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Gates of Zendikar (Fantasy/MtG/OOC/Open)

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The Warriors of the Sun
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Founded: Jan 18, 2015
Ex-Nation

Gates of Zendikar (Fantasy/MtG/OOC/Open)

Postby The Warriors of the Sun » Tue Aug 18, 2015 11:53 am

The Gates of Zendikar

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"Nearly all men can stand adversity, but if you want to test a man's character, give him power" -Abraham Lincoln


Introduction
Thousands of years ago...
...the many realms of existence were united by beings known as Planeswalkers. These beings were once like their peers, but through some great act ignited a spark within them that gave them power, and the power shared by all Planeswalkers was the power to open portals between worlds. Some beings were always capable of manipulating the magical energies of existence known as mana, but not to the extent of a planeswalker. Magic always had a price for a normal being, but a planeswalker could summon fire at a whim or with enough mental fortitude imbue life in the lifeless and many other miracles. Planeswalkers were unparalleled in power, even the gods of the different realms of existence would bend knee to the Planeswalkers as their might was dwarfed by these beings. Planeswalkers were the pinnacle of existence in all the planes.

However, there was nothing that united the Planeswalkers. And with their great power came zealous points of view on how the worlds should be handled. More often than not in this ancient time a meeting between two Planeswalkers would end in conflict and with the power these beings commanded, these conflicts would destroy worlds. Great crusades were began and wars waged across the planes of existence bringing destruction to much of the planes. As these wars raged on a discovery was made, the sparks that made a Planeswalker who they are were finite and when a Planeswalker was defeated by another Planeswalker the spark was consumed rather than released to go to a new being. Their numbers dwindled as they continued to fight.

When their numbers grew sparse an alien power from beyond the planes appeared drawn by the mass destruction of worlds and began to devour worlds. The few planeswalkers left banded together and defeated these beings, though after many of the survivors were consumed by the alien power. the handful of survivors took their sparks and divided them into much smaller pieces to release. These smaller sparks were made to ensure planeswalkers could not destroy as they once had.

Now...
...Planeswalkers are few in numbers and can't be considered immortal rulers of the worlds. They can travel Planes and have greater access to magic, but they are still grounded and often still have to pay a price to use their powers. Gods and powerful creatures are capable of slaying them and so more often then not the Planeswalkers remain obscure or do things of much smaller scale than those before them. Planeswalker are so few and less renown that many planes don't even know of their existence or the existence of other planes.

More recently portals have been opening in many of the planes of existence that lead to a Plane of existence known as Zendikar. This plane is alien and odd compared to most. Few beings live there, most predominately are the Kor, a race of white skinned platinum haired beings who look like humans, goblins, and elves. But even these beings are sparse. Mana seems wild and almost sentient, influencing the world to try and kill those who live in it. Rock slides and storms aren't natural, but seem to form where they are most likely to kill and the inhabitants of the world have adapted to constantly move because of that.

However, this plane is a treasure trove of ancient information and artifacts. Odd temples and floating spired litter the plane and house these ancient artifacts. Many planeswalkers are being drawn to this plane due to the mystery of the gates that opened and the power the artifacts promise to those who find them. But these artifacts and temples hold a secret that the planeswalkers will learn soon with time...


The RP
Hey everyone, for those of you familiar with Magic the Gathering I am sure you can already guess this is almost entirely based upon the universe they made. And those who aren't that is no big deal, hopefully the information I provide will be enough for you to be able to comprehend this world. Players will be Planeswalkers, beings who were elevated by a spark igniting in their soul after some great act which gives them access to magic and most iconically the ability to travel between worlds that are otherwise cut off. This RP is mostly about allowing the Planeswalkers to interact and attempt to achieve their own goals, but a storyline that may draw everyone together is in place. The main center point of this RP will be the plane of Zendikar which as stated above has had portals opened to it in many other worlds which has never happened before and no Planeswalker is capable of such a feat at such a great scale.

Planeswalkers can become friends or foes and eventually will be forced to choose sides if they wish to survive. I am going to try to allow as much freedom as possible, while keeping some semblance of balance. I am not sure how I want to deal with existing planeswalkers already in the Magic the Gathering universe, but for now I would like it if people avoid contact with them or keep it absolutely minimal in apps and the roleplay. I will probably need a Co-OP to keep this moving as I am not a quick poster and I would love input from everyone. Feel free to express thoughts and desires to me and I will see if they will fit in the RP.




Application

Applicaiton is below, but here are some rules and things to keep in mind...

1. Use my format
2. Delete everything in parentheses or I will deny the app
3. Make your own planeswalker, feel free to draw inspiration from those in the Magic the Gathering Universe, but add your own touch.
4. If you have questions ask them, TG is generally the quickest way to get a respond from me
5. Planeswalkers are powerful, but not immortal. A simple mortal should be able to kill you, even though it is highly unlikely.
6. While some may think them gods, they aren't. Beyond the powers granted by the planeswalking spark, they are normal being.
7. I know the app is long, but it is to flesh out your planeswalker as much as possible
8. Information of planes and colors mana is below the app

Code: Select all
[b]Name:[/b]
[b]Race/Species:[/b]
[b]Sex:[/b]
[b]Age:[/b](You can be as old as you like as long as it is a number, most of mana colors have means of extending life. No being that are infinite are allowed.)
[b]Image:[/b](This is preferred, delete physical description if you so choose and are using an image)
[b]Physical Description:[/b](Delete image section if you are going use just this)
[b]Goal:[/b](This is your driving motivation, in be something as personal and specific as defeating a rival planeswalker to something as grand and vague as ensuring peace throughout all of the planes)
[b]Personality:[/b](Description of your characters personality, how they interact with others, certain ideals they have)
[b]Likes:[/b]
[b]Dislikes:[/b]
[b]Origin Plane:[/b](What plane was your character born)
[b]Home Plane:[/b](What plane does your character currently consider home)
[b]Bio:[/b](Information on where your character was from, who they were before becoming a planeswalker, what was the spark that caused their power to ignite, and what they have done since becoming one)
[hr][/hr]
[b]Primary Mana:[/b](Must have at least one primary color, this is where your strongest ideals lie and where you mostly draw your power from. If you choose colorless you cannot have addition colors)
[b]Secondary Mana:[/b](This ideals you have, but aren't as strong as well as power you can draw upon, but not as much)
[b]Signature Strengths:[/b](Choose three. These are your defining abilities, but not all of your abilities, these are what others often remember you for and fear you most for. They can be a specific magical trick or ability or it can be martial prowess or skill, military or political leadership, occult or strategic knowledge. These are what can help you against a foe whether physically, mentally, or strategically. Be creative, these are the abilities that define you compared to other similarly colored mages)(Additional note, if your species is something incredibly powerful such as a dragon you are required to put physical strength or whatever ability is associated with the race as one of your three strengths)
[b]Abilities:[/b](A general description of what your baseline spells and powers encompass)
[b]Weaknesses:[/b](At least two, and at least one should be strategic/physical such as your character being incapable of extended physical activity and at least one personal/mental such as your character not willing to harm a specific gender or common race. These weaknesses should be able to be exploited by all, they should not be ridiculously specific, you can have very specific weaknesses, but they must be beyond the base two)
[b]Equipment/Arsenal:[/b](The various artifacts and powerful tools at your disposal, if you have some powerful fortress or temple include it here)
[b]Following:[/b](Who directly follows and serves you)
[b]Realms of Influence:[/b](Who indirectly serves and supports you. Planeswalkers travel different realms of reality so some are worshipped as gods and others have political forces that support their ideologies. This section are people who support your ideals and support legends and stories of you, but may not not support you personally if you contradict their own goals).
[hr][/hr]
[b]RP Example:[/b]
[b]Additional Information:[/b](Anything else you think I should know, further explanation of something mentioned such as an obscure species)




Information

Planes are the different realms of existence. They are different worlds cut off from one another that can be traveled only by planeswalkers and those they take with them. Each plane is unique from one another, they may share traits, but they are not copies of one another with minor differences. To keep some balance and a consistent technological level, all planes use medieval technology or earlier technology, though they may vary greatly by what inhabitants them, their geography, and the cultures within them. Feel free to directly use planes from the magic the gathering universe except for Zendikar. Feel free to make your own up, but describe and I may not allow it if I find something off about it.

In this day and age many planes are devoid of life due to the wars of long ago. Roughly half of all planes in some shape or form is devoid of all sentient, animal life, or life in general. Many of these planes have some colors of mana cut off from them, and a rare few are without mana at all causing Planeswalkers to lose their powers and be trapped till a gate is opened from the outside.

Planes have always been, but some planeswalkers have figured out how to make their own planes. In a time long ago when planeswalkers were more frequent and powerful they were able to craft magic into natural material to make real planes. However, that power and knowledge has been lost. Planeswalkers who make their own planes now can only make very small realms that are the size of very large city or extremely tiny country and that is it. The creation of these planes depend on blue mana as it is all an illusion, the blue mana is mimicking natural materials, not copying them. Mages who cannot manipulate blue mana must find an artifact to imitate blue mana to accomplish this feat.


These are the different colors of mana a mage can draw upon. These colors are also associated with ideals that your character must in some form uphold to access that color of mana. Not every value must be upheld, but at least some if you are accessing that color. You can choose multiple colors as long as it fits your character.

White
White mana is the energy associated with order, equality, righteousness, healing, law, community, peace, absolutism/totalitarianism, plains, and light. It is often associated with good, but this is not always the case, just the norm. Whether good or evil white mages believe in the good of the many over the individual and thus will often put themselves in harms way to protect their allies. White mages are most often great soldiers, talented strategists, or renowned leaders as white mages are most commonly skilled in strategy and organization.

The magical arts of a white mage are often defensive in nature; white mages who excel in magic are often great healers or are capable of preventing foes from doing harm. On the offense white mages typically rely on their own martial prowess or the skills of the armies they lead, rather than flinging harmful spells across a battlefield. Though some white mages are capable of magic that can achieve the concepts associated with their power by purging all life in great blasts of energy, where some are skilled in raising great armies others are gifted with the powers to purge an army with righteous fury. However, generally most white magic is used to protect or support the mage and his allies.

Where many mages of the other colors of mana often work alone white mages almost always have followers and allies that support them, many command vast armies. Most often this following is in the form of soldiers or volunteers from towns and cities who wish to follow the white mage on their crusades. Races that focus on the good of their entire society and races that are more defensive in nature often are drawn to the banners of a white mage. While not all white mages command angels, angels almost exclusively assist white mages as they admire the zeal and righteousness that drive white mages. While the forces under the command of a white mage may not always be the largest army, they are often the best trained and led. Whether leading a few powerful champions or a large army, the forces and magic under a white mages command synergies with one another and given enough time can become an unstoppable force.

White mana most easily coexists with blue and green mana. Green mana shares in the values of community and life while blue mana shares in the values of patience and structure. White mana opposes red and black mana. Red mana conflict with white due to its association with chaos, offense, and spontaneity. Black mana conflicts with white due to its values of death, individualisms, and darkness. However, some white mages also use the powers of red or black mana even though there exists a natural conflict. These unorthodox combinations of mana often lead to very versatile mages or mages with access to rare and unique powers that could not otherwise be obtained. Though this come at a cost, the natural conflict of these colors of mana stunts the power of the mage as they must force these powers to work with one another. White mages who also use black or red mana can not achieve the amount of power a purely white mage or one who uses one of the aligned colors would be able to, but perhaps the versatility or unique powers that come with it can bridge this gap in power.

Blue
Blue mana is the energy associated with intellect, reason, illusion, logic, knowledge, manipulation, trickery, water, and air. Blue mages value information above all else and will often be willing to do anything to obtain it. Blue mages are often considered uncaring and selfish by onlookers which is often true due to their dedicated search for knowledge. Blue mages are often very idealistic and look at things on very grand and long-term scales. Blue mages are most often are power sorcerers or scholars.

The magical arts of a blue mage are very powerful when facing other mages. Their magical abilities are almost unparalleled by mages of other colors. However, the magic of blue mage is often focused on preventing an opposing mage from using their own strengths. This can take form in causing misdirection in an opposing force through illusion and deceit or it can take form in the outright negation of other forms of magic. In duels blue mages are defensive and reactive, waiting for their opponents to reveal their strategies so the blue mage and predict their moves and than overcome them with knowledge of their weakness. In personal duels blue mages are one of if not the most difficult opponent to face, they will prevent another mage from acting until the blue mage figures out how to defeat you. In large-scale battles a blue mage is more manageable to contend with, but more difficult to outright defeat. A blue mage's plans are often slow and can be easily hampered by another mage, but they are usually so subtle the presence of a blue mage often goes undetected.

Blue mages are the least likely to have followers among them. If they do they may draw from other scholars and wizards like themselves. However, some blue mages have convinced terrors of the deep to serve them being the only mages capable of communing with them. Furthermore, some blue mages have great flocks of birds under their command that act as scouts. A few blue mages also count spies as their allies who work from the shadows much like they do. Mystical and wise creatures are often exclusively associated with blue mana such as sphinxes and sprites. However, most commonly blue mages use illusions of their own design. Blue mages are almost incapable of fielding armies. They make great allies to have during a war due to their knowledge and abilities, but they cannot wage alone. During peace and the tense periods of time leading up to war blue mages are devastating in their capabilities, but they find many of their strengths obsolete when war breaks out.

Blue mana most easily coexists with white and black mana. White mana shares in the values of patience and structure while black mana shares in the values of secrecy and desire for omniscience. Blue mana opposes red and green mana. Red mana conflict with blue due to its association with fire, emotion, and direct action. Green mana conflicts with blue due to its values of naturalism, reality, and growth. However, some blue mages also use the powers of red or green mana even though there exists a natural conflict. These unorthodox combinations of mana often lead to very versatile mages or mages with access to rare and unique powers that could not otherwise be obtained. Though this come at a cost, the natural conflict of these colors of mana stunts the power of the mage as they must force these powers to work with one another. Blue mages who also use green or red mana can not achieve the amount of power a purely blue mage or one who uses one of the aligned colors would be able to, but perhaps the versatility or unique powers that come with it can bridge this gap in power.

Black
Black mana is the energy associated with power, ambition, greed, death, illness, corruption, selfishness, amorality, sacrifice, swamps, and marshes, It is not necessarily evil, but most often times is and the amount of black mages that can be considered good are few if any. Black mages desire power over all else, and will do and sacrifice anything to obtain. Some believe black mana is not of the natural world and that black mages must make deals whether consciously or not with dark beings to obtain their connection with black mana. They believe in the importance of themselves and thus will give up anything to ensure their survival. Black mages are most often powerful necromancers, charismatic cult leaders, or illusive assassins.

The magical arts of black mana are very powerful and versatile, but often comes at a price. Like white blue mages the powers of a black mage may seem slow, but they are generally more offensive in nature. The abilities of black mages are very versatile and often copy the same effects of the abilities of other colored mages, but either at a cost of life or energy or it copies the effect in a reduced form. However, unique to black magic is its poisonous effects of slowly killing powerful foes or causing allies to turn on one another. Some black mages also corrupt the minds of foes and plague them with their fears and nightmares. Black mages are also capable of raising the dead and extending their own lives. They are also capable of making themselves physically and mentally stronger by sacrificing something of their own or paying a heavy price at a later time. A duel against a black mage can be easy if done quickly, but given time a black mage will almost always win.

The forces that serve black mages are most often members of the dead raised by the black mage. However, dark cultists, assassins, nightmarish monsters, and criminals can be found within their ranks. Demons almost exclusively assist black mages, but they can hardly be called allies due to the prices they demand for their services. The armies of black mages are rarely organized or skilled in the art of warfare, but they are often terrifying and are capable of doing feats forces of the living could not repeat.

Black mana most easily coexists with red and blue mana. Red mana shares in the values of individualism and self-interest while blue mana shares in the values of secrecy and desire for omniscience. Black mana opposes white and green mana. white mana conflict with black due to its association with light, purity, and community. Green mana conflicts with black due to its values of life, abundance, and growth. However, some black mages also use the powers of white or green mana even though there exists a natural conflict. These unorthodox combinations of mana often lead to very versatile mages or mages with access to rare and unique powers that could not otherwise be obtained. Though this come at a cost, the natural conflict of these colors of mana stunts the power of the mage as they must force these powers to work with one another. Black mages who also use green or white mana can not achieve the amount of power a purely black mage or one who uses one of the aligned colors would be able to, but perhaps the versatility or unique powers that come with it can bridge this gap in power.

Red
Red mana is associated with freedom, chaos, passion, creativity, impulse, fury, warfare, lightning, fire, earth, and self. Red mages often earn a reputation of impatience, passion, and rashness. Red mages are quick to act, rarely taking the time to formulate strategies, but rather following instinct and what makes sense to their ideals at the time. Unlike the mages of other colors, red mages don't have common professions among themselves, most could only best be described as independent adventurers rarely dedicating enough focus into a singular profession. However, red mages are rarely strategists or scholars, but it doesn't mean they can't be leaders or sorcerers.

The magical arts of red mana is primal and deadly. They draw upon the elements of fire, electricity, and earth to throw at their foes. Red mages focus almost entirely on offense seeking to make quick work of their foes as quickly as possible. Red magic is powerful and is efficient in what it seeks to do, destroy, but it is lacking in versatility. Most red mages simply can throw many forms of fireballs, arcs of lightning, and can destroy mountains to harm foes. However, so red mages are capable of different feats such as destroying land to fuel their magic, giving life to rocks and hills, or causing opponent's spells to misfire. A duel against a red mage is very linear, over time their power does not grow tremendously, but they start out able to do a fearsome amount of harm to an opponent. If one can hold out against the immediate onslaught of a red mage they stand a chance in defeating them.

Few red mages gather support or armies beyond the great wild beasts of the mountains or elementals made of fire or rock. However, those red mages that do gather an army often have some of the largest and ferocious armies in existence. Tribal and warlike groups often flock to the banners of red mages, in particular dwarves, goblins, giants, minotaurs, and cyclops swell their ranks. An army led by a red mage often lacks in discipline and cohesion, but they make up for it in numbers and sheer strength. Dragons are most commonly found in the service of red mage, though a handful of them owe allegiance to other colors of mana, but even those rarely serve other mages.

Red mana most easily coexists with green and black mana. Black mana shares in the values of individualism and self-interest while green mana shares in the values of direct action and respect of natural elements. Red mana opposes white and blue mana. White mana conflict with Red due to its association with order, defense, and strategy. Blue mana conflicts with red due to its values of logic, patience, and water. However, some red mages also use the powers of white or blue mana even though there exists a natural conflict. These unorthodox combinations of mana often lead to very versatile mages or mages with access to rare and unique powers that could not otherwise be obtained. Though this come at a cost, the natural conflict of these colors of mana stunts the power of the mage as they must force these powers to work with one another. Red mages who also use blue or white mana can not achieve the amount of power a purely red mage or one who uses one of the aligned colors would be able to, but perhaps the versatility or unique powers that come with it can bridge this gap in power.

Green
Green mana is associated with life, nature, reality, evolution/adaptability, ecology, forests, interdependence, instinct, and indulgence. Green mages are often quick to adapt, but they are often savage and predatory in nature. Most in not all green mages seek to protect nature though some do it out of love for all things naturals while others simply protect to ensure a source of their power. Green mages are often druids, the tamers of beasts, or tribal leaders.

The magical arts of green mana seek to grow and nurture life while destroying things that are unnatural. Green mages rarely are capable of relying on solely magic during a duel as their magic is supportive in nature. Green mages can cause plants and wildlife to serve them, they can strengthen their natural allies and cause them to grow more feral. Green mages can also draw power from natural creatures and the mana that naturally flows through them. Green magic can also prevent fighting by changing the landscape to protect themselves. A fight with one green mage is never the same as a fight with another, some are quick to attack while others hold back till they can gather their strength.

While few green mages have followers or armies, they often have many "pets". Green mages can call upon natural beasts and insects to serve them. Creatures that seem impossibly wild can be tamed in moments by a green mage. Some green mages command vast hordes of wild animals while others call upon the service of great behemoths unrivaled by nearly any other creature in existence. A green mage can call upon creatures who raw physical power in unparalleled by the followers of other mages. Some green mages however, do command sentient life. Tribal societies who are more territorial, but not offensive in nature serve green mages. Along with races who depend on nature for survival such as elves. The armies of green mages are rarely the most disciplined or trained army, but they are often very skilled and versatile in their capabilities.

Green mana most easily coexists with red and white mana. White mana shares in the values of community and life while red mana shares in the values of direct action and respect of natural elements. Green mana opposes black and blue mana. Black mana conflict with green due to its association with death, decay, and greed. Blue mana conflicts with green due to its values of stultification, and the use of artificial powers and illusions. However, some green mages also use the powers of black or blue mana even though there exists a natural conflict. These unorthodox combinations of mana often lead to very versatile mages or mages with access to rare and unique powers that could not otherwise be obtained. Though this come at a cost, the natural conflict of these colors of mana stunts the power of the mage as they must force these powers to work with one another. Green mages who also use blue or black mana can not achieve the amount of power a purely green mage or one who uses one of the aligned colors would be able to, but perhaps the versatility or unique powers that come with it can bridge this gap in power.

Colorless
Colorless mana is just raw energy. All mages can draw upon and manipulate this energy to fuel their own power, but it is not as powerful as their native mana. Colorless mana has no association with values or ideals except for an association with the idea of existence and artifacts. In ancient times when planeswalkers and the creation of artifacts were common colored mana was for the use of magic while colorless mana was dedicated to fueling artifact. Now artifacts are rare, but they are still powerful. Artifacts are catalysts and tools that can mimic the powers of colored mana or unique powers through the use of colorless magic by a mage, though colored magic can often be used in place of colorless magic due to its more powerful nature.

There are, but a handful of mages who can claim they are colorless mages. And nearly all, if not all of them, are of artificial origins and were created by others rather than born into the world. Colorless mages are often considered zealous, but void of emotion. Colorless mages often have a singular goal or ideal they wish to achieve and do everything in their power to achieve that goal. Beyond that goal they have no personal desires and thus are able to fully dedicate to that goal. Colorless mages are very efficient and act based upon logic, however this doesn't necessarily mean they are highly intelligent or skilled. A colorless mage will use strategy and tactics, but they aren't necessarily talented in strategy and tactics.

Colorless magic mimics the colored magics, but require more power to make these imitations. Colorless mages are often the easiest to defeat in a fight. They are never quite as strong as a colored mage, but they are usually more versatile and have no personal ties or moral codes to hold them back, they also will likely depend on the use of artifacts further supplementing their versatility and giving them access to unique powers. However, one power that colorless magic excels in is the banishment of permanent objects or beings from existence whether temporary or permanently. While a colorless mage cannot poison a nation, purge an entire army, or burn foes to ashes a colorless mage can remove an opponent given enough power.

Colorless magic has no association with colored mana. It is weaker in nature so it cannot mix with other colors as colored mana will simply dominate and take over the colorless mana.

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The Warriors of the Sun
Ambassador
 
Posts: 1494
Founded: Jan 18, 2015
Ex-Nation

Postby The Warriors of the Sun » Tue Aug 18, 2015 11:54 am

reserved

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Olevio
Political Columnist
 
Posts: 3
Founded: Aug 18, 2015
Ex-Nation

Postby Olevio » Tue Aug 18, 2015 3:05 pm

Finally,an MTG roleplay. you can expect an app from me soon.

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The Warriors of the Sun
Ambassador
 
Posts: 1494
Founded: Jan 18, 2015
Ex-Nation

Postby The Warriors of the Sun » Tue Aug 18, 2015 5:11 pm

Olevio wrote:Finally,an MTG roleplay. you can expect an app from me soon.


Awesome, hopefully I can get a few more to jump on board.

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The Serbian Empire
Khan of Spam
 
Posts: 58026
Founded: Apr 18, 2012
Ex-Nation

Postby The Serbian Empire » Tue Aug 18, 2015 5:17 pm

I might be interested in this... tag.
LOVEWHOYOUARE~ WOMAN
Level 12 Myrmidon, Level ⑨ Tsundere, Level ✿ Hold My Flower
Bad Idea Purveyor
8 Values: https://8values.github.io/results.html?e=56.1&d=70.2&g=86.5&s=91.9
Political Compass: Economic -10.00 Authoritarian: -9.13
TG for Facebook if you want to friend me
Marissa, Goddess of Stratospheric Reach
preferred pronouns: Female ones
Primarily lesbian, but pansexual in nature

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Oasisa
Bureaucrat
 
Posts: 54
Founded: Jul 03, 2015
Liberal Democratic Socialists

Postby Oasisa » Tue Aug 18, 2015 6:32 pm

Name: Qwerty Yerty
[b]Race/Species: Human
[b]Sex:Male
[b]Age: Looks about 22, as of his earliest memory he is at least 13 billion years old. His memory changes with his personality over time so he can't remember exactly how old he is.

Image:

http://www.google.com/imgres?imgurl=http://insufficientscotty.com/wp-content/uploads/2015/02/Captain-Jack-Harkness.jpg&imgrefurl=http://insufficientscotty.com/2015/02/14/saturday-six-captains/&h=390&w=630&tbnid=8f7fj_HGERTPoM:&docid=A_41RRCN-ITfsM&ei=oNXTVcs9i-35AZilgtAE&tbm=isch&ved=0CCMQMygEMARqFQoTCMuNo7P5s8cCFYt2PgodmJIASg

Will get better picture to suit what I have in mind.

[b]Goal: Unite all multiverses into a peaceful coexistance, likely under his or his mates rule
[b]Personality: Outgoing, sometimes suave, sometimes crazy, likes chaos when its fun, sometimes super determined and focused, but a lot of the time he is unfocused and moves and to different things a lot. He is a committed polygomist ethical hedonist, ie, he likes fun and pleasure and has a relationship with any consenting (adult) lady who strikes his fancy, and he is very hinest about his multitude of simitaneous relationships with all his partners. He strongly believe in the freedom of the individual, but is willing to be the autocrat if he feels if ots for a greater good or serves his interests. Human rights are big with him, but they're an an ideal and not a rule and he will cross almost any moral line if he feels if does good than bad or forwards the security or interests of himself or his friends and lovers, though he doesn't always do that.
[b]Likes: Pretty women (etc.), power, security, ice cream, most food, alcohol, exploring, novelty, cleanliness, technology, freedom, convieneence, comfort, pleasure, friends, love, being a protector, justice, outthinking people, being suave, friendly, unpredictable
[b]Dislikes: Fundamentalism, genocide, oppression, taking advantage of the weak (who are innocent and cannot defend themselves, punishing bad guys is fine)
[b]Origin Plane: An alternate universe where earth was destroyed by nuclear war, and he was an astronaut escaping Earth to found a colony to humanity
[b]Home Plane: While he travels a lot, he tends to stay in a intergalactic future and humanity with a lot of technology and partying, space stations are popular with him, as well as beaches. He formerly rules a medieval dinosaur society dominated by Velcoraptors, but tends to go there for business, not pleasure.
[b]Bio:
He was an astronaut who was escaping Earth from a nuclear war, but their ship got caught in a cloud of nanobots that gave him and his soon to be mate shapeshifting abilities. When they hit the cloud, a bizzare flucuation flung them into a another galaxy. There he amd his wife built a galactic trading empire that gave him his fortune.

This galactic merchant cloned himself many times as a backup, but one of them went nuts and wanted to take over the universe. The original merchant defeated him, and sent the nut and his associated clone wife to another universe using their powers.

Somehow, the lunatic was sent back to Earth before the nuclear explosion and hid out while the charnage happened. In hiding, he discovered he had a different set of powers from his predecessor, as well as a measure of sanity. He and his wife traveled to a different universe, where the asteriod never hit earth and ancient civilizations of Dinosaurs, led by the velcoraptors. While he travels a great deal to the future plane full of fun and pleasure, he hears the drums of war in his head and wants to conquer to multiverse once more. With his medival dinosaur army, he seeks to conquer and unite the Multiverse once more, by any means necessary.



Primary Mana: Red, draws his power from hate and anger
Secondary Mana: Black, Green, small amount of white, small amount of blue
Signature Strengths: Forbidden Knowledge he mastered in the town of nightvale(which tends to cause fear and insanity in his opponents), Insanely powerful electric light from his hands, and expanding balls of fire ( from himslef) ( he is immune to fire and electricity from his own attacks (?))
Abilities: Ability to command a dragon and a dinosaur army, electrical light in from his hands, expanding ball of fire, Insane Occult sourced insanity attacks
Weaknesses: Cannot do extended physical activity (hence why he rides other dinosaurs), and is pessimistic about his chances in a fight if he is losing (he starts to lose will to fight)
Equipment/Arsenal: Book of insanity (Occult insanity), uniform thats looks like a airforce piolets uniform but is actually a mage robe. A rapier he uses for melee combat and leading.
Following: His wife, who is much more organized than he is, and the giant medival dinosaur army.
Realms of Influence: His main base of power is in the alternate universe of Dinosaurs, where he is worshiped as the " bringer of Empire". He has a few contacts in the future plane, but nothing much noting except a few possible fiancers.


RP Example:
Additional Information:(Anything else you think I should know, further explanation of something mentioned such as an obscure species)
Last edited by Oasisa on Tue Aug 18, 2015 7:18 pm, edited 2 times in total.

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The Warriors of the Sun
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Founded: Jan 18, 2015
Ex-Nation

Postby The Warriors of the Sun » Wed Aug 19, 2015 5:59 pm

Oasisa wrote:[b]Name: Qwerty Yerty


I have a few issues with your app at this point, primarily with him coming from Earth and being an astronaut...this is medieval fantasy only.

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Horgrif
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Founded: May 18, 2015
Ex-Nation

Postby Horgrif » Wed Aug 19, 2015 6:51 pm

I am immensely interested, I'm not VERY familiar with newer Magic lore, most of my knowledge comes from the older(or oldest) MTG novels, specifically those encompassing "The Brothers War" between Urza and his brother. I've also read the Weatherlight Saga (regarding Gerrard Cashoven and Urza's Legacy) along with a few regarding Glissa Sunseeker and Phage "The Untouchable".

Before I consider an app I was curious about a retinue. Urza seemed to have quite a few followers himself (whether they were other planeswalkers or regular individuals) and I was pondering making an app of a similar character, an eccentric whom bounces his ideas/schemes off other mortals across planes hes visited. I could add a few such individuals in the app if such an individual interests you.
Last edited by Horgrif on Wed Aug 19, 2015 6:53 pm, edited 2 times in total.

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The Warriors of the Sun
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Founded: Jan 18, 2015
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Postby The Warriors of the Sun » Wed Aug 19, 2015 7:03 pm

Horgrif wrote:I am immensely interested, I'm not VERY familiar with newer Magic lore, most of my knowledge comes from the older(or oldest) MTG novels, specifically those encompassing "The Brothers War" between Urza and his brother. I've also read the Weatherlight Saga (regarding Gerrard Cashoven and Urza's Legacy) along with a few regarding Glissa Sunseeker and Phage "The Untouchable".

Before I consider an app I was curious about a retinue. Urza seemed to have quite a few followers himself (whether they were other planeswalkers or regular individuals) and I was pondering making an app of a similar character, an eccentric whom bounces his ideas/schemes off other mortals across planes hes visited. I could add a few such individuals in the app if such an individual interests you.


Don't worry about knowing the lore, I know very little of it to be quite frank. Was really into it during the Onslaught and first Ravnica block and got back into during Innistrad. As long as you understand the concept of Planeswalkers you are fine, and even then I don't feel it is a hard concept to get. So don't worry about knowing lore, chances are I won't be using a large amount of it...mainly just using the planeswalker concept and stealing "creatively borrowing" the conflict from the Zendikar block.

As for a personal retinue, that is completely fine. I know I present the followers section as a place to list your armies and military support, but it is for any kind of external support you get that is very loyal to you, they are the people who would follow you in battle. The indirect support is more for groups who are aligned with your ideals or people who support you, but just aren't willing to follow you on your journeys.

So your idea is completely fine and I completely support it. Just keep one thing in mind though, at the start of the RP all planeswalker will be balanced. And what I mean by that is they will have equal strength, so someone who has a lot of soldiers and allies to call upon won't be as strong as a loner planeswalker because they have all that external support. So if your spread your influence and allies too far at the start your characters internal powers may not be as strong.

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Saleon
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Founded: Mar 12, 2015
Corrupt Dictatorship

Postby Saleon » Thu Aug 20, 2015 2:02 pm

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Olevio
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Founded: Aug 18, 2015
Ex-Nation

Postby Olevio » Fri Aug 21, 2015 10:19 am

Oasisa wrote:Name: Qwerty Yerty
[b]Race/Species: Human
[b]Sex:Male
[b]Age: Looks about 22, as of his earliest memory he is at least 13 billion years old. His memory changes with his personality over time so he can't remember exactly how old he is.

Image:

http://www.google.com/imgres?imgurl=http://insufficientscotty.com/wp-content/uploads/2015/02/Captain-Jack-Harkness.jpg&imgrefurl=http://insufficientscotty.com/2015/02/14/saturday-six-captains/&h=390&w=630&tbnid=8f7fj_HGERTPoM:&docid=A_41RRCN-ITfsM&ei=oNXTVcs9i-35AZilgtAE&tbm=isch&ved=0CCMQMygEMARqFQoTCMuNo7P5s8cCFYt2PgodmJIASg

Will get better picture to suit what I have in mind.

[b]Goal: Unite all multiverses into a peaceful coexistance, likely under his or his mates rule
[b]Personality: Outgoing, sometimes suave, sometimes crazy, likes chaos when its fun, sometimes super determined and focused, but a lot of the time he is unfocused and moves and to different things a lot. He is a committed polygomist ethical hedonist, ie, he likes fun and pleasure and has a relationship with any consenting (adult) lady who strikes his fancy, and he is very hinest about his multitude of simitaneous relationships with all his partners. He strongly believe in the freedom of the individual, but is willing to be the autocrat if he feels if ots for a greater good or serves his interests. Human rights are big with him, but they're an an ideal and not a rule and he will cross almost any moral line if he feels if does good than bad or forwards the security or interests of himself or his friends and lovers, though he doesn't always do that.
[b]Likes: Pretty women (etc.), power, security, ice cream, most food, alcohol, exploring, novelty, cleanliness, technology, freedom, convieneence, comfort, pleasure, friends, love, being a protector, justice, outthinking people, being suave, friendly, unpredictable
[b]Dislikes: Fundamentalism, genocide, oppression, taking advantage of the weak (who are innocent and cannot defend themselves, punishing bad guys is fine)
[b]Origin Plane: An alternate universe where earth was destroyed by nuclear war, and he was an astronaut escaping Earth to found a colony to humanity
[b]Home Plane: While he travels a lot, he tends to stay in a intergalactic future and humanity with a lot of technology and partying, space stations are popular with him, as well as beaches. He formerly rules a medieval dinosaur society dominated by Velcoraptors, but tends to go there for business, not pleasure.
[b]Bio:
He was an astronaut who was escaping Earth from a nuclear war, but their ship got caught in a cloud of nanobots that gave him and his soon to be mate shapeshifting abilities. When they hit the cloud, a bizzare flucuation flung them into a another galaxy. There he amd his wife built a galactic trading empire that gave him his fortune.

This galactic merchant cloned himself many times as a backup, but one of them went nuts and wanted to take over the universe. The original merchant defeated him, and sent the nut and his associated clone wife to another universe using their powers.

Somehow, the lunatic was sent back to Earth before the nuclear explosion and hid out while the charnage happened. In hiding, he discovered he had a different set of powers from his predecessor, as well as a measure of sanity. He and his wife traveled to a different universe, where the asteriod never hit earth and ancient civilizations of Dinosaurs, led by the velcoraptors. While he travels a great deal to the future plane full of fun and pleasure, he hears the drums of war in his head and wants to conquer to multiverse once more. With his medival dinosaur army, he seeks to conquer and unite the Multiverse once more, by any means necessary.



Primary Mana: Red, draws his power from hate and anger
Secondary Mana: Black, Green, small amount of white, small amount of blue
Signature Strengths: Forbidden Knowledge he mastered in the town of nightvale(which tends to cause fear and insanity in his opponents), Insanely powerful electric light from his hands, and expanding balls of fire ( from himslef) ( he is immune to fire and electricity from his own attacks (?))
Abilities: Ability to command a dragon and a dinosaur army, electrical light in from his hands, expanding ball of fire, Insane Occult sourced insanity attacks
Weaknesses: Cannot do extended physical activity (hence why he rides other dinosaurs), and is pessimistic about his chances in a fight if he is losing (he starts to lose will to fight)
Equipment/Arsenal: Book of insanity (Occult insanity), uniform thats looks like a airforce piolets uniform but is actually a mage robe. A rapier he uses for melee combat and leading.
Following: His wife, who is much more organized than he is, and the giant medival dinosaur army.
Realms of Influence: His main base of power is in the alternate universe of Dinosaurs, where he is worshiped as the " bringer of Empire". He has a few contacts in the future plane, but nothing much noting except a few possible fiancers.


RP Example:
Additional Information:(Anything else you think I should know, further explanation of something mentioned such as an obscure species)


This is almost insulting to those that follow the MTG lore. :p :p

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Drakmah
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Civil Rights Lovefest

Postby Drakmah » Sun Aug 23, 2015 2:35 pm

Tag
Quazin the Great wrote:Rules
9. Title stuff so Drakmah doesn't burst into flame. This rule may not matter because Drakmah
has grown old and tired and no longer trifles with such inflammatory conduct.

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Ben M
Minister
 
Posts: 2867
Founded: Mar 14, 2014
Ex-Nation

Postby Ben M » Sun Aug 23, 2015 2:37 pm

Tag
Personality type: INFP-A
Economic Left/Right: -6.25
Social Libertarian/Authoritarian: -6.26
Never play a direct democracy. Fat people can be KING. Moles in space are fearsome. Magical Vikings wreck shit. Spies are Difficult. Stereotypes kill Zombies. Robots hurt society. Nerds can lead super people. Anti-socialites have demons. Stuck up Snow Elves don't interact well. HRE in Space tends to get complicated. Superheroes can be very orthodox. Fanatics don't make friends... even in space.

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The Warriors of the Sun
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Founded: Jan 18, 2015
Ex-Nation

Postby The Warriors of the Sun » Sun Aug 23, 2015 4:17 pm

Well, seems like there is some interest, though no completed apps yet. I will put my own app or two for some character I plan on using a fair bit in the RP on Tuesday.


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