - Zahi, Mirrodan exploration log twenty-five.

Drive: Unceasing Progress

His ambitions had come to fruition, yes, but this only spurred the magewright on to greater endeavors. The slow death of mana was a concern, indeed, for what relevant experiments did not depend upon it? That was a problem that needed a solution. So, too, he needed to complete his greatest work before the energies of the cosmos ran dry entirely. It was evident now that there were many planes, many schools of magic. Surely there was some greater truth behind them all, connecting them into a cohesive whole... and just as surely, he could most certainly improve it.

"It's like Niv-Mizzet always said: there's no such thing as perfection. Not in magic, not in the cosmos. Of course, I plan to prove him wrong." - Zahi, Planeswalker

Shard: The Leviathan

The Leviathan, miraculously, survived Zahi's sparking. It's simultaneously moored to the grand tower of Nivix and existing in a demi-plane of its own. No longer a simple vehicle, Zahi uses it to house his most ambitious experiments and, from time to time, utilize the plane-shifting machineries within to amplify his own planewalking abilities. It's complicated relationship with the planes makes it a perfect base from which to divine a greater understanding of the problem facing them.

Approaches: +2, +2

Hand: 2/5

Mana:

Spells:
  • Chance Encounter Aura — +2 to Planeshift when leaving the results to luck.
  • Hypersonic Dragon — Greater Creature () — +3 Power, Faster Than Anything, Spend 1 mana to have this creature accompany you when you planeswalk, Stress ☐
  • Brainstorm Aura — +2 to Create an Advantage when creating a permanent.

Tricky fucked around with this message at 01:39 on May 25, 2018

TheFireMagi
Nov 6, 2011

...She's behind me, isn't she?

Akasha

Akasha, Planewalker
A planeswalker is an ageless, though not necessarily immortal being, who can freely shift between the planes of the Multiverse by following the flow of Mana from one to the next. Their bodies in each plane are manifestations of their will and can be changed to fit their environment or their own design when planeshifting, though once manifested usually stay the same form without the use of other magic to change it. With great efforts of will, planeswalkers can create artificial demiplanes called Shards out of currently extant planes, though since the Mending none have been able to create truly independent planes of existence.

Akasha, Recordkeeper
The Five Trials are well familiar to those from Amonkhet, but their many trial-goers, less so. The many initiates who fail to complete even a single trial, whose lives are not destined to be taken to the afterlife, oft go forgotten by the public at large. Why would they be remembered? There are no end to those seeking glory and passage to the God-Pharaoh. Two, three, a dozen, a hundred failed initiates was but a dot in history compared to the one who succeeded, for most. Yet for Akasha, whose role was to record all those staking their lives in pursuit of eternal greatness, it was much harder to forget. Each and every one of them had a story. Some were weak, unskilled. Others were simply unfortunate, low of luck… or even conspired against. Akasha always wondered, what if? What if they had...

Akasha, Creator of Heroes
Just a boy. Nothing more, nothing less. A townsboy, dirtied and hopeful, one you could find a thousand of throughout Amonkhet. And yet, despite showing no special strength, no special wit, no special anything but youthful determination born from ignorance, the boy stood before the final trial. The Trial of Zeal. A fight to the death, against whomever or whatever Hazoret deemed fit. Sensing something amiss, the jackal-headed god brought forth a majestic chimera…

Akasha watched the affair from the stands, eyes focused and vigilant on the boy in the ring. It was a foolish idea, one that went against all that the Trials stood for. Yet when he thought of the tale it would create, he could not help but grin. So Akasha moved. He sought out those trial goers who the odds were stacked against. Those determined but ignorant and inexperienced youths, those promising but hot-blooded and arrogant spirits who so naturally draw the ire of those around them. And he gave them a little push. A clearing of the mind for the slower heads, a rush of energy for the slower bodies. Small pushes at first. Then bigger. And bigger. And now, there was the boy. A nobody, who could become somebody. Akasha knew it was foolish. That the gods of Amonkhet would discover his interference soon enough, if they had not already. But if he succeeded…

That would be a tale to remember.

Drive: Witness to History
Here, there, everywhere on Amonkhet revolved around the Trials and the God-Pharaoh they stood for, no matter where you went. Whether people were for them, or against them. Oh, there was possibility here, even still. But only so much. Only so many stories to tell. Of champions, of rebels. Entertaining, impressive, and worthy of song. But only for so long. Soon, Akasha sought even grander heights. Of stories he could not even begin imagine. Of being there to spectate the spectacle. Of, perhaps, even being the catalyst that pushed it forward. Not the center of attention, the one in the spotlight. But being the one that remained, that survived, to record the tale.

Artifact: Hazoret's Thread

Approaches: +3 +0 +0

Hand: 2/5

Mana:

Spells:
  • Lesser Creature () - Glory-Bound Initiate - +1 Power, Reckless Youth, Stress ☐
  • Aura () - Pursue Glory - +2 to Attack when facing a Greater or Elite Creature.
  • Sorcery () - Limits of Solidarity - Creature takes Narrator defined/narrator actions for the remainder of the Turn/Duel.

TheFireMagi fucked around with this message at 22:11 on May 24, 2018

Frgrbrgr
Jan 20, 2009
Passing this time

Frgrbrgr fucked around with this message at 18:15 on May 23, 2018

TheNabster
Apr 26, 2014

"Today I will cause problems on purpose"
Interest post

WIP

Ichabod Burkhardt

"'It is not our place to play god?' Then why did he set the board?"



Ichabod, Planeswalker - "Somehow, I feel more sane than when I started, how did that happen?"
A planeswalker is an ageless, though not necessarily immortal being, who can freely shift between the planes of the Multiverse by following the flow of Mana from one to the next. Their bodies in each plane are manifestations of their will and can be changed to fit their environment or their own design when planeshifting, though once manifested usually stay the same form without the use of other magic to change it. With great efforts of will, planeswalkers can create artificial demiplanes called Shards out of currently extant planes, though since the Mending none have been able to create truly independent planes of existence.

Ichabod, Overly Ambitious Stitcher - "I looked into infinity for just a moment, and believe me I was quite surprised."
One of the many stitchers that occupied the Moorlands in the gloomy plane of Innistrad, Ichabod was part of that grasping, cunning but mostly considered mad group of villains, fighting for what ever passed for recognition amongst their equally mad peers. But as a late starter in the game was someway behind on things that could really make him 'stand out', everything that could possibly be stitched in this bleak plane has been stitched, every debased and immoral thing that could have been done were already done by most other Stitchers at this point, and every new and sinister innovation in the art, had seemingly already been innovated, Ichabod was in a real slump in deciding about how he would start increasing his infamy. And so he decided needed a bright idea, and then decided that waiting for bright ideas was a waste of time and then exacerbated matters by deciding to make a very big scrying engine, plugging himself into it and and then expanding his consciousness outwards.



And it worked, sort of.

Ichabod, Artisan of Unlife - "Any hackneyed curse-monger can raise a body, but I can make something greater than the sum of its body-parts"
Worked perhaps wasn't the right word, what Ichabod saw in a few brief moments after he pulled the leaver was at first the inside of his eyeballs as incredibly large amounts of energy was fired directly into his brain matter, and then he saw everything. Everything turned out to be rather large, a myriad of planes, a cosmic expanse that even the largest of mere human numbers couldn't hope to measure, an impossible array of thoughts and things that were and were not and were not yet and that probably would have obliterated his consciousness entirely and also probably exploded his head in the process. But in the merest fraction of an instant before his untimely demise the extreme stress on his mind and body fired his dormant Planeswalker spark, and that is what allowed him just long enough to understand, briefly, infinity. And he laughed.

And in the worlds beyond his own he saw the ways that bodies were twisted, warped and brought back across the many, many planes and he knew from that point, exactly what he wanted to do.

Drive: Chasing Impossible Perfection - "Any scholar worth his thesis should be prepared to consider new ideas."
In that brief moment he had seen worlds beyond his own and oh what things he saw. He saw new life shaped into being in vats deep beneath the earth. He saw an entire kingdom under a land, the final destination of all souls within the plane. He saw creatures bend and twist into new and deadly lifeform from tar like substances. He saw all these things and his mind practically entered a spin from the possibilities before him it was so obvious to him now! If he couldn't find the perfection he sought at home, then he'd just have to find it from afar take these strange and wonderful things and ideas and make them his own! He could all but control himself at the mere excitement of the prospect.

Enchantment: The Winds of Innistrad - "Homesick? No my erstwhile friend, I am never far from home."
Whether this was a side effect of Ichabod's reality scrying engine, an unconscious magical effect he produces at all times, or just plain weird by his account, wherever Ichabod travels he brings just a little bit of Innistrad along with him. The nights grow darker and more sinister, ill omens and dire portents begin to appear across the lands, sinister magics work their way into the workings of the plane to make Ichabod's job just that little bit easier, only to disappear again as soon as he leaves. Also it tends to rain a whole bunch for some reason.

Approaches: +4

Hand: 2/5

Mana:

Spells
  • Sorcery: Rooftop Storm
    Use corpses in place of Mana to reduce the cost of summoning creatures (Minimum Cost 1)

  • Lesser Creature: Invisible Stalker ()
    +0 Power, Unseen Infiltrator, +2 to Overcome when infiltrating or otherwise performing espionage, Stress ☐

  • Greater Creature: Makeshift Mauler ()
    +3 Power, Horrifying Killing Machine, Stress ☐☐

TheNabster fucked around with this message at 22:23 on May 25, 2018

paradoxGentleman
Dec 10, 2013

wheres the jester, I could do with some pointless nonsense right about now

Marchesa Adelina Francesca de Neraglia, third of her name.


"Just Adelina is fine, dear. Come, walk with me and let's enjoy the sunset. They're lovely here in Amonkhet."

Aspects:
Adelina de Neraglia, Planeswalker
A planeswalker is an ageless, though not necessarily immortal being, who can freely shift between the planes of the Multiverse by following the flow of Mana from one to the next. Their bodies in each plane are manifestations of their will and can be changed to fit their environment or their own design when planeshifting, though once manifested usually stay the same form without the use of other magic to change it. With great efforts of will, planeswalkers can create artificial demiplanes called Shards out of currently extant planes, though since the Mending none have been able to create truly independent planes of existence.

Adelina de Neraglia, Renaissance Woman
Once upon a time, in the High City of Paliano, there was a young girl who belonged to a very minor noble family; their lands were poor, their wealth negligible, their military and magical might laughable. They were a non-entity as far as cutthroat power games of her home plane were concerned. To add insult to injury, those rare times when they were invited to a ball the young noblemen, considering her homely, wouldn't even invite her to dance. Oh, how she would have loved to dance.

"If nothing else, my noble birth afforded me an education. Most academics are willing to forego payment in exchange for the glory of teaching a noble. There are so many exceptional scholars in Fiora! I was always studious pupil, don't you know, but I especially fell in love with architecture and engineering; I spent days admiring the flawless arches of Muzzio's temples, and the intricate machinery of Daretti's inventions. To this day, I believe that it was my boundless enthusiasm for studying the world around me that triggered my Spark."

Adelina de Neraglia, Enthusiastic Explorer
What caused her spark to trigger? Was it the stress of helplessness as she saw her family slide slowly but inexorably towards ruin? Was it the unbridled enthusiasm she felt as she mastered the secrets of science and magic? Was it pure happenstance? Whatever the case, after the initial shock, Adelina was enthused at the universe of opportunities arrayed before her eyes. She took some time to travel from plane to plane, awed by the dizzying variety of worlds out there, and by her own growing mastery over them.

"The first plane I traveled to was Khaladesh. I was so busy staring slack-jawed at the filigree that made up so many inventions that many took me for simple. After I regained my composure, I kept traveling from plane to plane, every time telling myself that there couldn't possibly be something more amazing than what I had just seen, andd every time being proven wrong. This was a time of growth and experimentation for me, as I felt my own personal magic grow and I experimented with it. My mind was constantly running with the possibilities of combining different types of magics. It still does."


Drive: Noblesse Oblige
"But no vacation can last forever, dear. Soon enough I returned to Fiora, to my poor despairing father, who thought me lost or kidnapped. I dried the tears from his wrinkled cheek and told him that our problems would soon be over. He always dreamed of being the head of a powerful family, and I would grant that wish. I grew gold into the hillside, I engraved fertility runes into the earth of our peasants' fields, I sent brass flies to spy on our neighbors'.
Soon enough, the Veraglia fortunes were saved. We get plenty of invitations to balls now, and to banquets and operas besides. I must admit it is a constant pleasure to snub those same rakes that called me names before my flourishing."


After witnessing so much, Floria was starting to feel small, almost claustrophobic to the young planeswalker. Nowadays, her father handles the affairs of the marquisate (he dearly loves playing the court mastermind), and when asked about his daughter, he says that dear Adelina is abroad, learning and helping people.

And it's true: in many planes, people in difficulty have been visited by a smiling lady in green, blessings falling off her fingers like golden florins. It is the firm belief of the Marquise that those in power have a moral imperative to help their subordinates; and those that she "adopts" as hers can expect as much help and support as she can spare. Nothing is more offensive to her sensibilities than a tyrant who abuses their charges.

Approaches:
0 +1 0 +1

Artifact:
Clockwork Hydra

2 mana| +3 power| Oil-Dripping Maws| ☐☐

Hand: 2/5

Mana:

Spells
Sorcery: Unmake the Essence
Spend to destroy a creature. It cannot be summoned again during this Duel.
Aura: Wanderer's Blessing
+2 to Create Advantage roll to Planeshift.
Creature: Florian Shieldbearer
| 0 power| Faithful Bodyguard| ☐| +2 to Defend against physical threats

paradoxGentleman fucked around with this message at 15:50 on May 23, 2018

paradoxGentleman
Dec 10, 2013

wheres the jester, I could do with some pointless nonsense right about now

Quick question: if we want our starting artifact to be a creature, what "level" would it be? Lesser, Greater or Elite?

Tricky Dick Nixon
Jul 26, 2010

by Nyc_Tattoo

paradoxGentleman posted:

Quick question: if we want our starting artifact to be a creature, what "level" would it be? Lesser, Greater or Elite?

I somehow completely forgot to really include rules for Artifact creatures! I would rule that you choose which of the three: You still have to pay the Mana cost of summoning a creature as normal when you want to use it as a Creature proper, otherwise it remains simply an Aspect you can invoke. I will edit that in at some point.

GenuineRevelry
Aug 12, 2010

Decor Aficionado
Sedica Alon



Sedica Alon, Planeswalker
A planeswalker is an ageless, though not necessarily immortal being, who can freely shift between the planes of the Multiverse by following the flow of Mana from one to the next. Their bodies in each plane are manifestations of their will and can be changed to fit their environment or their own design when planeshifting, though once manifested usually stay the same form without the use of other magic to change it. With great efforts of will, planeswalkers can create artificial demiplanes called Shards out of currently extant planes, though since the Mending none have been able to create truly independent planes of existence.

Sedica Alon, The Faithful
Sedica Alon was not born but made. She was an angel given flesh by the planeswalker Serra to populate her realm. Sedica was a miracle worker, a healer and cleanser, in the name of her grand mistress. A gifted and dutiful servant to the planeswalker that had created her she followed every order, obeyed every law, and lived peacefully as a pawn in service to the greater whole That is until the planeswalker Urza arrived, and then years later, the Phyrexian horde that followed him. The invaders were repelled but their blight spread through the realm and the planeswalker Serra abandoned the realm. In her place remained the angel Radiant, once Serra's most trusted, who now saw treachery and heresy in every corner.

Sedica Alon, The Fallen
Sedica had been so in tune with the powers that created and maintained the realm that she soon shared its disease. She was tainted, in due fairness to the angel Radiant, by the black magic that ran through the crumbling realm. She had tried to hide the signs at first, and for a while she was fine, even as the feathers fell from her wings and they grew weak and frail. It was the betrayal of the mind, not the betrayal of the body, that caught the attention of the increasingly paranoid population. The fallen angel chose to forgo her duties for days on end for her own pleasure, in pursuit of knowledge, eyes now open to the complexity of her own moral existence and the extent of which her power existed. They dragged Sedica from her home, beat her in the streets, and brought her for judgement before the angel Radiant. The two soldiers that had taken Sedica from her home grabbed and pulled at her wings, plucking feathers and mocking the putrid useless things. And in this moment, Sedica forwent her very nature and abandoned her realm, leaving an angry mob and two confused soldiers holding the rotting wings of their missing charge.

Drive: Create Balance

Artifact:

Approaches: +2, +2

Hand: 5/5

Mana:

Spells

GenuineRevelry fucked around with this message at 03:51 on May 23, 2018

AJ_Impy
Jun 17, 2007

SWORD OF SMATTAS. CAN YOU NOT HEAR A WORLD CRY OUT FOR JUSTICE? WHEN WILL YOU DELIVER IT?
Yam Slacker
Interest post.

Shogeton
Apr 26, 2007

"Little by little the old world crumbled, and not once did the king imagine that some of the pieces might fall on him"

Berdan


Berdan, Planeswalker
A planeswalker is an ageless, though not necessarily immortal being, who can freely shift between the planes of the Multiverse by following the flow of Mana from one to the next. Their bodies in each plane are manifestations of their will and can be changed to fit their environment or their own design when planeshifting, though once manifested usually stay the same form without the use of other magic to change it. With great efforts of will, planeswalkers can create artificial demiplanes called Shards out of currently extant planes, though since the Mending none have been able to create truly independent planes of existence.

Berdan, Hero of Shandalar
Once, I was simply a druid on Shandalar. I wielded magic, but do nearly all people there, rich in magic as it was. I simply protected my own bit of the Eloren wilds, and left the problems of those outside for those outside. Then, an old woman, possessed by the spirit of the Guardian, the protector of our world, told me he had been slain by the five Guildlords, all of them fooled by a Planeswalker, Arzakon and his promise of power. I was to be his champion and stop them from casting Dominion. What followed was months of hidden strikes. I was a lone druid going up against the five most powerful wizards in Shandalar, one of them my own leader, and their servants. It is not a tale of brave fights against superior opponents. I struck down their weakest agent, plundered their spellbooks and tried to make it look like the actions of a rival Guild, working my way through their ranks. When the opponents were too strong, I fled, hid or bribed. By the time the Guildlords considered me a serious threat, and the battles that impressed people the most happened, some of the hardest parts were already done.

Berdan, the Guardian
The old guardian had died, and I took over. In defeating Arzakon, my spark had awakened. I never considered myself a planeswalker. The Great Barrier I had saved not only kept others out, it kept me in. And I had no intention of leaving. As before, when I protected the Eloren wilds, I had my territory and I protected it, and all outside was only relevant when it threatened my domain. My predecessor was happy to be a near mythical invisible watching force that left the guilds to their own devices. I was not content with that. I kept close tabs on guildmasters, in open ways and less open ways, and over the years I've retired several of them, some of them posthumously. And of course, there were always planeswalkers that tried to get their tendrils in. I made sure to cut those tendrils of, and make it hurt. I was content to let that be my life, until now, when magic faded, and the artifact holding Lim-Dûl's spirit has cracked. The escape of the old necromancer's soul is a threat, but far greater is the fall of the Great Barrier with it. But even if I could renew the spell, it will not protect against the ebb of magic.

Drive: Conservation: The cause of this is the endless hunger for magical power by planeswalkers, the irresponsible draining of the land. It doesn't suffice to protect my own world. Even if the wall was inviolate and eternal, magic would still eventually ebb out as more and more worlds die. And the less magic there is outside, the more planeswalkers will struggle to claim Shandalar as a prize. And so, I need to become Planeswalker proper. I need to go to other worlds, and protect them. I need to find if there are planeswalkers who can be trusted not to drain the multiverse more dry than it is, and I need to ally with them to destroy those that do. And in all that, I must make sure that Shandalar remains unblighted, and that I do not become an Arzakon to another world.

Approaches: +1+1+0+0

Enchantment: The Guardian's Vigil: Do not think I will abandon Shandalar simply because I leave it. I might not be able to create another Great Barrier, but I certainly can cast an enchantment to give an unpleasant surprise to those who would intrude upon it. Should it detect a Planeswalker entering, it will alert me, and allow me to return to Shandalar immediately.

Hand size: 3/5

Spells:
Creature: Faery Dragon: ( )
+2 Power, whimsical defender (: Cause a random effect to happen

Reborn Hope: ( ) Revitalize an exhausted land


(got some questions to ask regarding some possible Permanent ideas.)

Shogeton fucked around with this message at 12:43 on May 24, 2018

Tricky Dick Nixon
Jul 26, 2010

by Nyc_Tattoo
https://discord.gg/ay4e63S I finally got around to making a skeleton of a discord server to use. I am a bit exhausted today after work, but feel free to hop in.

#banter is general discussion, but if you have specific questions about character concepts and creation, or about the mechanics of the rules hack itself, post in #chargen or #hack respectively so I can keep better track, I'll get around to it at some point!

Viscardus
Jun 1, 2011

Thus equipped by fortune, physique, and character, he was naturally indomitable, and subordinate to no one in the world.

Sigrid Aurvandil, in her normal and angelic forms

Sigrid, Planeswalker
A planeswalker is an ageless, though not necessarily immortal being, who can freely shift between the planes of the Multiverse by following the flow of Mana from one to the next. Their bodies in each plane are manifestations of their will and can be changed to fit their environment or their own design when planeshifting, though once manifested usually stay the same form without the use of other magic to change it. With great efforts of will, planeswalkers can create artificial demiplanes called Shards out of currently extant planes, though since the Mending none have been able to create truly independent planes of existence.

Sigrid, Inquisitive Archivist
Sigrid was born on the little-known plane of Ragnaldar. Like all inhabitants of the plane, she was a part of its strict hierarchy; as a Norn, she was among the privileged servants of the Gods, responsible for the administration of Fate: in her case, the archiving and indexing of various records and prophecies – the past and future of the plane. Sigrid did not stand out amongst her peers, except perhaps in her endless curiosity and the consequent joy she took in learning more and more about her world.

Eventually, much to Sigrid’s own surprise, she was chosen by Vefur, God of Mischief and Secrets, to be his personal archivist. Access to Vefur’s records opened her eyes to many things previously kept secret – including the history of rebels and troublemakers Vefur had inspired into action against the very order he defended, all while he knew that they were destined to fail. Most importantly, however, she discovered records of prophecies that had, in fact, failed to come true – something she had always been taught was impossible.

Her faith shaken, Sigrid did something she would previously never even have contemplated: attempt to break into Vefur’s most secret vault. It was ludicrously foolish, and she knew it, but she could not stop wondering what even deeper secrets were hidden there. Even the risk of death was not enough to dissuade her – and indeed, that was her sentence when she was caught. Tied to a pyre and set aflame, she was publicly executed as a traitor to the Gods.

But Sigrid did not die; rather, she found herself in a place that could not have been more foreign to her: a land in the clouds. Her curiosity overcame her fear and she began to explore her surroundings, eventually finding its inhabitants. After much confusion, she learned that her new acquaintances were called the Soratami, and they brought her to one of their number who explained what had happened to her. More precisely, Sigrid learned that worlds outside of Ragnaldar existed, and that she was one of the few people capable of travelling between them.

Sigrid, the Godslayer
The next few years were an incredible journey for Sigrid, as she travelled between planes and learned of the endless diversity of the multiverse, both through the familiar avenue of records and research, and the less familiar route of first-hand experience. Her mind was opened to astonishing possibilities, and yet much of it served only to reinforce to her the great injustice that she had been born into on Ragnaldar. Simply using her power to escape her circumstances and enrich her own mind began to feel irresponsible. Sigrid had spent her life trying to understand the world; the point, however, was to change it.

And so Sigrid finally returned to the plane of her birth and used her newfound power to reveal the secrets of the Gods to the world. Many refused to believe that their lives were based on lies and others seemed not to care, but some reacted as Sigrid originally had. Dissent and rebellion began to spread, only gaining strength as the Gods and their servants attempted to suppress them. Discontent became revolution, and though it had many leaders, Sigrid remained its foremost symbol. The war for the soul of Ragnaldar had begun.

The war was long and costly, and it changed Sigrid even further. She adopted a new form: that of the angels she had found so impressive on other planes. But the greatest changes were much deeper, as the curious scholar became a determined warrior. Her powers grew further as she pushed herself to her limits – and as the war turned further in favour of the rebels. Finally, she was confronted directly by Tyrfodr, King of the Gods, and slew him in single combat.

One by one the gods fell and their followers surrendered or died. Finally, only Vefur remained, eluding any attempts to locate him – until, finally, Sigrid found him waiting for her at the site of the very vault of secrets that had set her on her journey. Vefur did not fight her, however – he revealed to her that he was, like her, a planeswalker rather than a God. He swore that he would never trouble Ragnaldar again, and gave her the key to his vault before planeswalking away. Still reeling from Vefur's words, Sigrid opened the vault and discovered its contents: a single prophecy of extraordinary length and detail. Its title shocked her even more than Vefur's revelation had: The Saga of Sigrid’s War and the Twilight of the Gods.

Drive: Destroy Oppression
Forcing the disturbing discoveries at Vefur’s vault to the back of her mind, Sigrid dedicated herself to helping Ragnaldar rebuild. Even as a new society took shape, however, Sigrid came into conflict with those who were unwilling to cast aside the Gods’ hierarchy in its entirety. Even among her allies, many were unable to even conceive of the truly free and equal society that she had imagined. Worse yet, some of them wanted to place Sigrid herself at the head of a new hierarchy – a prospect that disgusted her. As time went on, it became increasingly clear that she would not be able to get her way without another war – one that she was simply unwilling to put her people through. With a heavy heart, she decided that her presence would only make things worse, at least for the time being. After a short farewell message, she left her home plane behind for the second time.

Once again exploring the multiverse, Sigrid has only grown more radical in her vision. Deeply suspicious of almost all forms of authority, she is inclined to view any exercise of power over others as oppressive. Her desire to destroy these oppressive structures is tempered only by the recognition that she must pick her battles: a necessity, when innumerable worlds cry out for liberation.

Approaches: +1, +1, +1

(Everything else TBD)

AJ_Impy
Jun 17, 2007

SWORD OF SMATTAS. CAN YOU NOT HEAR A WORLD CRY OUT FOR JUSTICE? WHEN WILL YOU DELIVER IT?
Yam Slacker
Jon Valhame



Jon Valhame, Planeswalker
A planeswalker is an ageless, though not necessarily immortal being, who can freely shift between the planes of the Multiverse by following the flow of Mana from one to the next. Their bodies in each plane are manifestations of their will and can be changed to fit their environment or their own design when planeshifting, though once manifested usually stay the same form without the use of other magic to change it. With great efforts of will, planeswalkers can create artificial demiplanes called Shards out of currently extant planes, though since the Mending none have been able to create truly independent planes of existence.

Jon Valhame, Regathan Pyromancer
On the plane of Regatha lies Keral Keep, a monastery established in honour of the great planeswalker Jaya Ballard. Jon Valhame was born a Regathan native, in the village of Terris, to Efram and Illa Valhame, both of whom still live. When his talents emerged, they took him to Keral Keep, where he was welcomed as one of their own, and taught to refine his art. All things considered, his upbringing and tutelage was remarkably straightforward: No grand tragedy, no moment of overwhelming pathos, just a talented young fire mage going to a premier education centre for young fire mages, enjoying it immensely and doing considerably well.

Jon Valhame, Trailblazer
Everything changed for Jon during a brief break from his studies. He was free-climbing up in the mountains, when he slipped, plummeting to what for a normal person would be certain death. Being a pyromancer, he tried to summon a firebird to catch him and arrest his fall: However, he instead ended up going on a side trip through the blind eternities and landing in a phoenix nest in Bogardan, on the plane of Dominaria. His spark had ignited in the plummet, opening up vast swathes of reality to his whim. Taking a sabbatical from Keral Keep, he went exploring, plumbing the depths of the multiverse to find new realms and unlock their pyromantic mysteries. He has ridden beneath the shadow of Kolaghan and Atarka on Tarkir, he has ascended the Sozenkan mountains of Kamigawa to learn from their Yamabushi, he has shared in the camaraderie of the Brighthearth Order on Lorwyn, partaking in their generosity with the gift of fire. Cheerful and gregarious, he has travelled far even for a planeswalker in pursuit of his passion for pyromancy.

Drive: Like a Moth to Every Flame
Jon is a natural pyromancer, and absolutely revels in all manner of fire magic. He seeks out new and novel flavours of it everywhere he goes, and he goes everywhere. He is easy to tempt with tales of some distant realm where wholly novel means of manipulating combustion are practised, and is certainly not averse to the occasional heist or caper that will dig up forgotten lore of an inflammatory nature. In general, he is positive and friendly in his outreach, charming his way into fellow red mage's good books, often quite literally.

Artifact: Gauntlets of Spell-Stretching
A tool devised and refined many times throughout his travels, the Gauntlets of Spell-Stretching are an aid to his casting abilities, duplicating his instants, sorceries and auras to allow for additional targets, using a few tricks he picked up from the Brighthearth Order on Lorwyn. Forged from a fine and flexible steel, the palms are enchased with rubies which help act as channels and focal points for the twinned energies.


Approaches: +4

Hand: 2/5

Mana:

Spells
  • Elite Creature: Pyreborn Phoenix ()
    +4 Power, Explosively Reincarnating Firebird, Spend to re-ignite after being taken out, Stress ☐☐☐

  • Sorcery: Rite of Flame ()
    Gain that must be spent this turn or duel

  • Sorcery: Fire Bolt ()
    Deal 3 Damage against a Creature or resolve an Attack result of +3 against a planeswalker or Threat.

AJ_Impy fucked around with this message at 11:17 on May 27, 2018

Valhawk
Dec 15, 2007

EXCEED CHARGE
Tyrannus



Born on the plane known as Darndel to a noble family, the boy who would one day be Tyrannus suffered from serious congenital defects that left him sickly and weak.  Darndel is a plane full of mechanical wonders, the people are fascinated by mechanical creations and generally fascinated with machines. In fact, that fascination is so great that residents often graft artifacts to themselves.  However, Tyrannus’ body rejected such grafts leaving him doubly cursed, and inspiring in him a hatred of machines. Instead he turned to the taboo subject of biomancy. Thanks to the wealth and privilege of his family, Tyrannus was able to advance his studies far without the sort of interference a commoner might have faced.  He learned much about how to manipulate and shape flesh via the powers of magic, and eventually settled on what would be the ultimate test of his skill, what would become his great triumph and his great disaster.

It was a ritual of great power and complexity, one that would completely reform his body, banishing his sicknesses and deformities and leaving his flesh perfected.  It was the work of months of careful preparation, but it was too large, to grand to escape detection. The authorities discovered his plans at the last moment, and rushed to interrupt his ritual.  Squads of automata were deployed to contain him, and elite state wizards sought to disperse the powers he had concentrated. They were too late to stop it fully, but not too late to disrupt the delicate magical flows Tyrannus had set into motion.  Trying to hold off the authorities was too much of a distraction, and Tyrannus lost control of the spell. More power than he anticipated flowed through him, and his body began to shift and change. What had been aimed at correcting his flaws and perfecting the human form ended up doing far more than Tyrannus initially intended or desired.

The power flowing through him changed him, taking him beyond merely human limitations.  His muscles grew stronger, his skin thicker, a second set of eyes grew beneath the first allowing him to see in ranges previously invisible to human eyes, and within him the spark of power hidden in him from his birth started to burn.  To an outsider though his form might be far superior to base humanity in raw capability, it was grotesque. To Tyrannus, either due to the spell or the power his new body possessed, it was a revelation. He had been so limited in his outlook, seeking to become more human rather than trying to surpass it.  Even as he had broken the taboos of his society he had been constrained by it on such a deep level that he had never seen it. Now… now he was free from such constraints, and he would work his will upon himself and the whole world as he pleased.

However, his trial was not over, rather it was just beginning.  For as he returned to his senses, he realized the state wizards were moments away from obliterating him, burning him from the world with flames hot enough to leave nothing behind.  Just before the blow struck, without consciously understanding what he was doing, Tyrannus planeswalked for the first time. He knew not where he was going, just that he had to be anywhere but there.  He vanished, not knowing whether his home plane knew of his escape or thought him vaporized in the explosion. Either way, the message had been clear enough, you are no longer welcome here. If he ever expected to set foot on Darndel again and survive it would have to be at the head of an army large enough to subjugate an entire plane, something he just might do.  For the moment, however, the more pressing concern was to survive and thrive wherever he landed until he could consider bigger things.

Tyrannus, Planeswalker:  A planeswalker is an ageless, though not necessarily immortal being, who can freely shift between the planes of the Multiverse by following the flow of Mana from one to the next. Their bodies in each plane are manifestations of their will and can be changed to fit their environment or their own design when planeshifting, though once manifested usually stay the same form without the use of other magic to change it. With great efforts of will, planeswalkers can create artificial demiplanes called Shards out of currently extant planes, though since the Mending none have been able to create truly independent planes of existence.

Tyrannus, Exile of Darndel: Tyrannus grew up surrounded by artifacts of all shapes and sizes from the mundane to magnificent.  He may not particularly be interested in mechanical things, but spending decades immersed in that sort of culture means picking up more information than most people will ever see just from osmosis.  However, due to his ritual he is without a doubt public enemy number one, as they made crystal clear when the plane’s authorities tried to atomize him. A visit to his homeland would be a death-sentence unless he came prepared for war.  If they discover he’s alive, he can’t be sure the ruling elite won’t take measures to neutralize him whether he intends to return home or not.

Tyrannus, The Flesh-Shaper:  The field of Tyrannus magical research, his obsession, is using magic to alter and enhance living flesh.  While he grew up on a world obsessed with machines, Tyrannus has always been more interested in biology. He knows a great deal on how living things work from people to animals, after all in order to shape a thing, you must understand it.  Now, thanks to his ritual he has turned all his power on himself, and made himself more than human and he will have little compunction using that knowledge to its fullest extent, something that might not always endear him to average person who tends to view unbridled biomancy of the type Tyrannus practices with a degree of disgust if not outright loathing.

Drive: Dominion: Tyrannus grew up sickly and weak, and now thanks to the botched ritual he has become more than merely human.  Power burns through him, and he sees no reason not to exercise it. Expulsion from his homeland and the interference the authorities were able to bring to bear on his plans have shown him the power of having control over a society and Tyran us wants that for his own.  After all, what use is his power and splendor without anyone to appreciate it. This also means he will be keenly interested in the crisis facing the multiverse, for it is difficult to construct the eternal perfect kingdom is the universe itself is dying.


Approaches

+ 2

+ 1

+ 0


Hand: 3/5

Mana:


Spells
Unbridled Regeneration - Recover 5 shifts of damage.

Overwhelm Will - Gain control of target creature.

Stress: [ ][ ][ ]

Consequences:
Mild (2):
Moderate (4):
Severe (6):

Valhawk fucked around with this message at 01:12 on May 25, 2018

Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018

Watch this space.

Epicurius
Apr 10, 2010
College Slice


Tarnin, Planeswalker
A planeswalker is an ageless, though not necessarily immortal being, who can freely shift between the planes of the Multiverse by following the flow of Mana from one to the next. Their bodies in each plane are manifestations of their will and can be changed to fit their environment or their own design when planeshifting, though once manifested usually stay the same form without the use of other magic to change it. With great efforts of will, planeswalkers can create artificial demiplanes called Shards out of currently extant planes, though since the Mending none have been able to create truly independent planes of existence.

Tarnin, Mirrin Crusader

There's a strange irony in the Final War. When it started, we were a divided people; by species, by tribe, by worship of the moon. Leonin and Goblin despised each other, Auriok and Neurok contended. When the Phrexians came, though, we forgot our differences and learned to work together. Hardship made us one people. Meanwhile, the Phrexians, who were once just one great mind, but now, because of the war, they're divided. We each learned from each other. That was the one good thing the Phrexians did for us. I've fought for Mirrodin. I've killed for it. I've seen my friends die. I'm tired of fighting.


Tarnin, Delver of Secrets

I had given up on combat with the Phrexians. Some may hate me for it, now. They may say I'm a coward, that I abandoned the cause, but they'll come around once they see what I'm doing. I have a plan. A plan that will save everyone, but I can't carry it out back on Mirroden. Not there alone, at least. I have to go elsewhere. There are mysteries on these planes. I have to seek them out. I have to find the lost secrets of the past in order to secure the future. I've already started, but there's so much more to do.

Drive: A New Home
Mirroden has fallen. The land is Phrexian now. Oh, there's still a resistance, but it's going to fail. The Mirroden that was is gone, and not coming back. Still, what choice is there for the Mirren? To fight and die in futile resistance? To submit to the slavery that is the oil? Or to become refugees in a foreign land; a drop of ink in a vast sea, to eventually disappear? No! Those can't be all the options. Tarnin may have found another way. It's said that in the past, Planeswalkers could create new planes out of nothing. How they did it is now lost, but things that are lost can be found again. If he could just learn how to do it, how to create a new plane, he could make New Mirroden. He could have a home again. Everyone could have a home. They could rebuild. Life could start again. It could happen, if he made it happen.

Approaches +1
+1,
+1

Hand 5/5

Mana

Tricky Dick Nixon
Jul 26, 2010

by Nyc_Tattoo
Friendly reminder to have all applications filled out and complete by Tuesday. I may not announce picks that day, but that is when I will be closing applications.

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Tricky Dick Nixon
Jul 26, 2010

by Nyc_Tattoo
Been wrestling with this, and I don't want anyone to take this as an indication of the quality of the work here, because it's really good, but I'm not feeling particularly inspired for the game. A lot of the focus mentally has been on balancing mechanics, which isn't exciting for me, and I'm starting to think the central exploration mechanic may be a bit too much work on my part unless I choose a small group of people, which for a few reasons I prefer larger player groups for play by post. Another idea has been burning through my head so that's another factor.

Which is all to say, sorry to waste folks' time but I'm going to set this project aside for the time being, before we get more invested on it. I'm going to leave the Discord up for a short bit, and I'll leave the thread open so it'll be easy to edit/save the posts therein.

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