Character Rules
Jul 23, 2012 13:24:29 GMT
Post by Nicol Bolas on Jul 23, 2012 13:24:29 GMT
This roleplay is more about story than action but when it comes down to it here are some basic rules:
1. No Eldrazi summons or Eldrazi planeswalkers, no Elder Dragons besides Bolas and Ugin, no gods like those of Theros.
2. While duels will ordinarily be magical, there is nothing directly stopping a planeswalker from attacking directly. This can be represented through storytelling rather than by playing cards. However, since planeswalkers are not creatures, abilities such as deathtouch and lifelink will not affect you in any way.
3. There is not a spell that can automatically kill a player. You are on the same level as your opponent, more or less. Killing non-character creatures is allowed, but try not to wipe out entire planes with a Damnation.
4. If your character is a mind mage, keep in mind that memory magic is taxing. Depending on your character's ability, you cannot remove more than a few days of memories without the other player's permission. Wiping someone's memory entirely isn't something just anyone can do.
5. Planeswalking takes focus and concentration. If you are under great duress, or distracted, you won't be able to just immediately jump away from a bad situation. Regardless, it takes a good deal of energy, and will leave the planeswalker exhausted for sometime after.
6. Make sure your character accurately reflects their color identity. Red mages shouldn't be sitting around and considering the consequences of their actions, nor should black planeswalkers be selflessly helping villagers and those in need.
7. Your character may only originate from a canon plane in the multiverse of MtG or from a custom plane that was approved prior to the submission of your character application. Don't do anything weird like make a character born in Nicol Bolas's Meditation Realm or something.
8. You may play a character in multiple threads simultaneously, but the threads must be set in different time periods. However, this isn't recommended because you may find it difficult to ensure that events occurring in the thread set in the past affect events in the thread set in the future.
1. No Eldrazi summons or Eldrazi planeswalkers, no Elder Dragons besides Bolas and Ugin, no gods like those of Theros.
2. While duels will ordinarily be magical, there is nothing directly stopping a planeswalker from attacking directly. This can be represented through storytelling rather than by playing cards. However, since planeswalkers are not creatures, abilities such as deathtouch and lifelink will not affect you in any way.
3. There is not a spell that can automatically kill a player. You are on the same level as your opponent, more or less. Killing non-character creatures is allowed, but try not to wipe out entire planes with a Damnation.
4. If your character is a mind mage, keep in mind that memory magic is taxing. Depending on your character's ability, you cannot remove more than a few days of memories without the other player's permission. Wiping someone's memory entirely isn't something just anyone can do.
5. Planeswalking takes focus and concentration. If you are under great duress, or distracted, you won't be able to just immediately jump away from a bad situation. Regardless, it takes a good deal of energy, and will leave the planeswalker exhausted for sometime after.
6. Make sure your character accurately reflects their color identity. Red mages shouldn't be sitting around and considering the consequences of their actions, nor should black planeswalkers be selflessly helping villagers and those in need.
7. Your character may only originate from a canon plane in the multiverse of MtG or from a custom plane that was approved prior to the submission of your character application. Don't do anything weird like make a character born in Nicol Bolas's Meditation Realm or something.
8. You may play a character in multiple threads simultaneously, but the threads must be set in different time periods. However, this isn't recommended because you may find it difficult to ensure that events occurring in the thread set in the past affect events in the thread set in the future.