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Mar. 24 2019 - 7:46pm
@Den Just finished 2nd playthrough and testing session. I really like the edits I have made. Going to take another week to look over things !!
Mar. 11 2019 - 7:04pm
@Den Hey, thanks for all of the support. Finished with the changes and currently playing through the game !!
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Author Topic: Paragon - Set in modern Earth  (Read 3142 times)


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Paragon - Set in modern Earth
« on: 2011-Nov-15 19:28 »
Paragon is a variation of Magic that is set in a world resembling modern Earth in the present or near future, even with some sci-fi and mythical tendencies.

While most gameplay remains identical, the design of the cards themselves will be heavily modified. For example, Artifacts and Enchantments now fall under the same card type instead of being two separate types. Even the names of the card types will be changed to fit a modern setting. Card templating will also be modified.

Table of Differences
In ParagonIn Magic
Community / InfluenceWhite
Adaptation / CultureBlack
Dominance / DisciplineRed
Production / WealthGreen
Land / VenueLand
Unit / BeingCreature
Mod(ification)Aura / Equipment / Fortification
Proto / StandardBasic
Unique / DistinguishedLegendary
Invention / DeviceArtifact
Transformation / DesignationAura
Building / Development / ErectionFortification
Plains / AssemblyPlains
Coast / LaboratoryIsland
Desert / GymnasiumSwamp
Hill / AcademyMountain
Forest / FactoryForest
Energy / QuantumMana
Gross energy costConverted mana cost
Abort commandCounter spell

Add mana to mana pool => Obtain energy. (Add to your mana pool. => Obtain .)

« Last Edit: 2015-Dec-31 23:42 by Den »
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Re: Paragon - Set in modern Earth
« Reply #1 on: 2015-Jul-10 12:37 »
Title = Earth: Through the Millennia

Covers all time periods of Earth from pre-human history, to modern human civilization, to hypothetical future. Each time period may be played alone or mashed together.

Paragons are time-travelers. The combat involves beings (creatures) from different time periods. Paragons can bring extinct dinosaurs from the past and supermachines from the future and even fantastical, mythical monsters. In addition to power and toughness, there will be a third attribute for skill.

"Color pie", or how mechanics and flavor are distributed among the alignments are very different than Magic.


Abilities have to be all rethought to match Earth flavor. For example, flying/flight will probably play a lesser role in low-tech eras. Some abilities and effects will be determined by a creature's skill value.

Design Questions:
  • Should we use real life people?
  • Should we retell real historic events? If so, how close to the facts?
  • What should card frames look like?
« Last Edit: 2015-Jul-11 01:34 by Den »


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Re: Paragon - Set in modern Earth
« Reply #2 on: 2015-Jul-12 15:42 »
Skill is a value to determine the results of some abilities and effects. But first let me show you some more changes to stats offense/defense/skill (ala power/toughness/skill).

O/D/S have corresponding icons that are used in rules text. Here I'll use these forums' smilies.

Offense  8) [ 8 ) ]
Defense   :P [ : P ]
Skill   ;D [ ; D ]

Let's use an ability that takes a variable. Like Frenzy. Then a creature with "Frenzy ;D " means "Whenever this creature attacks and isn’t blocked, it gets +X/+0 until end of turn, where X is its skill." Like power/toughness, skill can be raised and lowered.

These 3 stats can be individually mentioned using their icons. ex.

Target creature gets +3/+0.  => Target creature gets +3 8)

Target creature gets +3/+1.  => Target creature gets +3 8) +1 :P

Target creature gets +3/+3. => Target creature gets +3 8) :P

Target creature gets +3 skill. => Target creature gets +3 ;D

Then instead of +1/+1 counters or -1/-1, we use +1 stat counters or -1 stat counters. These counters affects all three stats.


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Re: Paragon - Set in modern Earth
« Reply #3 on: 2015-Jul-16 11:39 »
Flavor Pie

Magic vs Earth

Magic's color pie focuses more on antagonism and duality. That makes for great flavor and conflict. However, that doesn't fit Earth's flavor and design goal. Abstract ideas like good vs evil, fire vs ice, nature vs artifice, smart vs dumb, give wrong ideas about earthly beings. Instead, Earth will emphasize the specialities of each alignment and the unions of those alignments. That is, Magic has colors and conflict, whereas Earth has alignments and unions. That said, color and alignment will sometimes be used interchangeably for this project. Moreover, while Earth doesn't play into the allied vs enemy colors, we will still organize them in such a way to allow cycles and half cycles.

Aspire to victory
How to divide the alignments? One influence are civilization simulation games. Civ games basically allow five different paths to victory: domination, technological, cultural, diplomatic, and economic. We translate these to five major traits: dominance, knowledge, creativity, community, and production. This not only fits perfectly for human civilizations, but also for other biological ecosystems. For instance, rats and cockroaches aren't selfish and evil (hence black). They just excel at adapting to their environments (creativity). Magic's red creatures fight because they're dumb and rash. Earth's beings fight because they crave conquest, are territorial in nature, and want to display their superiority (dominance).

This method of division grants depth to each alignment and each alignment is well-defined. Also importantly there is no meta-color. For instance, in Magic, many new unexplored mechanics and abilities are dumped into blue's pie because it is the meta-color. Without such a meta-color, we can avoid situations where one alignment hoards too many abilities while other alignments become too shallow.

Alignments chart

The following chart shows the five alignments' central characteristic, as well as their main victory goal and relationships with other alignments.

  • Knowledge (B)
    • Potential knowledge
      • Research (S)
      • Education (O)
    • Applied knowledge
      • Skill (V)
      • Technology (G)

  • Production (G)
    • Physical work
      • Mechanics (B)
      • Craftsmanship (S)
    • Net work
      • Synergy (O)
      • Economy (V)

  • Dominance (V)
    • Influential prowess
      • Affluence (G)
      • Expertise (B)
    • Competitive prowess
      • Strategy (S)
      • Conquest (O)

  • Community (O)
    • Integrated group
      • Uniformity (V)
      • Teamwork (G)
    • Extended group
      • Government (B)
      • Diplomacy (S)

  • Creativity (S)
    • Creative traits
      • Charisma (O)
      • Adaptability (V)
    • Creative process
      • Invention (G)
      • Culture (B)

Reading the chart
The 1st layer are the central trait of the alignments and the color shorthand in parentheses. The 2nd layer further divides the traits. The 3rd layer shows the relationships and unions with each of the four other alignments. One of those unions also signify the alignment's victory type. For instance, Knowledge's aspires for a technological victory, which is somewhat influenced by the Production alignment.

There no hard-wired allied or opposing alignments. However, for the sake of visual aid, organization, and cycle design, the order here put the alignments closest to their own ideals. For instance, Creativity are closest to Knowledge and Community, since Creativity's main goal is cultural victory, and that most closely aligns with technological and diplomatic ideals.

« Last Edit: 2017-May-26 18:15 by Den »


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Re: Paragon - Set in modern Earth
« Reply #4 on: 2015-Jul-17 16:42 »
Mechanics distribution

Card draw - BS, gv
Beings, tokens - OV, gs
Abort - BV, os
Energy production - GV, ob
Discard - SV, ob
Direct damage - V, sg
Healing - GO, sb
Combat tricks - VB, so
Evasion - SB, vo
Resurrect - SO, gb
Mill - BS, gv
Tuck - SO, bg
Destroy being - VSO, bg
Exile - OB, sv
Withdraw - GO, b
Pump - GV, bso
Deflate - SV, b
Search any - BS, v

Land - GV, o
Agenda - BO, v
Invention - SG, b
Equipment - BG, v
Strategy - VB, s
Tactics - VS, b
Transformation - OV, s
Building - OG, v
Hand - BS, g
Graveyard - OS, g
« Last Edit: 2017-Jun-15 20:32 by Den »


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Re: Paragon - Set in modern Earth
« Reply #5 on: 2015-Dec-29 11:28 »
Card printed with 3 primary stats - mind / body / soul
Unprinted 3 secondary stats:
Mind + Body = Offense, Penetration
Body + Soul = Health, Constitution
Soul + Mind = Skill, Aptitude

Symbols together mean add their values.
Damage equal to MB
Draw cards equal to SM
You gain life equal to BS

Raising a primary stat appropriately raises the derived secondary stats.

1/1/2 = 2 offense 3 health 3 skill
Raise body +1= 3 offense 4 health 3 skill
Raise soul +1= 2 offense 4 health 4 skill
Raise mind +1= 3 offense 3 health 4 skill

? Accumulate power to pay for stuff <like shadowfist>

6 alignments (see next post)

Rules like Magic/Shadowfist/Guardian. Turn order, priority, stack.
Players take actions on the same turn, but alternate until everybody passes. e.g. You move a unit and exhaust it, I move a unit and exhaust it. Exhausted units can't move or attack. Then everybody passes, start a new turn, and ready their units at beginning of turn.

Opening: Draw 9 cards. Deploy up to 3 territories.

Players start with 39 Life and 0 Fame.

2 win methods:
You gain 27 Fame.
You control 6/9 regions.

2 lose methods:
You have 0 life.
? You can't draw from the deck. You lose at the end of turn.

Territories can have same names and different subtitles and different illustrations to indicate going through different eras of history.
Rome, Capital of Latin Republic
Rome, City of Crossroads
Rome, the Eternal City
Rome, the City of Fountains

San Francisco, 1849 Gold Rush
San Francisco, Tech Capital
San Francisco, City by the Bay

Territories generate power, raw essences, and alignment affiliations.

3 types of raw essences:

6 basic territories:
Ocean +2 psyche
Mountain +2 matter
Plains +2 spirit
Desert +1 psyche +1 matter
River +1 psyche +1 spirit
Forest +1 matter +1 spirit

Cost requirements must meet power spent, raw essences and alignment affiliations. Alignment affiliations is amount of alignment cards you have in play and discard pile.

Version 1
Cards are placed on columns of three rows. You start with one column of cards, with capital city in center row and two cards faced down on the other two rows. You can move units to explore face down cards. If permanent card, flip it over and you control it. Else put it into your hand and you may put a territory card from your hand into that tile. Finally, place the top card of your deck face-down adjacent to the newly explored tile.

Version 2
You may move units into empty tiles. Then look at the top card of your deck. If territory, place it on that tile. Else put it into your hand.

Some Mods are put into empty tiles and may modify adjacent tiles or active based on adjacent tiles.

Units on your top row can invade opponent's top row. Once invaded, they stay there and may move to opponents' other rows. Territories occupied by opponents are turned face-down and don't provide resources until explored again by owner.

? Limited amount of units per tile. Cities hold up to 6 units. Other terrains hold up to 2 units. Cards may have bonuses. e.g. Fort: may hold +2 unit.

How to gain fame:
Found new cities and explore new territory.
Destroy opponent's tiles and units to gain Fame.
Complete quests.

? Your Paragon begins the game on your capital city tile.
« Last Edit: 2016-Jan-01 06:06 by Den »


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Re: Paragon - Set in modern Earth
« Reply #6 on: 2015-Dec-29 11:52 »
6 alignments based on Mind Body Soul essence

Each alignment Major + Minor essence

Major + MinorAttributeElementsJobColorResources
MsInstructionprogram logic voidmind controller, programmerDarkpsyche, spirit
MbCreativitydata design shapeartisan, architectBluepsyche, matter
BmProductionatom metal spaceblacksmith, chemistEarthymatter, psyche
BsEnergyearth electromagnet entropygeologist, electricianGreenmatter, spirit
SbNurtureradiance life firecook, entertainerRedspirit, matter
SmHarmonymorality sound airpreacher, musicianLightspirit, psyche

« Last Edit: 2015-Dec-31 13:54 by Den »


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