Post by herziquerzi on Apr 4, 2018 20:11:10 GMT
SET FILE
(Uses M15 Altered, M15 Extra, M15 Style, M15 Textless Lands, M15 Tokens, Mainframe Walkers, and SevenHalf)
Pray For Salvation
Banner art by Natasha Nanook
Set Name: Plagues of Fretport
Three Letter Abbreviation: PFP
Number of Cards: 224
Design & Development Team: HerziQuerzi
{Persist}
{Vanishing}
{Proliferate}
{Engage}
{Hunted}
{Trapped}
{Sickness}
{Riches}
{Rags}
{Escape}
{Kalemn}Homeplane: Rhyse
Gender: Female
Age: 23
Bio: Kalemn was born into a clan of bandits, and as she grew up, was raised to steal. Starting with whisking sheep away in the dark of night, and then, once she could hold a sword, the classic pillaging and highway robbery. She never had any moral issues with it. She never really had moral issues with anything. She and the clan needed food and supplies, and they were strong enough to take them.
Her spark remained latent until one particularly brave villager got the jump on her and shoved a torch into her face. After its ignition, faced with the grand scope of the Multiverse, she realized she was sick of preying on those living on the dirt just so that she in turn could live in the dirt. And so she changed her career to the slightly more illustrious role of a mercenary.
Her potential for magic had remained unknown to her until her sparks ignition — due to Rhyse’s suppressing influence on magic — but since then she has slowly cultivated it. Her magical abilities start and end at the ability to manipulate flesh. She can rend flesh with a touch, though in her opinion the need to touch her victims means she might as well go the old fashioned route and stab them. She can heal wounds, though being a solo operator, it's mostly used to patch herself up after and/or during a fight. Finally, she can use it to make herself stronger, faster, and more durable.
Design Philosophy: Kalemn’s a straight forward woman. Not one for complicated schemes, most of her planning is composed of having a good idea of what fights to pick and what ones to avoid. As such, her abilities should be simple. Destructive in nature, since she makes a living killing people for coin.
Gender: Female
Age: 23
Bio: Kalemn was born into a clan of bandits, and as she grew up, was raised to steal. Starting with whisking sheep away in the dark of night, and then, once she could hold a sword, the classic pillaging and highway robbery. She never had any moral issues with it. She never really had moral issues with anything. She and the clan needed food and supplies, and they were strong enough to take them.
Her spark remained latent until one particularly brave villager got the jump on her and shoved a torch into her face. After its ignition, faced with the grand scope of the Multiverse, she realized she was sick of preying on those living on the dirt just so that she in turn could live in the dirt. And so she changed her career to the slightly more illustrious role of a mercenary.
Her potential for magic had remained unknown to her until her sparks ignition — due to Rhyse’s suppressing influence on magic — but since then she has slowly cultivated it. Her magical abilities start and end at the ability to manipulate flesh. She can rend flesh with a touch, though in her opinion the need to touch her victims means she might as well go the old fashioned route and stab them. She can heal wounds, though being a solo operator, it's mostly used to patch herself up after and/or during a fight. Finally, she can use it to make herself stronger, faster, and more durable.
Design Philosophy: Kalemn’s a straight forward woman. Not one for complicated schemes, most of her planning is composed of having a good idea of what fights to pick and what ones to avoid. As such, her abilities should be simple. Destructive in nature, since she makes a living killing people for coin.
{Helene}Homeplane: Bant
Gender: Female
Age: 27
Bio: Born on Bant, Helene was a Sigiled-cast knight, but only barely, and not for long. Her interest in strength over honour became more apparent over time, and she was stripped of her sigils and shamed by being reduced to Unbeholden-cast.
She wallowed in prison for a few years before the Conflux threw Alara into turmoil. With undead Grixis hordes and violent Jund hunters threatening the borders, Helene was released and armed once more, sent to help defend Bant in it’s desperate times. It eventually resulted in her spark being ignited, as a Grixis death mage attempted to drain away her vitality.
When it did, Helene turned her back on her homeland, and struck out into the Multiverse. She took up the profession of mercenary, as a way to test her strength while also being rewarded for it.
Design Philosophy: Strength of body leads to strength of mind, and vice versa. This is the mentality that drives Helene, and mechanically results in a mix of aggressive abilities and card draw/filtering. Overall her cards should be aimed at midrange decks, and turn into a trampling hexproof creature as a + or 0.
Gender: Female
Age: 27
Bio: Born on Bant, Helene was a Sigiled-cast knight, but only barely, and not for long. Her interest in strength over honour became more apparent over time, and she was stripped of her sigils and shamed by being reduced to Unbeholden-cast.
She wallowed in prison for a few years before the Conflux threw Alara into turmoil. With undead Grixis hordes and violent Jund hunters threatening the borders, Helene was released and armed once more, sent to help defend Bant in it’s desperate times. It eventually resulted in her spark being ignited, as a Grixis death mage attempted to drain away her vitality.
When it did, Helene turned her back on her homeland, and struck out into the Multiverse. She took up the profession of mercenary, as a way to test her strength while also being rewarded for it.
Design Philosophy: Strength of body leads to strength of mind, and vice versa. This is the mentality that drives Helene, and mechanically results in a mix of aggressive abilities and card draw/filtering. Overall her cards should be aimed at midrange decks, and turn into a trampling hexproof creature as a + or 0.