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Waves Beneath Breath

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0% found this document useful (0 votes)
68 views3 pages

Waves Beneath Breath

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1. All massivecrafters are welcome.

2. GM Ave's word is final, and ave will attempt to post every day.
3. Amid even my other roleplays, legality is INCREDIBLY HIGH, expect to die if fortunes ebbs,
and be wounded severely even amid the boons. Making multiple characters and new characters
is encouraged.
4. This is NOT Aloria, it's more akin to a very altered Eberron, Ave's own settings, and shares the
setting of Frigid, Burning, Aether. The setting itself is literally afloat, and feel free to play a
foreigner.
5. No anime characters, or Sues, this is subject to ave's opinion and he will help you alter a
concept to fit, lore itself will be maintained in a seperate OOC convo.
6. The rule system is an admixture of Fate, and Pathfinder, mainly Golarion, D20 Modern,
Eberron, and Dragonmech, and a distinct system. In oppose to prior games, some measure of
rules minutiae will be interred, yet most rolls will be Gm, provided you state your intents.
7. Talking is a free action unless annulled.
8. Use details, the motion of your body, the way devices are placed on you. Characters have a
vitality score that is worn asund through endevours
9. INvokes can alter a scene, or modify it, but the GM has invokes he can use against the players.

Spoiler: Waves beyond breath.


The world of Sumet, azure and obsidian under a roiling sky of frost and sparks. An oceanic world
long inhabited by refugee clans from true home. Long prior came the aetherborn in exploration
on rheoships and burnclippers. Since the death of True Home, and the Fetid Night, the far acast
world of Sumet has been forced to rely soley on it's exotic materials, and rare intersystem and
parasystem trade. The world is inhabited by the descendants of the original colonists, from the
windchasing Sylph clans of demi-elves, and the orcblooded Bahreed. These among innumerate
factions clash over fertile currents and the rare mineral eruptions across the surface. Cities
themselves layers upon layers of wood, metal, an magery connected by etheric filaments
connected to a foci island marked with countless runes. Navigator Courts and Captain Regents
maintain the constant rotations of the cities, and their tracking of sea beasts and the rare waters
and minerals disgorged from the deep. War is a common affect of the cities, with extensively
developed bolt throwers, arcane weapons, and projectors used en mass, alongside cleaving
swords, pikes and clubs. The cities float and compose yet of numerous layers of habs, factories,
reclamation ports, filter cisterns and fisheries constantly in motion, the simplest a dockside
butchery, the most advanced bearing runic technology such as Logisters, Frost Boxes, or even
mechanical flensers. Innumerate guild clans , fromWizards with glass books, to the famed
Lunatics of the Whaling Guild with their blood burning harpoons inhabit the guilds, fight other
guilds, and negotiate contracts and bonds on blood, water, and sinew. The Gods are long silent,
natural forces almost as numb and uncaring, thus those that claim a God instate an ideal they
prefer, slowly shaping magics through will, endevours or even "BUying off" the attentions of a
negative force to use holied magics. The Gods known include "Black Water", "Brined Flesh"
"Sustained" amid countless minor cults. Magic itself varies from runic technology, converting
energies to allow relatively advanced technologies including holographic logisters, and magnetic
launching, to fire projectors, screaming glaives, rotary smoke staves, and hypersharp blades
converting ambient heat into a razored edge. The deep is ever further, earthen motes under the
waves travelling ever further, into the dark and saturated with ambient energies from numerous
opposing planes, positive pulses, negative energy contractions, bouts of Hell Steam, and the
faint sparking tides of Nirvana. Beasts primordial and disconcerting dwell amid the churning
maelstrom.
Spoiler: Technology, Biology. Esotericisms and the Aether Alight
Sumet itself was colonized by multiple spaced generations of colonists both prior and in shadow
of the death of True Home. The colony itself is distant and only bore exotic and uncommonly
used materials, exotic water elements and some rarer starmetals, or the life siphoning Vril and
the repulsing Zibvan dust used in personal defenses. After the death of new home, supplies and
trade retracted, the stars became both ever more populace, and yet even lonelier. The peoples
were reduced to salvage and a lesser mechanical prowess, the Atolls sustained only by extensive
recycling, errant luck, and a predatory midset not unlike the great sharks beneath. Sumet itself
is arcanely active, water magery is empowered, as is air, yet Earth is lightly numbed, and Fire is
weakened immeasurably. What magic isn't directly arcane is challened through runic machinery
allowing, ocused conversion and energy, divine prompt from one of the nascent "Gods" of the
world, or shamanic manipulations of animalistic traits. Wizardry and Arcanisms themselves are
cast through effectively "Shanking reality until it does what you want" or "Controlling a brief
cosmic memetic to conjure cages, or motes of frigid emptiness. Runes have resulted in "Reactive
Projection" engines that convert opposing energies into a pseudo atomic reaction. Most of these
engines maintain what infrastructure is left in the Atolls, with smaller spells and circuits being
used conventionally. Weaponry tends toward countless variances of blade, club, martial art and
axe, with projectors, implants, and bolt throwers being used at range or for personal
enhancement. Bronze and Steel are in common use, usually alloyed and enhanced with ambient
magic.
The peoples of the Brine Scented World- While the elven blooded Sylph, and the orcish
Bharheed are the most common, the racial variety of Sumet is extensive, with inhabitants from
True Home such as trolls, dwarves, and goblins, to synthetic descendants like the gold fleshed
immortal shabti, intended to take the suffering of a guilty soul, to numerous golem races, like
the Ironborn, Andriods, and the biomettalic mystic Vorst. En affect Any Pathfinder race is a
valid character.
Spoiler: Character Rules en minutiae
Character Name-
Character Race-
Advantages your character has
Disadvantages/Incompetencies
Three invocations that you can use to alter a scene such as "Always a spare bolt" or "A man on
every Atoll knows my name"
Three negative invocations the Gm can use, using these slightly enhances your rolls after playing
out the effect of it.
Character's Backstory (Get as damn creative as you want)
Character's Archetype Such as "The result of numerous generations of Navigationist Inbreeding"
or "The Skald of Razored Waters and Countless Beasties." You can invoke your archetype in a
situation that fits to be given an advantage, and you recieve minor benefits for enhancing your
archetype
Your character's goal- You can recieve minor benefits for going after your goal.
Pathfinder Class- A thematic element, the GM will add abilities to characters over time based on
the class they're closest to, pick one of the Official Classes and declare it, the GM will lightly
expand equipmnet and disperse starting powers in addition to what you chose.
Equipment- Within reason, it's assumed you all start with a melee weapon.

A docking of wooden behemoths, mesh netting thrown atween two Atolls come to rest an dock
for several weeks of slow transit. Sisters allied of the "Blue Blood Monarchate" and the
"Guildship of Arni" a simple clankeep with dominion over the Pyrite Waters far NorthWest and
it's long ally the Corporate Nation in dominion over the True North Waters, the sky a mist of salt
and faint green light from a violet, blue, and green trinary of stars above. The docking instates
commerce of countlewss minor clans, almost as many murders, new lives brought forth with
sufficient drink, and the unification of distant knowledge into something of a collective whole.
The docked mesh is almost a mile long, covere in shanties and open stalls, patrolled by thug,
mercenary, and proper "Armsen". Naturally the smugglers trade, buy the mercs, and a few open
fights have occured. Such is the time of joy when the cities dock under the Raging Sisters and the
water's iron hard waves slow. The month of Torz has begun.

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