Post by Thelon on Dec 15, 2008 20:26:27 GMT -6
These rules pertain to the characters you create, not behavior in general. Unlike the main rules, there can be exceptions to these. Just make sure you ask before you make that exception.
1. Each main character may start with one land and one spell. The land must be a basic land (forest, swamp, plains, mountain, island). The spell may be any non-land and non-plainswalker card.
2. Creatures a character summons are under their summoner's control. They do what their master commands, even if the order isn't spoken. The caster can also sense what their creation is currently going through (ie. spotted enemies, got hurt, became unsummoned), but only in a general way.
3. A character can cast each of their spells once per day, but only if their previous casting of that spell no longer exists.
4. You may choose for your character to get a new spell or land at 25, 50, 75, and 100 posts, and every 50 posts after that. When getting this new land or spell, try to do it through RP. It will be more interesting that way. Also, if you know what you are going to choose next, don't be afraid to plan ahead.
5. Try to be original. This means don't strive to have the most powerful deck when choosing which spells and lands your character receives, but strive to have the most interesting or creative combination instead. This won't be any fun if everyone makes their character overpowered.
1. Each main character may start with one land and one spell. The land must be a basic land (forest, swamp, plains, mountain, island). The spell may be any non-land and non-plainswalker card.
Note: The land card represents where your character has spent a great deal of time and has become in-tuned with their surroundings. Someone who lived in the mountains their entire life would not be in-tuned with the plains.
Note: The spell card represents the first magic that your character has learned how to cast. It can be a creature, artifact, sorcery, instant, enchantment or any combination of those. Keep in mind that just because your character knows a spell doesn't mean they can cast it. For instance, a character with one island to their name will not be able to cast their Polar Kraken spell.
2. Creatures a character summons are under their summoner's control. They do what their master commands, even if the order isn't spoken. The caster can also sense what their creation is currently going through (ie. spotted enemies, got hurt, became unsummoned), but only in a general way.
Note: The character can also sense major changes in their other spells as well, such as if an enchantment is negated, or artifact destroyed.
3. A character can cast each of their spells once per day, but only if their previous casting of that spell no longer exists.
4. You may choose for your character to get a new spell or land at 25, 50, 75, and 100 posts, and every 50 posts after that. When getting this new land or spell, try to do it through RP. It will be more interesting that way. Also, if you know what you are going to choose next, don't be afraid to plan ahead.
5. Try to be original. This means don't strive to have the most powerful deck when choosing which spells and lands your character receives, but strive to have the most interesting or creative combination instead. This won't be any fun if everyone makes their character overpowered.