White Team: The Caspen Barge, Captain Geoffrey Winter
Strategy: The White Team is
an intricate team, possibly the hardest to play correctly.
It contains a Commander, a Wizard, a Mechanic, a Fighter,
and an Assassin. Each character has several possibilities,
and learning the team's strengths and weaknesses takes a bit
Vessel: The Caspen Barge. The
Caspen Barge is a large ice-breaking ship similar in function
to the Icebreaker, but not as gigantic. The crew of the Caspen
travel between the populated islands of the arctic region
trading in magic and materials, and looting derelicts like
the Icebreaker. They hope either to find untold treasures
aboard the Icebreaker, or to repair the ship and take command.
Like everyone else in the battle, they are woefully unprepared
for this task.
Captain: Geoffrey Winter. Winter
is a man of 55, with a powerful white beard and shocking white
hair. He commands the relatively young and inexperienced crew
of the Caspen with skill and patience. Winter dresses in striking
military gear and fights with crossbow and longsword. Here
is his bio from the Deep White Sea rulebook:
The Wanderer: Captain Geoffrey Winter
struggles to make the best of the dwindling resources in this
frozen world. His ship, the Caspen Barge, is a two-hundred-foot
ice breaker. His crew are young, strong, and inexperienced.
Five weeks ago he found a gang of thugs pitching bombs at
a derelict ship. Winter believes that ship is the Icebreaker,
a legendary city-ship that is large enough to carry the Caspen
in her hold.
Now Winter wants nothing more than to save the Icebreaker
from destruction by vandals and claim the ghost ship as his
Strategy: Winter is a Commander,
with three Command sides and four unidirectional ranged attacks
(Crossbows) running from 8 to 6. He's a great shot if he lands
on a Crossbow side (50% of the time) but like any other commander
he's most useful when there are other characters in play.
Winter's maneuverability is not the best, especially since
he has no way to move to his side 8.
First Officer: Cass Morgan.
Cass (Cassiopeia) Morgan is a tall, lean, and powerful fighter.
She is the Caspen's first officer and also a fairly good wizard.
She fights with a short spear, but prefers to work her magic
from a distance, using mysterious little devices to conjure
fire and ice. She wears a light helmet with a respirator.
She also wears a long black armored trench coat, black leather
pants, and high boots. Cass is also the cover art for Diceland:
Deep White Sea.
Strategy: Cass is good as a
starter die, with a Protection: 6 on her side 8. As a wizard
she's a little unpredictable, with one unidirectional Fireball
(8) and two omnidirectional Ice Storms (5 and 2). Her maneuverability
is exceptional, however, with two green dots on every side.
Her block values fall off quickly, so to use her you will
need to keep her safe from enemy fire.
Mechanic: Buck Savoy. Buck
is a gruff, rude, cigar-chewing mechanic who can fix just
about anything. He keeps the Caspen's motor running and also
builds a nice variety of guns for her crew. He fights with
a terrifying Rocket Gun that can shoot bullets, grenades,
and flame. He's also not afraid to clobber you with a wrench
when his gun runs out of ammo.
Strategy: Buck is a mechanic
with some exceptional hits, including a Grenade Launcher (10)
on his side 8. With only one Repair All side, Buck is a reasonable
die on his own, with optional shots on all his other Repair
sides. Like Cass, Buck is exceptionally maneuverable.
Diver: Seth Louis Calder. Calder
is the newest addition to the crew of the Caspen, and the
other members of the crew have not yet learned to trust him.
He is a deep-sea diver who does salvage and recovery work,
and recently joined the Caspen when his own ship was destroyed
by a run-in with the Jax. Calder wants very much to prove
himself to the crew, especially Captain Winter. Calder wears
a thick black diving suit, complete with small ribs of compressed
oxygen and a breathing apparatus, and fights with a short-handled
shotgun. He also has a powerful diving radio that can communicate
over long distances and through hundreds of feet of ice.
Strategy: Seth is a straight-shooting
Fighter, with a mix of short and ranged attacks. His best
assets are the Jumps on sides 3 and 4, making it much more
likely to roll him to a ranged attack (sides 8 through 5)
if you want to. His second best asset is his relatively low
point value of 5.
Navigator: Jarik. Jarik is
a green humanoid from a race of sea creatures which are probably
not indigenous to this planet. Their society is based on contempt
and distrust, which explains why none of the crew likes or
trusts Jarik, and why this seems perfectly normal to her.
Aside from her skin color, Jarik could pass for a petite human
female, a little on the short side. She is an exceptional
and fierce guerilla warrior and can stay underwater indefinitely.
Jarik dresses in a sleek green bodysuit and does not seem
to be affected by the cold.
Strategy: Jarik is the archetype
of an Assassin die. She is immune to Ice, has three Poison
Dart sides, two Jumps, and three Backstabs including an omni
backstab 20 on her Side 8. She's highly maneuverable, but
has a relatively low Block. Her biggest liability is her 8-point
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