The Warring States of NPF

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Dragonsbane 10-05-2004 03:47 PM

Quote:

Originally Posted by Elminster_Amaur
So, how does casting work? Is it like that one book I read, where you have little pieces of mana in your pouch and you concentrate on those to draw mana from the lands that they are from, or is it just standard D&D casting?

Lets put it this way, it works more like the first of your ideas than the second.

You don't have to distinctly mention your character drawing on the mana if you don't want to, but in a way that is what transpires.

You draw mana, shape it into your spell, then cast it. You learn these spells, you draw the mana, and you cast them. You don't have to mention drawing the mana, but just remember that you have nothing close to an infinite supply of it, and that it resupplies itself over a certain period of time.

Ganurath 10-05-2004 05:12 PM

I managed to pop in!

The whole anti-color issue seems fair, but no anti-flight for me. That's Splitting Howl's job. I'll work as booster and summoner.

As for how mana is drawn, it varies depending on your caster type. Shamans draw on the power of dead animals and ancestors, their souls channeling mana that best represents the soul's idealogy. Druids draw power from the living world of plants and animals, and as such is pretty well limited to green mana. Wizards and mix-class casters draw on mana from the world around them, using their experiences as a focus. Red is channeled through memories of passionate moments, for example, while blue comes from moments of revelation.

Once you have the mana, you channel it in the form that serves you best. White mana is a binding magic, preventing harm and wound as well as action and retribution. Blue acts as either a stimulant or depresent, empowering the mind or weakening foes to a lockdown. Black twists the line between life and death, weakening minds and bodies while empowering their own. Red warps reality: redirecting spells, causing no end of damage, and infusing allies with furious emotion. Green grows: restoring life and empowering it while destroying that which would inhibit growth.

Rhiya Ravenwing 10-05-2004 05:51 PM

Gah! been away for 2 days and you guys jump 2 pages already.

RE: kazank's very early post about mox gems: Sorry I didn't mean it that way. My interpretation to mox gems was that you could channel a little more mana through them than your character could originally hold within him or herself.
That, or I've completely overshot the meaning of mox gems, and need to rephrase.

So, instead of editing, I'll just rephrase:
Basically, V'hassa can draw out extra mana from certain gems and stones, or charge gems with her own mana. That, and enchanting gems and stones are fun too.

@ muktar: Oooh! So that's how they work! Thanks for enlightening me :)

Elminster_Amaur 10-05-2004 06:38 PM

My final questions before creation: Multicolor decks allowed? How do artifacts work?

IHateMakingNames 10-05-2004 07:33 PM

Decks? What are you talking about? This is an RP, not the card game...

My Lead Airbag 10-05-2004 07:50 PM

Elminster, read the first line of the first post. This is a normal RP, based on Magic idealogies.

Rhiya, you can imbue your jewels with extra mana, like an extra battery type dealie if I'm getting the concept correctly. Moxes would be more like eternal fountains of power.

Myst, a Dark Elf Necromancer is perfectly acceptable.

Muktar, most of the colors magic works like that, except I'm *shudder* letting blue have a little more power than just weakening minds and the such. So basically, if it doesn't fit into the realm of any of the other colors, blue prolly has it. Telekinesis style magic? Blue. Sudden and directed wind bursts? Blue. Things like that, as long as they don't trample on the other peoples toes. But, since theres only one Naga, it shouldn't be too big of a problem.

Also, I read something about artifact creatures (or maybe artifacts, but I'm gunna cover artifact creatures right now). My original AC plan was to have five robots/golems that were made to guard/give 'tours' of the five races. But then, that makes no sense, so no artifact creatures in this world, unless someone can give me a good reason.

Elminster_Amaur 10-05-2004 08:00 PM

I was referring more to the concepts rather than being literal, but, anyway, I'm done deciding. This post will be edited to include my char.

Name: Timothy Diggs, Blue Hume Sorcerer*
Race: Blue Hume
Job: Sorcerer
Appearance: Slightly disheveled in appearance, Timothy has a look in his eye that radiates his desire for more knowledge, be it magical or otherwise. Timothy stands at around 5'11", and has jet black hair, brownish-green eyes, a slight mustache and a goatee. He normally wears bright flowing robes that don't quite have a color scheme, more of random bits of color sewn together than a planned thing. This is probably because he had sewn it himself while reading an ancient spellbook. He has a medium frame, although it could possibly hold more muscle than he has at the moment, and rather long feet. He wears heavy-duty boots on his feet to protect them from the sharp glass that is strewn about his tower.
Equipment: Generally, a backpack with three to four spellbooks inside, a magnifying glass, a staff, glasses, a golden necklace given to him on his previous birthday, and, of course, his robes.
Background/Story: Timothy grew up in a rich family and had a magical talent that far surpassed the other students in his school, so, he left in search of ways to increase his knowledge of magic. During his journey away from home, he happened upon a Naga who was being attacked by some abnormally large rats. He slayed the rats and the Naga was quite grateful, so he gave him one favor. Timothy asked him to guide him to someone who could teach him more magic. The Naga lead him to a mage in his home city(?), and begged a favor from the mage. The mage, Grendari by name, accepted Timothy as a pupil, but on the condition that he pay him in half the money he recieves during any travels he takes away from apprenticehood, any new knowledge he discovers must be sent to him, and an upfront payment of 1000 gold sovereigns. Timothy, seeing no other options, accepted the deal, and payed Grendari all of the money he had brought with him. He learned a great deal from Grendari, and explored a few ancient tombs to search for ancient spellbooks. It was on one of those excursions he was captured.
Extra: What else is there to say?

Kazastankas 10-05-2004 08:01 PM

Though I believe wind is green's domain. (Anti air, not counting the giant-cost all-color wind cycle that does giant things)

Elminster_Amaur 10-05-2004 08:09 PM

Actually, no, that website, under blue lists air and water as blue's domain.

My Lead Airbag 10-05-2004 08:14 PM

Quote:

Originally Posted by Elminster_Amaur
I was referring more to the concepts rather than being literal, but, anyway, I'm done deciding. This post will be edited to include my char.

How are multicolor decks a 'concept'? You could have asked about multicolor characters, but decks make no sense.

And I think he's referring to the about 39827409286 Green Hurricane spells that serve to kill fliers dead. But Blue is the color of flying, and wind in this RP is their domain (The Lupos kill fliers by bringing them down with things like vines, then beating them down).


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