u/dragomeir

Image 1 — Character sheet for my MTG RPG
Image 2 — Character sheet for my MTG RPG

Character sheet for my MTG RPG

Thank you everyone for your input on my last post I figured perhaps posting the current concept for the games character sheet and what I have figured out for creation steps.

Race: The very first step is choosing a race. Your character's race gives you a magical incline, two traits, and a +2 and -1 to two stats (in the example it's +2 in acrobatics and -1 to willpower) your race also modifies your starting health and fortitude either increasing or decreasing. Currently their are six races to choose from (Human, Kor, Merfolk, Vampires, Goblins, and Elves.)

Home plane: A home plane gives you a choice between two magical inclines. And the option of one of five jumpstart packs. (One for each color.) The current planes I have decided for the core planes are Theros, Ixalan, tarkir, kamigawa, kaladesh (avishkar), or Zendikar

Class: your class gives you a magical incline, 6 skills to choose three from and gives you a specific second jumpstart pack. The current core classes are, Knight & Cleric for white, Wizard & Artificer for blue, Rogue & Warlock for black, Shaman & Berserker for red, lastly Druid & Ranger for green.

Background: Lastly for character building is your background this gives you a free feature, some starting equipment, and one more incline.

Strength: how well you can strain your body from physical labor, this is for carrying, pushing, or breaking something.

Acrobatics: how gracefully you can move, this is for Dodging, hiding etc.

Intelligence: How well you can remember things, this is for studying, crafting, or simply searching for food.

Willpower: how strong your mind is, this is to avoid mind control or falling to madness, it also works for trying to force your will on others weather by intimidating or persuading.

Fortitude: your fortitude is for how many creatures you can have summoned before it becomes a burden. For every non token creature you control above your fortitude threshold you lose 1 life at the start of your turn.

Colors. Lastly each character has two colors one that they choose and one from their class. Each color combination has three different inner conflicts to choose from. (Red white has freedom vs safety, flexibility vs structure, or impulse vs morality and in the example the player chose freedom vs safety) Your decks mana base is based on your inner scale. (In the example the player is at 7 so 70% of his lands have to be mountains and and 30% have to be plains.) Now whenever the player makes a drastic choice between removing safety nets to free people, or take away someone's freedom to keep them safe their scale will change accordingly.

u/dragomeir — 6 hours ago

color conflicts for my game

I'm currently trying to make a TTRPG game where you play as planeswalkers and use your decks to solve puzzles and fight in combat. And I thought of implementing a mechanic from the Avatar TTRPG, where each character has two principles that players have to find balance in. I was going to use it as the decision maker of the player's mana base in their deck, for example, if you're playing Angrath. At session 1, his deck has 8 swamps and 8 mountains. But throughout the next five sessions, he leans into his ruthless nature, conquering the seas and dominating other pirate crews. because he holds little care for his freedom or the freedom of others, so now his mana base becomes more like 3 mountains and 13 swamps.

u/dragomeir — 10 hours ago

Doctor and his creations

Forgot to post this image of the three upgraded villains we've built together and the evil doctor who seeks the end of the Hero Factory

u/dragomeir — 2 days ago

Let's make a villian Part 11

Sorry for the wait, but even villains need a break to celebrate their mothers.

now which shield should our sea-spoiling villain use

u/dragomeir — 2 days ago

Let's make a villain4 part 10

Didn't know how many harpoons to give him so I just said yes.

Now what type of Melee weapon should they wield

A: polearm

B: heavy weapon

C: Sword

D: shield

E: gauntlet

u/dragomeir — 5 days ago

Campaign endgame

If anyone is playing a game called journey into the mists & the following details sound familiar turn away for spoiler reasons.

Currently my players are about to finish the third act of the campaign and I don't know what to do further. I thought I had an idea but due to work arounds for above table reasons I can't keep those plans and can't think of a way to tie the story points and tie previously visited domians together.

The first domain they went to was the Manor of Brantifax. This was just a reflavored house of lament where the characters met and they learned they aren't within the material plane any more.

After escaping the manor and traveling through the mists for the first time (at least on purpose) they find their way to Zhehersia. In this chapter the party learns three things, that mostly everyone within the domains are miserable(after seeing how the lower class are in an inescapable poverty), that the domains come from many other worlds and time periods (they learned this from no one in Zhehersia ever hear of any of the PC's homelands and that something from one players homeworld was considered an ancient artifact in the museum), and that no one knows they're trapped in the domains, (they learned this from the fact everyone has lived their entire lives in the city and no one even thinks of leaving.

After that they went to the Arlington farm were they learned that the domains grow and change and that the darklord suffers the most.

After that quick stop they found their way to the lost wizards tower. Here one of the players starts to learn knowledge from the raven Queen and how to use the domains to fuel their power.

Now the players entered act 2 of the campaign where they entered a domain that plays on a person's nostalgia using wibbly wobbly timey wimey shenanigans by pulling stuff from your past and creating future versions of yourself just to take them away (or enforce some despair if you don't like them). This would introduce future versions of the player who has been stealing domains from the raven Queen and consuming younger versions of themselves to power a sort of oroboros magic.

Then after getting a pirate ship the players learned of flying ships from a traveling eberon artificer who showed them blueprints to upgrade into a flying ship. They than found and boarded the Cyere 1313 and killed one of the future versions of themselves. And found the magic rocks needed to power their flying ship.

Now the players are trapped within a demonic library where one of the players needed to step away and we said they're character is away revealing the problem of their future selves to the raven Queen.

So now I'm left with no clue where to continue after this because the raven Queen isn't going to take too kindly to the future evil PC's and I'd like to give more details but I don't want to make this longer than it already is.

All help is greatly appreciated thank you.

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u/dragomeir — 5 days ago

Now we're properly fitted to dash our ways through the sea.

Next up what shall our ranged weapon be

u/dragomeir — 7 days ago

With vine like tendrils growing now let's choose the main build.

A: power arm

B: explosive shoulder shields

C: wrist blade

D: four arms

E:flight pack

F:power drill

G:beast body

u/dragomeir — 9 days ago

Off into the sea we go to spread trash cause their the trash man they go in and throw trash everywhere.

Always sunny in Philadelphia memes aside what head shall be their visage

u/dragomeir — 10 days ago