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Ravnica 0.0.5

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Aug 1st, 2015
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  1. Ravnica jump
  2. Welcome to Ravnica, city of the guilds. The city spans the entirety of the plane that it is on and is run by the 10 guilds as sanctioned by the Guildpact, a massive magical document that effectively dictates the structure of the entire plane. You will arrive nine years before the tenth millennium celebration of the Guildpact. Also noteworthy is that the dead of Ravnica are unable to pass on due to an oddity of the plane, leading to a huge population of ghosts.
  3. Origins
  4. Azorius Senate: The legislature and bureaucrats of Ravinica. They wield white and blue, specializing in law magic. Do not let them detain you.
  5.  
  6. Orzhov Syndicate: The Merchants, crime syndicates and banks of Ravnica. They use white and black, focusing heavily on necromancy and life extension.
  7.  
  8. Boros Legion: The police and military of Ravnica. They use red and white, focusing heavily on magic to boost themselves and blow up their enemies.
  9.  
  10. Selensya Conclave: The hippies of ravnica. They use white and green with a focus on community and each guild member has a connection to Matselensya, a sort of group mind.
  11.  
  12. House Dimir: According to conspiracy theorists and madmen House Dimir is a network of spies and assassins that uses blue and black magic to conceal their very existence from the populace, killing or destroying the minds of any who discover them. But that can’t be true, it’s obvious that those people are just nutcases and that their supposed leader Szadek was just a boogeyman from back when the Guildpact was established.
  13.  
  14. Izzet League: The Izzet are the mad scientists of Ravnica. They use Blue and Red to create insane magic that sometimes blows up in their faces.
  15.  
  16. Cult of Rakdos: Where the Orzhov are the organized crime in Ravnica the Cult of Rakdos is the disorganized crime. Spreading chaos wherever they go these madmen use black and red magic with a focus on destruction and killing.
  17.  
  18. Gruul Clans: A lose coalition of savages and barbarians, the Gruul used to be the keepers of Ravnica's wilds before the city expanded to the whole plane. They use red and green magic to hit hard and fast.
  19.  
  20. Golgari Swarm: The main providers of food in Ravnica, the Golgari use green and black to twist life and death to their whims.
  21.  
  22. Simic Combine: Biomancers supreme, the Simic are masters of shaping flesh and provide medical care and specialized workforces for Ravnica. They use Blue and Green magic to aid in their development of new life forms.
  23.  
  24. Drop In: You start with no past and no guild affiliation but a knack for artifice. You lack connections to any particular color.
  25.  
  26.  
  27. Perks
  28. White
  29. Disciplined (100 free for white aligned guilds), You're generally far more orderly and have remarkable personal discipline.
  30.  
  31. Healing (200 discounted white aligned guilds) You can do some basic uses of white mana to help heal and defend your allies. With practice you might manage to learn other minor white aligned spells (nothing more than CMC three, instants and sorceries only).
  32.  
  33. Blue
  34. Smart (100 free blue aligned guilds) Be it juggling the legal maze of Ravnican laws, your own insane experiments, or a vast network of spies you rarely miss a detail and have excellent recall.
  35.  
  36. Mental Magic (200 discounted blue aligned guilds) You can use blue mana to effect peoples' minds, largely useful for helping with keeping track of or concealing memories. With practice you might learn some other basic blue spells (nothing more than CMC three, instants and sorceries only).
  37.  
  38. Black
  39. Deadly (100 free black aligned guilds) You know how to kill people. Where other guilds might practice combat you practice the art of killing things, especially subtly or in a manner to avoid impairing any undead you might make from it.
  40.  
  41. Necromancy (200 discounted black aligned guilds) You know how to raise the dead as basic zombies or other forms of undead. Also with a piece of a corpse you may call forth the ghost of the person it belonged to for questioning or other more nefarious uses if you know them (assuming they're still around). With practice you might learn to make new and interesting undead with black mana (nothing more than CMC three, undead creatures or instants and sorceries dealing with the graveyard only)
  42.  
  43. Red
  44. Passionate (100 free red aligned guilds) You feel emotions more strongly than most and can channel your emotions to help focus and bring yourself to bear on the task at hand.
  45.  
  46. Blasting (200 discount red guilds) You can channel the more destructive element of red into blasts of fire or lighting. Red magic excels for crisping your enemies and wrecking their stuff but can't do much else. (nothing more than CMC three, instants and sorceries only)
  47.  
  48. Green
  49. Big (100, free Green aligned Guilds) You're just bigger and stronger than the average person. You might stand out slightly in crowds but when it comes down to a fight you can give as good as you get and then some.
  50.  
  51. Growth (200 discount Green aligned guilds) Green magic is the color of life and excels at making things bigger and stronger. Generally you can choose between a fairly long term but weaker buff or having a spell burn through all its mana quickly for a quick but glorious rampage. With practice you can learn other applications of green magic (nothing more than CMC three, instants and sorceries only).
  52.  
  53.  
  54. Each guild has a 200 cp, 400 cp and 600 cp perk
  55.  
  56. Some more general stuff like monstrous forms and guild standing, maybe some to improve spellcasting slightly (mostly just learning your guild's appropriate magic and such)
  57.  
  58. General
  59. Monstrous Seeming (300) Instead of a human you are a monster appropriate to your guild (Drop-ins instead choose one):
  60. Azorius: Sphinx, you’ve lived multiple lifetimes and have a far more innate connection to the magics of law and binding than most of your guildmates. Also you’re the size of a small house and ridiculously strong.
  61. Boros: Angel/Archons are embodiments of battle here, they tend to have a potent innate ability dealing with conflict, from shooting lighting, rallying those under them, allowing those following them to continue to fight despite mortal wounds, getting stronger the larger the enemy forces or some other ability dealing with battle. As a side benefit you can always hear someone addressing you regardless of distance.
  62. Dimir: Skinwalkers while not initially as physically fearsome as some of the other options are quite versatile in that they may assume the form and gain the memories of a creature they have access to the corpse of in a somewhat prolonged process that also destroys their ghost (if they have one). This makes you absurdly good for infiltration since you’re extremely hard to distinguish from your victims.
  63. Golgari: Gorgon
  64. Gruul: Elemental? Cyclops?
  65. Izzet: Dragon
  66. Orzhov: Ghost??? Probably more of a downgrade
  67. Rakdos: Demon
  68. Selensya: Dryad
  69. Simic: Prototype of Kraj? Other hugeass Biomancy creation?
  70.  
  71. Land Affinity (400) You can establish mana bonds far more easily than a normal mage, while this doesn’t allow you to cast more powerful spells you can cast a lot more spells before running out. Where others need intense meditation and a pre existing attachment to the land you can make a bond fairly simply after spending a few days in the same location. This also helps a good deal at start of jumps because without a Spark you can’t funnel mana across planes.
  72.  
  73. Drop-In
  74. Guildless Guile (200 discount Drop In) (Keeping your head down. Passing yourself off as just a simple tradesman.)
  75.  
  76. Artifice (400 free drop in) You may create artifacts, items aligned with no color but possessing marvelous effects nonetheless. Generally the speed with which you can make these rises exponentially with mana cost, with equip cost adding a similar but lesser amount of time. Once an artifact is made you may power it from any manabonds you might have. Generally you can create artifacts from the core sets and either Ravinica block.
  77.  
  78. Unbound? (600 discount drop in)(break magic deals while avoiding the backfire. Exploit all the loopholes and know precisely how to insert them. Likely to cause attention if flaunted.)
  79.  
  80. Azorius
  81. Legal Briefs (200 discount Azorius): Through heavy study and maybe some memory magic you know most of the laws and precedent of Ravnica. You also know how to navigate bureaucracy in such a manner as to avoid most of the red tape. In future jumps you’ll know the laws of your starting location and nearby areas, while being able to study other law systems at a much accelerated pace.
  82.  
  83. Detainment (400 discount Azorious) You have learned the guild magic of the Auzorius which centers around the binding of its targets. Their magic is focused less on big flashy effects and more making sure any foes can’t use any of their big and fancy techniques. Fighting a lawmage is an exercise in annoyance as they make it ny impossible for you to do anything so long as they have mana.
  84.  
  85.  
  86. Boros
  87. Legion Training (200 discount Boros) Coordination drill sergeanting and how to work with magic in squad and up tactics.
  88.  
  89. Battlemage (400 discount Boros) The actual magic, and strategy for how best to put it to use.
  90.  
  91. Radiance (600 discount Boros): Whenever you cast a spell affecting a single target you may expend some extra resources (about half again what the spell cost) to cause the spell to be replicated once for each target in the vicinity of a similar nature to the first target. So if for example you’ve found a bunch of Rakdos cultists you could cast one fireball and have it be copied to hit each of them. Similarly you could heal one fellow legionnaire and mend the wounds of all of them. Do be careful with this though as the magic is very arbitrary on selecting similar targets and may occasionally backfire (in game it hit everything of the same color as the target, in a game with 5 possible colors).
  92.  
  93. Dimir
  94. We Have Dismissed These Claims (600 discount Dimir) House Dimir is dismissed as nothing but a rumor spread by conspiracy theorists. With this perk you can erect a similar shroud of secrecy around any organization you found, causing it to be dismissed as an urban legend so long as you don't do anything extraordinary obvious (walking down the streets with all the members openly declaring their allegiance would probably break it for example). This ceases to affect anyone recruited into your conspiracy but they still probably would be dismissed as a raving lunatic if they tried to turn on you and break the secrecy of your organization.
  95.  
  96. Golgari
  97.  
  98. Harvester (200 discount Golgari)
  99.  
  100. It is alive! (400 discount Golgari)
  101.  
  102. Recycling (600 discount Golgari) (Lichdom, integration of other parts into your undead form. Generally being terrific at Necromancy)
  103.  
  104. Gruul
  105.  
  106.  
  107. Izzet
  108. Science! (200 discount Izzet) (Only it's MAGIC! and it totally needs more power.)
  109.  
  110.  
  111. Replicate (600 discount Izzet) The Izzet are masters of using excessive amounts of power to completely ridiculous ends. When you cast a spell you may pay the cost of the spell multiple times to cast it that many times without the need to go through the gestures or any other preparation necessary to cast the spell again.
  112.  
  113. Orzhov
  114. Mercenary (200 discount Orzhov)
  115.  
  116. Haunting (400 discount Orzhov)
  117.  
  118. Debts Shall Be Paid (600 discount Orzhov) When someone dies normally it’s somewhat hard to collect their debts, the Orzhov have found a way around this. You may call forth the spirit of any person who died while still owing you a debt and make them serve you as a revenant with all skills they had in life for an amount of time proportional to the debt. Debt also compounds for so long as the person is not working for you so sitting on a debt for ages can get you a decent number of loyal servants.
  119.  
  120. Rakdos
  121. Join the Carnival (200 discount Rakdos) As an initiate of the Rakdos you know how to inflict pain thanks to personal experience from participating in the festivities. Said festivities have also given you amazing tolerance for pain and suffering (optional masochism included). In addition thanks to some connections you have a decent idea of how to destroy most physical objects (this frequently involves lots of explosives or magic), and incite chaos and riots. As a side benefit you also get training in entertainment related jobs, such as performance and catering, although this is mostly twisted to other purposes within the Cult.
  122.  
  123. Diabolism (400 discount Rakdos) You’ve been trained in the guild magic of the Cult of Rakdos which deals in relentlessly attacking at the expense of defense. The greatest bits of Rakdos magic grow much stronger when you simply expend all your effort on a relentless offense without taking time to stop and think. Rakdos magic is also great for destroying anything material, although ridiculously durable things may get in the way. And of course there’s the various bits of demon summoning you can do, although the demons tend to come with a price and may not be especially cooperative once called.
  124.  
  125. Hellbent (600 discount Rakdos) When backed against the wall you gain nearly unrivaled clarity and efficiency of action. Your spells work better, you become miraculously talented and so on. Sadly this boost is only useful for killing things and may come at the expense of disregarding things like sanity or collateral damage. On the plus side you’ll be utterly transcendent at it for so long as you remain in this state. (Seriously you fuck shit up and have the luck of the devil)
  126.  
  127. Selensya
  128.  
  129. Evangelist (200) (people and animal skills)
  130.  
  131.  
  132.  
  133. Simic
  134.  
  135. Drawbacks:
  136. Magical Alzheimers (+300) Upon arrival you lose all of your abilities and forget about them. Luckily you can get them back, you start off knowing the ritual and mana expenditures required to reactivate seven random abilities. Each month or with a good deal of magic intended to help with mental state you remember another ability and figure out how to go about activating it. The cost of the ritual scales depending on the power of the ability (generally assume it costs one mana per 100 cp, lands used for this are expended for the remainder of the month).
  137.  
  138. Notes
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