A Magic: the Gathering RPG
Rated PG-13 for violence, language, and mature situations
Approved by: me, Kamotz
This is where I will divulge to all the players various bits of information, where you can ask questions about certain events, and we can coordinate storylines, character development, and all that other RPG goodness. For convinience, I've included most of the information from the sign-up sheet in this same post, but have trimmed down the bit on what each color of magic represents, and have provided links to information on different Planes to save space and character-limit
Planeswalkers are among the most powerful beings in the Multiverse, and can be born at random in any sentient race, with no outward signs of their latent power. However, there is a one in a million chance that any given sentient, natural being will be born with a Planeswalker's spark. When that being is put through a period of extreme stress—in many cases death—the spark can trigger, causing the individual to ascend and become a Planeswalker.
The defining trait of Planeswalkers is the ability to travel between separate universes with ease, while the vast majority of people throughout the Multiverse are not even aware that other worlds beside their own exist.
In the past, the Planeswalkers of old were nearly-omnipotent, immortal beings, but a cataclysmic shift in the Multiverse changed the nature of the Planeswalker spark. The new breed of Planeswalkers no longer display the near-omnipotence of their predecessors (and surviving old Planeswalkers do not possess the abilities they once had). While they are usually powerful mages, they are still physical beings that in general age normally, can be harmed, and need the same sustenance as other mortals. This is in stark contrast to the earlier Planeswalkers. Some of them have managed to suppress or avoid some of these limitation by magical means; however, these are specific to each Planeswalker.
A plane is a self-contained world or universe of any size found within the Multiverse. While planes can be governed by any conceivable set of rules and natural laws, or even indeed inconceivable ones, most planes visited in the storyline are comfortably similar to Earth.
Natural planes are naturally occurring worlds that just came into existence at some point. Most known planes just have one central, populated world, and the entire plane is typically named after it. However, it is possible that in vast universes with billions galaxies and stars, other populated worlds also exist.
There are also artificial planes, worlds created usually by the Planeswalkers of old through sheer will. The creator of such a world defines all of its rules. These planes however, are unstable and eventually collapse if there is nothing that would sustain their existence (like constant flow of mana, or technical means). It has been theorized that several new-breed Planeswalkers might be able to create an artificial plane by combining their powers.
Several Known Planes:
Mirrodin (now New Phyrexia)
New Phyrexia (formerly Mirrodin)
Mages and planeswalkers of the Multiverse can cast a vast array of spells—they can drain the life of a foe, supplement their allies with arcane strength, even summon a dragon. But all magic requires mana. Mana is the magical energy that powers spells. Where do you get it? Mana comes from the land. Mages must know a place to gather mana from it. Mana is scarce, so mages don't have infinite energy to cast spells. Mana is the magical energy fueling spells of spellcasters. It is also deeply interconnected with life-force in every plane, and it can take that role by itself as well. When there is no mana in an area, everything dies, and where mana's density is very low, lifeforms become emaciated and weak.
There are five colors of mana, and each comes from a different type of land:
White - Plains
Blue - Islands
Black - Swamps
Red - Mountains
Green - Forests
Five Colors of Magic:
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).
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.
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. It 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 obedience 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. This can often lead to it be 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.
Spells and Summoning:
Summoning is the process by which a magic-user calls forth, or 'summons' a creature to do their bidding. summoning involves the creation of a faux entity based on the concept of that creature, which is pulled from the Ćther. These summoned creatures have no will of their own, and vanish when no longer needed. The summoning of unique, individuals is similar to this, but based on the concept of a specific individual and not simply off of a group or species.
Spells, are your standard magical fare. Each color alignment has a multitude of spells in its library. Some spells are easy, almost effortless affairs, while others require immense amounts of time, concentration, and mana to cast.
Both spells and summonings require the use of mana.
1. No god-modding.
2. Two/three character maximum.
3. Only control your own character unless given permission otherwise by the other character's owner.
4. No killing other OC's without their owner's permission.
5. If you wish to make an NPC with a large part then please just state that on the sign-ups so that it doesn't get killed. Otherwise it's open season.
6. You must have good grammar! Get a proofreader for all I care! Use the spell-check! Anything, just make sure things make sense. I can tolerate some slip-ups, but nothing on a constant basis.
7. Please try to post at least once every 2-5 days (unless you give me a reason why you can't). Any longer than that and we might lose you or leave you behind.
8. No making up histories for characters (even NPCs) that aren't your own.
9. I reserve the right to kick you out of this RPG if you break one of these rules seriously enough. I will, however, give you a chance to explain or redeem yourself so it won't be a "BAM goodbye" sort of deal