Avatar of JaceBeleren
  • Last Seen: 9 yrs ago
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    1. JaceBeleren 10 yrs ago

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9 yrs ago
Current Sadly, I'm going to be leaving RoleplayerGuild, possibly for good. roleplayerguild.com/topics/…
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Bio

A quick introduction of myself and a few associates of mine


For real though, I'm a Brit who dabbles in most genres of roleplay, but tends to go for fantasy and sci-fi in particular. I prefer high casual, but will use a more or less advanced writing style if I like the concept.

Most Recent Posts

@Ryougu
Both gorgon and naga would be fine, with the understanding that going outside, in public, may lead to... disagreements, and with the Hero's Downfall Rule from earlier (that's what I'm calling it now) applying to petrification. That is, if that gorgon even can petrify things, since not all gorgons can (there was one from RtR that placed -1/-1 counters, I'm sure there are other examples.)
@1Charak2
Saw the character sheet, will give it a proper look tomorrow since it's getting late where I am.
@Raijinslayer
Wow, green's popular (I never liked it personally). Gruul and Selesyna are taken, and two people have said they might choose Simic. Only Golgari is completely untaken. Wow I just wrote that and then realised you've probably figured that out already. Oh well. Like I said though, my OCD does not have to be fulfilled if you'd prefer it some other way.
@1Charak2
1) Damn. I didn't think about that. I think that if a player wants to summon/cast three or more creatures in a post, they must have summoned/casted two nothing for two less than that previous posts, started the battle within the past three posts, or cast a draw spell, which will increase the number of cards they can play by the amount they draw minus the number they discard (if any). I explained that pretty badly, so if anyone needs a better explanation, ask me, I'll give it another go.

2) Extra turn cards could be described as something like a slow time spell. You could say that everything else seemed to slow down for the player (and his creatures, etc.), but to those not affected by the spell, they seem it speed up.

3) Mass destruction can be described like anything that, ugh, destroys a lot. An ad-hoc description for the card you showed could be "A storm forms overhead. Thunder cracks in the distance. Suddenly, a vicious bolt of lightning blasts (non-token creature A). This happens again and again, killing indiscriminately, until only (token creature X), (token creature Y) and (token creature Z) are left, then the storm clears." Just because a mage casts a spell doesn't necessarily mean that they have control of it afterwards.

4) Creatures are effectively semi-permanent mana constructs. They only look like humans etc. because mages need to think quickly in battle and when there's inspiration for dangerous things everywhere, why come up with something new and not necessarily more or even as effective?




@PrivateVentures
1) (I assume you mean +1/+1 counters? I suppose this could be adapted for most kinds of counters anyway.) Just describe the creature getting stronger. The demon's fangs growing and sharpening, the fires in his eyes growing brighter, yet colder, and the slow, terrible grin that comes across his face.

2) Enchanted items would work like artifact spells, but these would be semi-permanent mana constructs, like creatures. For a more lasting item, also yes, little is mentioned in the lore, as ar as I'm aware. I'll allow it, but because of the magical investment required to craft them, should they be broken the mage will suffer a penalty for a period of time (both of which could of different severities, based on the power of the enchantment). Warning: items are no more durable when enchanted, and because of this decision there will be no "really hard to break" enchantment, though I could possibly see a temporary spell for the same effect (keyword: temporary).
@1Charak2
There is no limit (in terms of set) for types of magic, since the cards are balancing methods rather than the spells themselves, to ensure that no crazy pyromancer casts Explosive Impact (5 damage to target creature or player) on turn one, for example. I wasn't around for Phyrexia, was that the one where you could lose life to pay mana costs? If that's correct, you could roleplay it as a kind of blood magic - slicing yourself across the palm or whatever. This could cause people to be more than a little creeped out by you, especially in public, so it wpuld probably be good for roleplaying. As for particularly powerful spells, PM if you are not sure about the fairness of the card, before you post. It will probably be okay, but if, for example, you have an NPC important to the roleplay on your side and your opponent casts Hero's Downfall (Destroy target creature or planeswalker) I will almost certainly intervene. In general, avoid using "Destroy", "Remove from game" or "Exile" spells on story-important targets, unless they're temporary.
While this is a fandom rp, no prior knowledge of setting, characters, etc is expected or even particularly desired. I don't give a damn whether you've never heard of it or you're a diehard fan. I'll take anyone, within reason. However, without further delay, Jace Beleren presents:


Ravnica


A Magic: The Gathering Fandom Roleplay





Welcome to Ravnica. Can you imagine an entire planet, covered in a single city? Probably not. The scale is unimaginable. But that is Ravnica. Where only at the top of the tallest towers can you watch the sun set, because the skyline is blocked by the stonework of the buildings surrounding you. Where no government is powerful enough to control even one city, because there is only one. Where magic is the tool of battle.





The Setting


As I described more poetically in the intro, Ravnica is a city that covers an entire planet. It is inhabited by ten guilds that fought each other almost to their own complete destruction. It was then that the Guildpact was signed, an agreement between the ten (though House Dimir never actually agreed) to cease the fighting, and to have each guild specialise in two of the five colours of magic. Each would take a role in the city, and by doing so contribute to its stability. 9999 years and most of the ten-thousandth later, tensions are rising once more. The guilds are gathering their resources and readying for a new age of warfare. Only the truly gullible still believe that a re-signing will take place at the anniversery. Most expect a revolution.











Azorius - @JaceBeleren
Orzhov - @Cu Chulainn
Dimir - @PrivateVentures
Izzet - @1Charak2
Rakdos - @Ryougu
Golgari - @Kenaron
Gruul - @Kessir Tarkin
Selesnya - @Gutshot
Boros - @Apollosarcher
Simic - @Metamore
@1Charak2 There is still space. I was planning on going for ten, since there are ten guilds, but I don't want to limit anyone if two people want to be from the same guild. I suppose that's not an issue yet, since the only people who have even suggested a preference have gone for Gruul, Selesnya (and now) Izzet, so we'll just wait and see I guess. So yeah, 2 spots left if anyone wants them.
@Gemini Token @Kronshi @Ryougu @ASAP Cluck @Protoman @Mistiel @PrivateVentures
I'm just going to point out that legendary creatures and planeswalkers will not be allowed to be summoned in this game. This is because there is a good chance they will become actual characters in the roleplay.

In other news, both the guild section and the character sheet section have been completed. I plan to work on a "rules" section (shouldn't take long, nothing abnormal) and a summary of what's been talked about here as to how magic combat will work, in case anyone should join after this date. Once both are done, I'll get the OOC up.
@PrivateVentures So we got 6 people already... about 1/4 of people actually follow up on stating their interest... so that's one and a half people. Yeah there's room for one more.

It will be ad-libbed, but limited by what colour(s) your character uses and how much mana they have access to. Also I will ask their general preferences for spells and creatures in the character sheet, but these will not be limits, just what the character generally uses.
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