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-Control-Altnernative Magic of the Gathering RP Sign Ups (non-Pokemon RP)

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celeblaiz

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I REQUIRE MY PLAYERS TO BE ACTIVE, RESPECTFUL OF OTHERS AS WELL AS THE DECISIONS MADE BY THE GM! Thank You! :)
-waves- Hi there! To all the fans of Magic of the Gathering this will be an attempted rp at my fanfic concept of "Control". Basically an alternate form of MTG that lets us play magic on earth - will you be one of the few humans in which an Alma has claimed as their player? Read my concept and sign up here to give it a try!

The bigger picture:
The Foundation of Magic on Earth
Wizards describe their players in their Magic of the Gathering card game as Planeswalkers. I, on the other hand, understand that earth is not a plane and rather a part of a separate functioning universe that coexists alongside the multiverse, and My Players are chosen mortals that must acknowledge their place in "magic" and figure out the mystery behind the "Almae".
In my fanfiction, "Control",
unseen events take place and throw creatures of the multiverse onto our earthly existence. These creatures seek humans out who they believe will justify their cause, whatever it may be. Each creature carries a strange object called an artifact in which enables the creature a link to their home plane and thus allows them to be able to draw mana into our world. These objects are called "Control". - When these creatures create a bond with a human, the humans become players in the vast world of the magic universe and the creature earns themselves the title of "Alma", "Almae" for plural. Players are mortals defined by our earthly laws, however with the help of spells, their Almae and mana they can eventually overcome these laws and the events that are to take place.


The logical "rulings" to Control:
(Little bit shaky but mostly all here! Careful of the technicalities....)
For roleplay sake - these rulings do NOT need to be memorized at all.
They are more of a background to lean upon for help with writing.

The Player:
A player can be of any age, size, and color so long as an Alma has chosen them.

Life: The most important thing in Magic of the Gathering is a player's life total - this number is nonexistant in reality. Well wait... how do we know when we have lost? When do we know how much more of a leverage we have on our opponents? Obviously we feel it. Our life "totals" is the same as our individually combined strength, stamina and endurance against the different types of magic. Once our bodies can no longer sustain "damage" they will quit on us just as though we have fallen out of a million story high building. How do we play fair? You don't kill other players or the other mortal bystanders. You don't want to play fair? Then watch as human society turns on you, just as though you dealt the same actions without the use of an Alma or magic.

Among known magic players, there is a ruling of fairness - when the other player admits defeat the battle is over. The winning player can call it quits too, if they have the heart to not kill another being.

Magic that consists of lifelink and regeneration can temporarily stabalize humans and earthly living things who are on the brink of death - but it wont have any other affect on mortals who do not use mana. Players, on the other hand, have been enabled by the use of mana and when they become affected by lifelink or regeneration - their stamina and endurance will return to their bodies and possibly exceed mortal limitations. This difference between mortals and players is most likely caused by the assumption that mana is life energy, just not of our world.
The Alma(e):
Almae are creatures, who are NOT spells casted by players. These creatures originate by blood or by construction via their home planes. Not to their surprise, Players have come to understand that Almae are real representations of creatures in Magic of the Gathering. It is known that player's can only be entrusted by one Alma at a time, otherwise when a new Alma is entrusted before the old Alma moves on or passes away, the old Alma's control artifact will be destroyed in the process.

Almae die when their energy is used up, their limits are similar to the "power/toughness" and "converted mana cost" of creatures spells. There may be numbers that match the qualities of "mana", "power" and "toughness" within Wizard's Magic of the Gathering, but Player's have not been able to precisely justify these numbers and statistics to that of the real things. Even though Almae can die, their control artifacts remain. If another Alma chooses a player who has a long-gone Alma's control artifact in their posession, the old artifact will break and become useless.

Almae eat mana to sustain their life energies on earth - they cannot eat more than their fill. Their "fill" is closely described by their card values' converted mana cost in the magic of the gathering card game.

With "power/toughness" Almae can feed themselves full of mana. Almae' "power" and "toughness" determines the rate and amount in which they can pull mana from the multiverse - a weaker Alma has a slower mana pull than that of a stronger Alma. Alternatively, the Alma that require more mana is obviously stronger than that of a weaker Alma.

Alongside eating their fill, Almae can activate their own mana abilities - if they have any, with what previous mana pool they have "eaten". Other abilities not requiring mana can be naturally activated by Almae, these abilities are suggested by Wizard: tap effects, landfall, haste, lifelink and etc.

Currently it is known that Almae cannot be seen by humans who do not have a control artifact. However, Almae and their Players' spells and abilities do affect the material world around them. Each Alma have their own understanding and development of earth's languages, scientific laws and it's natural habitat.
The Control
The control is simply an artifact brought with a creature of the multiverse - the Alma. It can be anything in which the Alma has claimed as its treasure, anything that is a technical artifact of the Magic Universe. If an Alma decided to carry an artifact creature then so be it, but most Almae treasure trinkets, goblets, jewelry, weapons, shields, pieces of clothing, books - anything they can hold to their bodies and transfer their magical energies into and out of. The control artifact is the Alma's connection to the multiverse, so for any reason in which the control is damaged or broken into several pieces - the Alma attached to it will disperse along with its remains.
The Archives
hosts every spell in existence - constantly changing - every spell’s name and effects are registered to the archives in that spell’s original name and their expressions. There is no single physical representation of the Archives known to players.
The Player’s Library:
“Learned” spells are located within a player’s library, also known as the mind. The human mind is one of the most complex organisms on earth, but the spells known to players must be found somewhere within it’s complexity. The player's Library is made up of several parts of the brain, depending on what kind of spells are contained within.
The Player's Hand:
Simple enough, a player's hand in MTG is the same as the number of spells available to them in their active short term memory. Effects that read: discard = a spell is suddenly forgotten; draw: a new spell is ready to be casted
Library Management:
Library Management is key to a player’s play style, effectiveness and involves realistic limitations in a magic duel. This process is similar to that of a computer’s memory management (Memory management - Wikipedia, the free encyclopedia) and takes place within the communication between player’s long-term memory and short-term memory. How a player can recollect, retain knowledge of spells and overcome spell exhaustion determines how well they can manage their “libraries”.

1. The player must manage a constant "Control”. A player can have as many spells within his or her library, but to play them either within moments of each other or at the same time as each other: all requirements of the spell(s) use must be attended to during each of the duration of each spell being casted.

- In order for the spell to be usable by the player:
- they must know the spell’s expression,
- they must have the right converted mana to pay for the spell’s cost
- they must have the use of the spell to be precisely thought of during the entire duration of the spell. If the precise use becomes vague or preoccupied by other thoughts the spell will act on it’s own free will.


2. A Draw Phase: A player must request to locate the “memory” of an unused spell within their library/knowledge of spells in order to cast the spell. This is done so by recollecting the spell’s expression within their thoughts and drawing out the de-fracted memory and forming it in the player's active short-term memory.

"Momentum" is the average speed of locating the position of a spell within one’s mind. Humans go day to day having to collect, share and memorize inormation as fast as the information is demanded from them. We are highly intelligent and our brain processing is as fast as our neurons in our nervous system can talk to each other. So to have super fast momentum seems really simple, doesn't it?

Innacurate - why? The makeup of a spell's expression requires its original form - a form not easily depicted by the brain of mankind. There are hundreds, thousands of various forms of spells known to players and each have their own unique language - the languages of magic. A realization came to a few sortment of players, who studied and researched the pace of momentum over a decade, that languages of magic tend to group to parts of the brain that exert human personalities that mimic each personality of their spells. For example: A green aura spell that is casted for the use of regeneration is more likely to be found in feminine, motherly thoughts than the thoughts of logic, idealistic and relevancy.

The more accurate a player can express, understand and depict the original form of a spell, the faster and more often will they be able to cast this spell.

The spell's expression describes the difficulty of recollection - the longer and more vivid the expression is the longer momentum occurs. For example: Every spell but instants and those with “flash” have very detailed expressions due to the length of their names in their original forms and are much more difficult to recollect and can possibly become extensive.

- Recollection can be pushed faster by specific spell effects such as scry, draw, cascade, cycling, etc. that search a player's mind for the pieces of the spell and outlines them clearly.

3. Spells can be blocked/interfered with by outside sources that are either using the spell or have requested the spell before the caster could recollect it. The use of a spell doesn’t have to activate it’s effects rather it can block or momentarily delay the use of the spell’s effects. Example: Spells that say: Return to bottom of library, blue spells cannot be played unless its controller pays x, target player puts the top card of his or her library into his or her graveyard etc. can block or temporarily interfere with a player's mind until the effect's request is paid or the player uses his or her own means to recover the recollecting spell.

4. Spells can be exiled - lost forever to it’s spellcaster. The exiled spell is like that of a memory that the brain can no longer manifest in it’s library. The duration of this extreme lasts for the remainder of the duel, or the remainder in which the spell that called for the exiled state.

5. When a spell's effect finishes, it’s expression returns to the player's memory just like any memory in real life resolves (graveyard). However - the spell becomes exhausted meaning it cannot be used for a duration of time. This duration usually depends on the player's familiarity of this spell, if the player has the mana converted to play the spell and the taxation of the spell upon its player/caster. Every spell taxes the player and their alma in the form of accumulation of the player's strength to cast the spell and the player's Alma's ability to convert the mana cost.
Spell's Expression
-A spell’s expression is the vital organ to casting a spell, it is it’s foundation, it’s ingredients, it’s true value in the multiverse. Knowing a spell’s expression is the start of a player’s right to cast it, and can be taught over and over again in both verbal and written languages of it’s origin. Some spells may require the caster to retain knowledge of both its verbal and written form, but some may require one or the other and cannot be casted unless the players uses their rightful forms.

A spell’s expression is based upon the type of spell:
If an instant: Planal Address + Converted Mana Cost + Name of spell in its original form
If a sorcery: Planal Address + Converted Mana Cost + Name of spell in its original form
If an Aura: Planal Address + Converted Mana Cost + name of spell in its original form + name of creature in it’s original form
If an enchantment/Global Enchant: Planal Address + Converted Mana Cost + name of spell in its original form
If a creature: Planal Address + Converted Mana Cost + Name of creature in it’s original form
If an artifact: Planal Address + Converted Mana Cost + Name of object in it’s original form + name of original artificer + Object Conversion
If a basic land: Planal Address + Original name
If a non-basic land: Planal Address + Original Name + Creator’s Original Name

What this stuff means:
Planal Address: Basically the "Zip" code of where and when the plane in which the spell originated from existed
Converted Mana Cost(cmc): (see "Mana" part of this note)
Object conversion: Mainly used in the art of artificing - creation of artifacts. In order to create an artifact a base object must be presented to be the host for the spell to take form into. Most artifacts require a general list of "safe" base objects that the artifact can manifest into. For example: Amulet of Kroog can be manifested into round objects with the density of a copper penny or higher. If attempted on an object other than a safe object, an artifact spell would fizzle and become exhausted without its effects becoming permanent.
Mana
-All spells require a cost of “Mana”. Mana originates within the multiverse and is created by planes. Mana could be described as laws of mother nature in which its residents are given control over (yes like stereotypical magic). However, our players have experienced Mana as 5 forms of life energy.

5 Types of Mana and their Natural Tendencies:
* *
mtg_wheel.jpg

* * How do we obtain mana on earth?
Since earth is not a representation of a plane or belongs to the multiverse it cannot produce its own mana. In order to obtain mana, as players we must be entrusted to an Alma that has a connection to their home plane. With this connection players can use these creatures to pull mana from their planes by using the Control Cards allocated to the home address of the Alma and then entrusting the mana to the player. Players themselves have no connection to the planes, so a control without an attached alma cannot collect mana.

Why can’t we have as much mana as we want?
Mana has tendencies, flaws and natural patterns of movement and flow. These tendencies are brought about by the home plane in which the mana is called from. If the home plane is experiencing loss in one or more colors of mana then it becomes an empty source of those colors. Thankfully, Almae can help the player understand and predict when the mana becomes unstably high or low.

Mana also has a tax upon it’s users - thus why the players tend to express mana as energy or a possibility of a life creating source. We have come to understand that this “energy” does consume natural human energy when it is used to cast spells. When the energy is neglected and pent up within the human body it will start affecting the human’s natural behavior to that of the tendencies and habits of the types of mana stored.

To prevent either lacking or having too much mana within a human body, artifacts can be useful by storing mana without any drawbacks other than keeping the artifact close to the caster.

If a player is lucky, their Alma may have mana production abilities in which they can pull mana out of their home plane and then store it in their bodies. The Almae who do not have these abilities can only simple pass the converted mana to their player for their player to store it.
Mana Conversion/Converted Mana Cost:
Many spells require a specific converted mana cost (cmc) in order to be used at all - this cost could involve a little bit of red mana and a whole lot of black. The conversion of mana into the activation of a spell is done by the Alma who takes mana from the entrusted player and then turns the mana into the correct format that the spell requires. Fortunately most spells allow a base mana color to be used and then the player can choose whichever mana he possesses to pay for the remainder of the spell’s cmc. When different colors are chosen to suffice the remainder of a spell’s cmc that spell will take on those color’s tendencies in the case that the player looses control of the spell.

The Roleplay Scenario:
Our story begins in a random area of the United States in the year of 2013, where fields of corn, beans and wheat stretch out to nothingness, squiggly shaped lakes lie still untouched beneath deep lime green thickets and the people who call this place home are happy to have its invisible barrier of silence as their refuge. There is one or two points of this town that give it a lively atmosphere now and then, and one of them is the little Stormy Community College and it will be our designated vocal point for this roleplay. This college offers a little bit of everything an attending student could ask for - cafeteria, bookstore, library, music rooms, art rooms, a little bitty gym near the only field on campus, computer tech building, science building that should really be stripped clean and redone after the last failed experiment... Language Arts building and all the major faculty offices residing a floor beneath the cafeteria. The 2 tiny box like club rooms are sitting across from the main doors to the cafeteria.

Within this college, my Main character has recently started up a Dungeons and Dragons club and is currently searching out more members to fill both officers and the everyday members slots. Sign-ups for the club will take place in the start-up thread - the officer rankings will be: Vice-President, Secretary, Treasurer and Communications. Your character does NOT have to join this club, your character does not have to be a college student to be apart of this club; your character can be any age, any gender, anything you want it to be as long as something in its background gives it a reason to be soliciting on campus grounds.

Eventually, once introductions are done, the club will be having a special survival field trip - be mentally prepared for this! This helps the rp to take away from the "oh show up at school and talk with friends and then go home" scenario. My main character, the Club President, knows a secret about the existence of magic and Almae and she's going to fumble the club members and other immediate players through the door to an adventure not like the ones you can have on earth. Will the club members stick to their guided leader and chase down the unfolding mystery, or wreak havoc with their magic touch?

My RP Rules:
~Follow all bmgf rules ~
~NO Godmoding, NO powerplaying, NO Mary Sues, NO Spamming ~
~Since this is a test drive and I love questions, rp related OOCs are allowed, but please keep them to a minimum after the start up thread ~
~This is a young adult mostly mature rp with exceptions to those who want to play younger sibling characters, respect everybody please ~
~ Once you have fully read the rules, please write: "All but me, CHARGE!" in your sign up ~
~ Only one character per person with an Alma, more characters without Almae are allowed but don't forget the rest of us are here to rp with you! ~
~ Have fun, understand that there will be disputes - nothing is perfect, but fairness for all players is advised ~

IMPORTANT: When choosing an Alma:
- YOU MUST put in a request of your Alma of choice, if I say no I will explain why but there are millions of magic creatures out there so don't give up!
- try to be creative with your choice and NOT choose an Overpowered Creature
- try to choose an Alma within the color(s) that best fits your playstyle
- The Converted Mana Cost limit to all player's Almae is 4, unless you convince me of a 5 cost that is useless other than its mana pool
- IF a multicolored Alma - stick with 2 colors please.
- If making up your OWN Alma - its abilities MUST be approved, non-overpowered and has a reasonable converted mana cost to support it, BUT it has to be a species of the magic world

When Choosing a Control Artifact:
- If it is an artifact creature you must request it, large creatures are unacceptable.
- Large non-creature Artifacts are frowned upon, but ask anyways if you think it will work
- The control artifact will have NO abilities or effects other than being a link between Almae and their home plane
- It can be any artifact already made up by Wizard, that doesn't break any of my rules, or something unique you made up yourself
Sign-UP Template:
Character
Name:
Nickname:
Gender:
Age: (any age you are comfortable rping as)
Appearance:
Favorite Subject(s): (does not have to be filled out)
Favorite MTG Playstyle: (specific color? specific abilities? specific creature/spell? whats your current all-time favorite deck's overall playstyle?)
Hobbies: (please put MTG! Just kidding!)
Personality: (few brief words that are obvious about the character, we'll get to know them soon!)
Understanding of the Control Concept: (don't create a genius - know-it-all, unless they happen to be a blue mana focused wizardly book nerd whose been studying magic for years and can communicate with the gm/me OOCly whats reasonable and not.)
Short Bio: (a bio that the character is comfortable with others knowing right off the bat)

Alma
Card Name/Species:
Nickname:
Gender:
Converted Mana Cost: (1red, 3colorless / 2colorless / 2green etc.)
Control Artifact:
Plane they call Home:
Personality:
Level of human intelligence: (cave-man, feral, genius, 3rd-grade student, however you want to describe it)
Short Bio:
My Main Character's Bio:
Character
Name: Milliana Flamma
Nickname: Milli
Gender: Female
Age: 20
Appearance: 5'4", 105 pounds that's evenly distributed leaving her flat like a board, strawberry blonde (more red than blonde...), just below shoulder length straight hair that always in a knot because she wears a zumies black/grey beanie to keep it flat and her little head warm. She has silver grey eyes, orange freckles that dot her high cheek bones and natural red lips that make you think she's wearing a light shade of red lipstick. Milli doesn't "do" makeup unless its a date night or she's being dragged by her parents to somewhere expensive. She's always in her favorite thin black zip up hoodie with random colored and assorted t-shirts underneath and fitting dark blue jeans.
Favorite Subject(s): Art, World Literature, Geography, Computer Technology
Favorite MTG Playstyle: Goblins! All the Goblins! Mostly red mana though.
Hobbies: MTG, Pokemon, DND, Drawing Poorly, Writing Crazy stuff, Online FREE Mmorpgs
Personality: Outgoing, Bursts of energy, Can't go five feet without making a mess..., Cheap/Frugal, Self Conscious
Understanding of the Control Concept: Milli knows just enough that magic exists, her Alma exists, she can cast spells and that her actions affect the mortal world. She's aware of some of the affects of the magic universe on earth, but is studying/hypothesizing a little here and there on several that are still yet to be known. She keeps a notebook full of her "magic" knowledge.
Short Bio: (find out yourself, ask away!)

Alma
Card Name/Species: Ib Halfheart, Goblin Tactician
Nickname: Ib
Gender: Male
Converted Mana Cost: 1red, 3colorless
Control Artifact: Tooth of it's Commanding Goblin Officer
Plane they call Home: Dominaria, "Time Spiral"
Personality: To every player but Milli: A nuisance of a wannabe leader. To Milli: A goblin friend to squeeze the life out of when she gets lonely, a friend that shares the same outgoing and energetic personality that she has and a friend she wants to slam against the wall several times till it shuts up.
Level of human intelligence: Speaks a little bit of english and just got used to "electricity" being confined and used in everything
Short Bio: Since lack of communication, Ib has barely taught Milli about where he came from or why he chose her as his Player. He insists that she's something very important to him and becomes extremely lonely when she isn't around, but other than that Ib is a mystery. Milli met him through his several attempts to prove that he existed as he followed her and gobbled up many unfortunate things (pencils, pens, drawings, french fries, dice, a mouse or two..) that were possibly important to her, and she finally accepted something that she couldn't see has been following and tormenting her for quite some time. Ib's actions got more obvious and one day Milli sat down in the middle of the sidewalk and waited for him to approach her. He crawled into her arms and strung his tooth necklace over her head, and at last Milli understood (with a bit of freaking and shrieking).

My Secondary Character:
Character
Name: Bill Loyaler
Nickname: Cold as Ice, Robot, It, Bill
Gender: Male
Age: 23
Appearance: Height 5'11, weighs roughly 134 pounds, thin in arms and legs, dark brown sceptical eyes that never stops twitching now and then till he's exhausted himself and finally sleeps... hair is thin, oily black and long enough to reach his chin - allot of times he may string his much longer bangs up with a ruber band like a ponytail. His face is very bony, nose sharp to the point and the jaw nearly matching his nose's acute angle. His skin is extremely pale and lacking in color other than the deep black grooves under his eyes.
Favorite Subject(s): Math, Science, 4chan
Favorite MTG Playstyle: Blue Control Mill - Casual, Whatever is the most challenging deck to learn/unbeatable - Standard
Hobbies: Hacking, MTG, DnD 4.0 (ew....), information Holic/Addict
Personality: Bill earned his nicknames through his interactions with other students and people - he's emotionless as emotionless as a human can get. He will get excited over learning new things and retaining them for long periods of time, but he has never shown any envy, pride, concern or even a thought that wasn't filled with the intent of being informative.
Understanding of the Control Concept: If Bill was in love with anything, it has to be the existence of magic. Bill spends long hours locked up in the back room of the DnD club room trying to scuff out as much information as he can from his Alma, memorizing almost every spell in Blue-Man's head and jotting it down in the blank artifact book his Alma had provided him.
Short Bio: Bill doesn't get along with Milli very much, their personality differences are on the extreme levels and he much prefers not being interrogated by her concern over his choice of lifestyle. Blue-man found Bill in the public library and found his personality to best match his idealistic human other. Bill was not at all conflicted by Blue-Man's approach, rather he took it as a sign that his life was going to be used for the greater good of knowledge and he was going to be used for more than humanly purposes.

Alma
Card Name/Species: Dimir Guildmage
Nickname: Blue-Man
Gender: Male
Converted Mana Cost: 2black/blue
Control Artifact: Book
Plane they call Home: Ravnica
Personality: Chronic asshole,wise but handles his information like a broker, superiority complex to lower intelligence
Level of human intelligence: Intermediate levels of the English language as well as computer technology, physics of earth and other sorts he gets to learn via Bill's classes.
Short Bio: Blue-Man understands his past life on the plane of Ravnica cannot be reachable at this time, however he has a higher plan for his Player and the use of magic on earth. Cut off from his guild, Blue-Man is recovering himself little by little on not obtaining daily information about the other guilds and the happenings of his plane, and finds the human race amusingly interesting. He feels his welcoming pull of a home plane through his daily meals and the account in which his Player requests mana for his spells and experiments, but he doesn't miss it as much as he'd hope.
 
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Name: Jean Paul Lautrec
Nickname: Mostly just goes by Jean.
Gender: Male
Age: 19
Appearance: Jean is fairly tall, at 6'1, with a slender build. His skin is peach colored, due to spending much of his time training with Billy outside. His hair is black, and falls around his ears in a somewhat messy style. His eyes are dark brown, and he tends to dress casually, in a t-shirt and jeans. When at home, he wears no pants. Sometimes he forgets to put them back on when leaving the house.
Favorite Subject(s): Programming
Favorite MTG Playstyle: While he just started and isn't very good, his deck is blue. It's very defensive, summoning lots of Illusions, while keeping enemy creatures away with Unsummon, Ice Cage, and Time Ebb. He also has lots of cards that let him draw more cards, both for the added versatility and powering up his Aeon Chronicler.
Hobbies: Video games, anime, creepypasta, skateboarding, sometimes drugs.
Personality: Jean's main problem these days is that he's a bit myopic. Not physically, but mentally. If something won't give him an immediate reward, he has a hard time getting motivated. He's plenty clever, and good at memorizing facts, which is how he got a full-ride scholarship. But now that he's in college and has to actuall study, he's not doing so hot.
This shortsightedness also manifests himself in interactions with others. He's a tad...Forward with women. Even when their boyfriends are around.
It does help him occasionally. He's very brave. It's not so much that he's ignoring his fear, and more that he's not thinking about the consequences of his actions. But if he saw a burning building with a woman on the top floor screaming for help, he wouldn't hesitate to break down the door. And then ask her for her number while his hair was on fire.
Understanding of the Control Concept: Jean has very little understanding of why he's a wizard. He actually sucks at magic, and prefers Yu-Gi-Oh. He's a bit worried he's going insane or turning into a magical girl.
Short Bio: Jean was until fairly recently a hikkikomori. He stayed inside most of the time, watching anime and skipping class. That is, until a horrible tentacle monster straight from one of those weird comics he keeps hidden under his bed appeared and told him he was a wizard. Fearing for his marital purity, he fled.

Later, Jean decided that the monster must have been a hallucination caused by him having not spoken to another person for a week and the bad karma from slacking off. So he started going to class again and joined Dungeons and Dragons club. After buying a Magic deck, he realized that one of the cards looked almost exactly like the being he had seen before. Upon returning home, he found a chihuahua on his bed. It introduced itself as Billy the Phantasmal Abomination, and told him that he needed to learn magic. Jean, worried that it would turn back into a tentacle beast, agreed to become it's student.

Alma
Card Name/Species: Phantasmal Abomination
Nickname: Billy
Gender: Unknown. Jean mostly thinks of Billy as a he.
Converted Mana Cost: Blue
Control Artifact: A small jar of green fluid. A ping-pong ball-sized chunk of what appears to be a chunk of gray matter floats inside.
Plane they call Home: Adarkar
Personality: Billy is surprisingly nice for a living helping of mindfuck. He regards humans as mostly interesting and a tad cute. Their stray thoughts are quite tasty as well. For the sake of the sanity of others and fitting through doorways, he usually takes a smaller form other than his base. He does sometimes go up to people and lick their heads. Since most people can't see him, it usually just manifests in forgetting where they put their car keys .
Level of human intelligence: Roughly human level, although he likes to pretend he's an omniscient being. Can communicate via telepathy.
Short Bio: Billy's main body is not actually the shapeshifting being he appears as. Rather, that's just a psychic projection created by the actual Billy, which is the chunk of brain floating in a jar. Billy is his own control artifact, a part of the mind of the Planeswalker who created him. Emancipated from his master for unknown reasons, he traveled dimensions until he found someone who looked like his master. That is to say, Jean.

All but me, charge.
 
-waves- Your character bio is very unique and clever at the same time. Nice to have you aboard!
 
I gave some thought to your illusion alma sir, I accept it but lets change the meaning of "sacrificing" once it becomes the target of something. My piers and I have discussed the mannerism of illusion Almae and it seems that they should have the same characteristics as what earthly humans describe as an illusion*, and when they become sacrificed they are merely "popped" back into their original forms or temporarily dispersing and reappearing. Now if you were to cast an illusion creature spell, then that would then become sacrificed and not have the same characteristics of your awesome alma.

*illusion (ɪˈluːʒən)
— n
1. a false appearance or deceptive impression of reality: the mirror gives an illusion of depth

(you probably already thought of this... *bows sincerely if that was bothersome to draw out*)
 
Well, yeah. Billy's just a body part that the chunk of brain in a jar uses to interact with the world. Like a remote control car. So unsummoning would just get rid of the projection and mean that he needs to make a new one, which takes a while.
 
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