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Dice Constana: Throne of Perdition

Obsidianserpent

Senior Member
Name: Fane Lazar.


Age: 25


Gender: Male


Physical Appearance:


New_Witch.jpg



Fane is 5'10", with long, curly hair, green eyes and pale white skin. He wears a large black overcoat, black pants and dark grey heeled boots. He has two piercings in each ear.


Biography: When Fane was a young child, he was stolen from his parents arms by the Coven of Heccubus and taken to their disguised encampment within the Ruins of Ravincal. The coven often took in children they sensed had magical ability in hopes of sparing them a life of pain and rejection. Through the guidance and instruction of the covens most powerful sorcerer, Fane became a capable witch. Fane was especially talented in two specific schools of magic; summoning and necromancy. At the age of 24 however he began to have disturbing visions of the outside world: men and women being kidnapped off the streets and experimented upon by dark and mysterious figures.


After struggling with these horrific visions for over a year, Fane knew something had to be done to discover their source. Violating the ancient code of their order, Fane left the ruins, and departed for Mordova in search of answers. As Fane approached the town he decided to rest within the Widow's Flagon Inn on the outskirts of town...


Weapon Style: Choose 2 Weapon Styles, 1 weapon per style. Normal Attacks deal 1d6 Normal Damage. You may take a shield but for now it will be a purely aesthetic choice.

  • Fast Melee- Kris dagger
  • Ranged- One-handed crossbow.


Origin:

  • Witch- Those born with a gift for sorcery haven’t always been so reviled. Before the emergence of the Church of Edifus, those with such talents were revered and treated as powerful shaman or medicine men. Now they are reviled as demon worshipers, and while some witches are certainly guilty of consulting with demons, most are not. Regardless, most witches must keep their magic well concealed while within the city limits of Mordova. For this reason, many choose to join coven located throughout the ruins and forests. Other chose a life of isolation. Regardless, witches who learn to hone their natural powers through practice and magical experimentation can turn their spirits and minds into weapons of destruction.
    HP: 18
  • Agility1d6+1
  • Feat: Remove Curse- Witches have a natural sensitivity to spiritual activity, and can sense the presence of curses or enchantments upon both objects, the environment. Furthermore their magical talents allow them to dispel these foul presences. Removes a CURSE from an item or the surrounding area.


[*]Tier I Skills (5 Energy):(Choose 1)

  • Viper’s Nest- With this magical feat, certain Witches can summon forth a gathering of pit vipers beneath their enemies. These snakes bite at the flesh, injecting gobs of venom which degenerate flesh. Deals 1d10 Poison Damage to bosses.


[*]Tier II Skills (10 Energy):(Choose 1)

  • Wilting Hex- Witches who master the art of necromancy are capable of weaving a terrible curse. Those afflicted find the moisture violently drawn from their bodies as it slowly coalesces into the shape of a wailing human skull. Deals 2d10 Necrotic Damage to bosses. Deals +10 damage to plants and celestials.
 
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name: Gerald Vicson


age: 23


Gender: mail (lol jk)


Appearance: 6'3 220 lbs


Standing tall with broad shoulders and short spiky blonde hair his blue eyes take the gaze of all he crosses. He wears all white robes that have a light blue cross going across the back


and the back hand part of his white gloves


Biography: Gerald Vicson is a man of a tragic past, when the witch hunt happened his mother was wrongfully taken as a witch to the gallows despite not showing any magical abilities and his father was killed by a white lycan just before Gerald turned 10. As a result of being an orphan so young the church of Edifus took him in and trained him well because he showed great potential, he actually Graduated at the head of his class becoming a very dangerous Crusader. Even though they raised him from a young child to the man he was today he withheld his true feelings about them and Abandoned the church for he no longer believed in what they stood for. Gerald wandered around aimlessly for what seemed like an eternity with a stomach growling and a scratchy throat until he found the widow's Flagon inn


Weapon style:


Silver Great axe


medium 2 handed crossbow

  • Crusader- With the recent surge in religious activity throughout the region, Crusaders from the three faiths have become increasingly prevalent. Crusaders worship the God Edifus, and through years of spiritual and martial training, have learned to harness his powers to deliver divine retribution. They are both warriors and missionaries, and are respected and feared throughout the land. Many Crusaders recently have defected from the Church of Edifus however, believing it to have been corrupted by a malevolent force, masquerading as their God. These defectors have been deemed traitors of the faith, and a death warrant rests upon each of their heads. Like Witches, many rebel Crusaders within the city walls of Mordova have been forced to live in secrecy.
    HP: 20
  • Agility: 1d6
  • Feat: Lay on Hands- Crusaders are well known for their miraculous ability to cure the wounded by invoking the divine powers of Edifus. Two times per rest, restore 1D10hp to one character. Can only be used out of combat.


[*]Tier I Skills (5 Energy): (Choose 1)

  • Punish- Crusaders are skilled warriors and those who focus on their martial abilities can deliver a strike with extra force, causing internal and external bleeding. Deals 1d10 Bleeding Damage to bosses.


[*]Tier II Skills (10 Energy): (Choose 1)

  • Summon Avatar- Crusaders who have proven themselves to be true disciples of Edifus are capable of opening a celestial gate and summoning forth a mighty avatar of light which strikes their enemies with a heavenly sword while mending the flesh of their allies. Deals 2d10 Holy Damage to bosses. Each party member regains 5 hp.


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Elise Ritticus




Age

19




Gender

Female




Physical Appearance

5'2'', 120lb


Elise has thin, dark brown hair, which is coarse and often tangled. Her skin is mostly pale, as it is usually covered. She has dark brown eyes.



Elise wears a thick, tight fitting black garb covered with oddly placed pockets and patches, showing signs of clear age. A rough-spun, grey cloak wraps around her shoulders, falling only down to the back of her knees. Across her back, a deep scar leaves its mark from her right shoulder to her waist.





Biography:

Elise grew up practically raised into the life of a hunter. Her mother died during childbirth, a tragic yet not totally unexpected event. Whisked away from her mother's small hometown by her father when she reached age 3, she never found a real place to call home. Her father, who was an experienced hunter, kept them constantly moving, and while other girls learned how to sew a doll back together, Elise was learning how to properly kill a vampire. It wasn't long until her father, in a tragic yet inevitable circumstance, died during a hunt. Elise, 16 at the time, had to take up hunting on her own. She journeyed across the countryside, finding work where she could and moving on. Eventually she found herself working for a guild of hunters, if you could call them a guild. They were more of a group of like-minded individuals who enjoyed killing for sport. When the group was asked by an outside source to take up the extermination of witches, Elise left.


"
There's no sport in hunting innocent prey"




Three years later, she finds herself in the Widow's Flagon, simply looking for a drink.





Weapon Style

Rapier


Light Hand Crossbow





Origin:




  • Hunter- Hunters are driven by a variety of motives. Some are driven by greed, lust, or the the thrill of adventure. Others serve as bounty hunters or mercenaries. And still others are driven by revenge against the creatures of the night which robbed them of their friends, homes and families. What all Hunters have in common however is the ability to stalk and kill prey with ease. In addition to their impressive dexterity, hunters also possesses an in depth knowledge of occult lore, enabling them to use a variety of powders and toxins to expose the weaknesses of their enemies.

    HP: 16
  • Agility: 1d6+2
  • Feat: Occult Lore - Hunters must study the magical prey they stalk in order to effectively eliminate them. After years of collecting bits and pieces of occult knowledge, skilled Hunters are able to coat their weapons in a variety of agents, from holy water, to garlic and liquid silver, putting to rest otherwise invulnerable prey. Your feats cause ENCHANTED enemies to become vulnerable to further damage


[*]Tier I Skills (5 Energy):

  • Sacred Grenade- Storing a vial of blessed water within a small glass container, the Hunter can create a small grenade that erupts into a swathe of holy light which purges flesh. Deals 1d10 Holy Damage to bosses.


[*]Tier II Skills (10 Energy):

  • Fleshbane- Skilled Hunters are capable of concocting a poison from a variety of rare ingredients. This poison must be carefully brewed and the slightest mistake can prove fatal to the Hunter brewing it. Once applied to their weapons however, they can deliver a vicious strike that festers and seathes. Deals 2d10+3 Poison Damage to bosses.
 
Is this still opened? I count two characters, excluding yours, but it is always nicer to just ask beforehand. I am hoping it is not the case, as this is the first open dice RP that has caught my eye.
 

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