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Dice Depths & Wilds (CS)

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  • Name: Geratius Volus
    Race/Ancestry: Human
    Nationality: The Republic of Neldarin (also known as South Neldarin)

    Warrior Candidate 4.jpg
    Image Credit: Uncertain, there are multiple people claiming this image on Deviant Art.

    Drive: Guardian (Endanger yourself to defend those weaker than you.)

    Bonds:

    Which of you has fought with me before? Beside or against?

    Which of you am I sworn to protect?

    Which of you is most likely to get us all killed?

    Which of you needs me to toughen them up?

    Heritage and Heritage Moves: Soldier of the Republic
    -Evaluate a military situation.
    -Remain focused or marching despite fatigue.

    Background: Military Veteran - When you Spout Lore about a military unit or combat situation, you may describe a similar situation you have faced before; if you do, you roll with STR instead of INT. The first person acting on your information gains advantage on their next move that follows. Additionally, when an enemy is watching you and there's a difficult choice to make, the GM will tell you what the enemy expects you to do.


 
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  • Name: Le'sath
    IMG-5297.jpg
    Class: Cleric

    Look:
    hawkish eyes of a desert rider​
    dirty white cloak over armor​
    bald with chin beard​
    tawny skin​
    Drive:
    Shepherd ~ Endanger yourself to help another.​
    Background:
    Militant Order ~ you ignore the clumsy tag on armor you wear, and any armor you wear (not including shields) has a -2 weight, to a minimum of zero.​
    Heritage: Bloodline of Pharaohs
    Ignore hot weather​
    Celestial navigation​
    Nose for water​
    Eye for ambush spots​
 
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  • Name: Venaar van der Rijk [Of the Empire]

    Look:
    • Haunted Eyes
    • Styled Hair
    • Stylish Robes
    • Thin Body
    Drive:
    o Knowledge
    Discover something about a magical mystery.

    Background:
    o Blood Mage
    When you shed your blood while Casting a Spell, you lose HP equal to the lower of the two dice rolled, ignoring armor, and on a hit, your spell gets +1 Power.

    Heritage:
    Imperial Academy for the Understanding of Umbral Aether (IAU Umbra, or the Umbral Academy)
    • Repair or Understand Umbral Machinery [Iron reinforced muscle and sinew drives the shafts of Imperial umbral locomotives, and giants of animated flesh turn its millwheels, pumps, turbines, and crankshafts. Astral technology is, by contrast, a complete mystery to her. Astral steam locomotives proved dangerously prone to explosion and breakdown, but astral flux's undeniable utility in manipulating temperature is used to light the streets of the Imperial capital, boil water, heat homes, and keep foodstuffs cold during transit. If it requires mechanical force or manipulates life energy, it's probably umbral. Mining, agriculture, transportation, logging, medicine, and construction are common applications. If it heats, cools, or transmutes something, it's probably astral. Chemical and metallurgical industry, telecommunication, and the nascent field of electrical generation are common applications. Many industries require some of both.]
    • Find Refuge in a Place of Industry [Aetheric Engineers are mistrusted and feared by the common people. They take care of their own.]

    Questions:
    • What price did you pay to learn magic?
      • Freedom. As a recipient of a Letter of Imperial Requisition, Venaar is a ward of the Empire, and since her family gave her up as a young child she has not known privacy nor unsupervised exercise of volition. She is an instrument of state under constant supervision. She was forced to take a practicum year of public service in the most backwater of outer provinces, a place that barely even knows itself part of the Empire, for reasons she won't discuss.
    • Where does magic come from?
      • Venaar studied at the Imperial Academy for the Understanding of the Umbral Aether. IAU Umbra has a longstanding and bitter rivalry with IAU Astra, both sprawling and ancient institutions that predate the last Scourging in some form or another. Attempts to resolve this extremely counterproductive feud by merging the two have consistently failed. Where flux in the Astral Aether is induced by the machinations of unknowable entities from beyond the stars worshipped by many as gods, flux in the Umbral Aether is induced by flows in the Luminiferous Aether that animates all living things. Umbral potential energy builds up steadily over a lifetime to be tapped as a potent power source upon death. For reasons as yet imperfectly understood, umbral flux is uniquely resonant with the remains of the being whose luminiferous flows induced it, and less efficient when used to power other processes.
    • How common is magic? How do most people react to it?
      • Magic is common but dangerous. The most conservative of the upper classes avoid contact with Aetheric Engineers and their works wherever possible. The lower classes of the cities are forced to interact with them on a daily basis, and many are injured in industrial accidents. Cities, as teeming vectors for disease and pollution, are excellent sources of umbral energy, and large Imperial cities often have a multitude of umbral extraction facilities of varying sizes, fed like the city itself by a steady flow of immigration from the countrysides looking for a better life. Condensed umbral energy takes the form of a faintly luminous viscous green fluid. Living beings should avoid unprotected contact with condensed umbra wherever possible.
    • What dire omens have you foreseen?
      • Harvesting Astral energy and praying for the intercession of outsiders weakens the veil, and the unknowable whims of astral beings can be seductive and dangerous. Things lurk in the Umbra, subsisting off the energies of death. When proper precautions are not taken, in places where large quantities of umbral energy is harvested they may break through and devour the luminiferous energy of the living instead.
 
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Wip




  • 6219a3850622aa8135867762b93fce6a.jpg

    Name: Kersh
    Race/Ancestry: Human
    Nationality:


    Drive:

    Bonds:

    Which of you has felt the touch of hellfire before?

    Which of you is playing with fire?

    Which of you have I changed the most?

    Heritage and Heritage Moves:



    Background:







Wip
 
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  • fc.jpg

    Name: Kotezira

    Race/Ancestry: Orc

    Nationality: Orcish


    Drive:

    Cultivation-
    Help something or someone grow or move on to the next step in the cycle.

    Bonds:
    Which of you requires my guidance? ________________

    About which of you do the spirits whisper? ________________

    Which of you dismisses me as a primitive? ________________

    Which of you has also seen the spirit realm? ________________

    Heritage and Heritage Moves:

    Orc of the Ghurnaak Mountains


    ·Find shelter in harsh places
    ·Endure hardships to keep a sworn vow

    Background:
    Keeper of the Old Faith

    When you Make Camp, you may make the First Aid move once without spending Supplies, and when you do so, you may cure your subject of a debility, poison or disease afflicting them instead of recovering HP or stabilizing their wounds.


 
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