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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 1457367868664.jpg (199.05 KB,1280x772,320:193,1434484778750.jpg)

d08a8f No.24791 [Open thread]

The year is 4893, 2000 years since the inhabitants of earth left it and made contact with the hundreds of other races across the stars. During that time there have been advancements in magic and technology, wars for resources and land, and much much more. But whatever happens in this galaxy is unimportant, as this is a story about YOU! What you do could be minor, another mere citizen in a galaxy with trillions, or it could be major, a bounty hunter tracking down the biggest crime lord in centuries. In the end its up to you…

Make your character!

>Name:

>Race:(Either standard fantasy or alien. If alien in some way include a pic or a very good description)

>Fluff:(Better fluff better stuff)

>Current Planetary Locatiom:(Im gonna take this risk, and allow you to put in what your planet is and where it is. Or you can be in space.)

>Magic Class:(Universe is very high magic, so you can be creative. Just explain wtf it is meant to do if you put something unique)

Leave this Blank:

>Health: Healthy

>Mana:

>Spells:

>Equipment:

>Ship:(If applicable)

>Bonus:

Old thread continued here!

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d08a8f No.24898

Dice rollRolled 94, 96 = 190 (2d100)

>>24874

Name: Aria of clan Nomez

Race: Skein, A race of Snake humanoids whom are close to nature and naturally good at healing with magic.

Current Planetary Location: on the ship of: ( Baz character name.)

Fluff: Aria is an unusual Skein, ever since she was young it was notable that she seemed incapable at casting even the simplest of spells to heal injuries or help plants grow, but at least she was good at taking care of plants the mundane way. It wasn’t until a later date when she was in a crash accident that they discovered that she has insane regenerative abilities. It seemed the magic had changed her biology instead.

Magic Class: Regenerator.

Health: Slightly Wounded.

Mana:10/10

Spells: None, but you can heal with your bodily fluids which drains mana first then health depending on the amount of healing done

Equipment: Regenerative body, Medical Laser Pistol, snaek tits ( ͡° ͜ʖ ͡°)

Ship:

Bonus: Regeneration- Unless someone drives a spike through your brain for good you wont ever die.

"Yes sir."

Aria looks down at the bruised and battered Terry, it seems her blood had taken better effect than she had hoped, It had been years since she healed someone in that manner, usually only sharing such secrets with the Ship doctor, Captain and their Right Hand. With care she lifts him up, takes him to the medical wing and leaves him on one of the functional beds before slithering out to check on others. She helps any survivors she finds, either helping them to the medical wing if they are injured or directing them to the captain to help out with fortifying the ship. Aria later then returns to the medical wing to do her best in tending to the remaining wounded she found while Birch is out.

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d08a8f No.24928

>>24906

why did you roll twice you slut

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d08a8f No.24941

Dice rollRolled 93, 45 = 138 (2d100)

>>24874

>Name: Khole Varlseer

>Race: Human

>Fluff: Khole is the engineer for the ship of {insert Bazrael1's character here}. He is the only engineer of the ship. That is because every other engineer on the ship either decided to join the normal crew and plunder or were so annoyed with his rigged repairs or random experiments that they decided to leave. No problem though, Khole just replaces them with golems anyway. Ship works fine anyway.

>Current Planetary Locatiom: On the ship of {Insert Bazrael1's character here}

>Magic Class: Magitech engineer

Leave this Blank:

>Health: Slightly Wounded

>Mana: 10/10

>Spells: Beam Fix (lvl1)

>Mutations:

>Equipment: Magic Wrench, Unstable Engineer Shotgun

>Ship: TSS Interpid

>Bonus: [Mad Engineer]You have a chance of turning mechanical failures into successes with penalties

1&2. Find out what the fuck happened to the engines.

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d08a8f No.25012

Dice rollRolled 39, 57 = 96 (2d100)

>>24874

>Name: Dr. Terry Lamb

>Race: Human

>Fluff: A college graduate from the prestigious Royal Terran Academy of Science and the Arts, Dr. Terry Lamb is a prodigy in all the wrong ways, His genius and curiosity is only matched by his miser attitude and obsessive compulsive need for order and cleanliness. For while he is a man of science and technology, he holds a particular dislike for aliens and their "Magics". Infact, he barely can stand them, and cloaks himself in a bio-hazard suit of his own design. The only reason he is willing to work with them, is the simple fact that, well, Space College aint cheap.

>Current Planetary Location:TSS Intrepid

>Magic Class: None, never test

>Health: Severe condition

>Mana:

>Spells:

>Equipment: Biohazard suit, Solar Eagle(Desert Eagle but in SPESS)

>Bonus: Science prevails. You gain a +10 to things science related but a -10 to things magic related.

1) Ow. Ow. Hello pain, my old friend. Stupid Aliens. Ow. Those thoughts flicker through Terry's mind as he lays in the wreckage. Slowly, he contemplates whether or not he should let himself die, before meekly calling out for "Help…"

2) He tries his hardest to heal anything he can on his own, but it doesn't look good for the scientist.

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d08a8f No.25014

Dice rollRolled 35, 26 = 61 (2d100)

>>Name: ???

>>Race: Xenomorph (Queen)

>>Fluff: Life is hard as a queen with all the ruling and paperwork you do….unless you're a bug that is. This aliens hive was all but wiped out expect for her she stowed away on board a cargo ship where she has since been rebuilding her hive. She is a rare breed of alien that actually has magic due to some altered genes from testing in laboratories and as such most of her brood will be specialized in stealth magic.

>>Current Planetary Location: On board a Cargo ship in deep space

>>Magic Class: Steath

>>Mana:10/10 Charges

>>Spells:Shadow Step(Lvl 1) Shadow Eggs(Lvl 1)

>>Equipment: 70 Newborns, 10 Orc Hybrids

>>Ship:TSS Kulinoth Cargo Ship

>>Bonus:[Xenomorph Queen]Exactly what it says on the tin

>>+Human Breeder

>>+Pregnant with human-xenomorphs

1. Lay more eggs.

2. Birth the hybrid, hopefully it can blend I. With the crew

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File: 1457409030258-0.jpg (105.83 KB,700x913,700:913,fc332c7e2d908b5299f32b52b5….jpg)

File: 1457409030335-1.jpg (601.53 KB,1152x595,1152:595,https://41.media.tumblr.co….jpg)

d1e642 No.24842 [Open thread]

Welcome to the grand floating continent of Kirtai home to a vast number races and countless millions. This land in the sky has been here since time imemorable, though no-one is sure how anyone managed to get to it.

Down below the rest of the world is prowled by giant beasts and creations both magical and technological. The people of Kirtai enjoy a relative peace, magic helping their lives along as the major nations deign not to war or fight. Those Nations are:

Alanosil: Technological center of Kirtai, this vast city state lays claim to virtually all skyships in one way or another. Its people are independent and creativity flourishes. They are slightly xenophobic, fearing outsiders will ruin their land

Detroni: Mixing pot of the realm, it holds the most people of any race and is the cultural center of Kirtai. If anything has passed hands it is likely to have been here at somepoint. All races are equal here, and its gladiatoral event is quite a spectacle as well.

Belzio: Smallest major city state yet not overlooked, Belzio houses some of the most powerful armies in the realm due its high concentration of magic and mages. Its people consider themselves the original inheritors of Kirtai

But the former balance is slowly devolving. Belzio wishes for more control, Alanosil's lords wish to take the earth below but needs the resources above, and the internal peace Detroni is shaky due to unspoken reasons.

Whethere that concerns you or not doesnt really matter though! Be it born on Kirtai or from the earth below, you are here for personal reasons. Maybe you're a proud nationalist, maybe a slaver, maybe a simple soldier. Whatever you are, you will influence the world somehow.

Fill this out

>Name:

>Race:(if your not human or anything typical then just be a bit discriptive)

>Class/Job:(Battlemage or Tailor for example)

>Magic:(Specific Magic style or type Y/N? Rid of this if N, gPost too long. Click here to view the full text.

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d1e642 No.24986

File: 1457754575663.jpg (86.47 KB,736x733,736:733,1e1c950fbb3359c707b5e1c2b2….jpg)

>>24908

You travel through the sewers of Belzio, waste both natural and magical flowing through its deep parts. The stench is almost alien to you, the only thing you are used to being the smell of regular flesh and magic. Oddly the amalgamation of odors is comforting, as if you have returned home somehow. Your tiny feet carry you swiftly across the wet ground, and you slip into a tunnel as you attempt to follow a scent similar to yours.

You soon find the source of that similar smell, a nest of your brethren surviving down here. They turn to you and let out squeaks, one of the bigger ones even stepping into your path and making hissing noises at you in an attempt to be threatening.

How barbaric.

(Red how do you respond. If you fight give me a battle roll)

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d1e642 No.24987

File: 1457754896925.jpeg (555.67 KB,760x573,760:573,images.duckduckgo.com.jpeg)

Dice rollRolled 9 (1d100)

>>24986

Mentally intimidate the opposition. If required, kill him.

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d1e642 No.24988

Dice rollRolled 75 (1d100)

>>24987

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d1e642 No.25004

>>24987

>>24988

You and the big rat stare each other down. You see the primitive gleam in his eyes, and can see from his lean body that he is all muscle. You give him a menacing look, and decide to end this fight before it begins. You reach out with your mind and prepare to brutalize his own. But as soon you touch his mind he goes into a rage and leaps at you.

You and him are knocked to the ground as he claws at you savagely, ruining your concentration. You slash back at him with your scalpel and manage to slice into flesh, which does a phenomonal job of pissing him off further. The two of you tumble and roll as you fight, and with all your might you manage to push him off just long enough to turn tail and run for your life. You dont know how long you had to run from the bigger beast, just that your wounds bleed and ache from the fight you just lost and that you've used up some mana for nothing.

>Health: 7/10

>Mana: 9

>Dont Post

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d1e642 No.25005

File: 1457790547521.jpg (98.34 KB,736x397,736:397,9e63babd673818d69ef7fd7d60….jpg)

>>24909

You stand in a dark alleyway of Detroni, the smell of a dozen different races coming together to fill the nearby market with some amalgamation of an odor. Ahead of you is a crowd of shoppers and workers as people go about their meaningless daily lives, unaware of the big picture and the bigger world. Here a Dark elf gives an Orc a blue blade inscribed with runes, there a Drider Potion seller advertises her wears to the crowd. Meanwhile a number of guards in heavy armor walk around a merchant noble, his small head held high on a neck so thin his adam's apple is visible. The sound of metal hitting ground in step is loud and likely mesnt to be intimidating. The people move out of his way, most not wanting to end up on the wrong side of a sword or spell.

Curious as to who he his you dare to ask someone about what gives this speck the right to walk through here at this moment. You step out of the alley smoothly, the face of the rouge giving you an identity in the light as you search for an answer. You turn to question someone, but everytime you ask your question you receive nothing more than a glance of disdain or a sneer, as if the very notion of answering the question disturbs people.

You turn from them and look back to the now distant procession. It seems you shall have to procure information someway else for now. These Detronians seem to be quite rude to you…

>Dont Post

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File: 1457408392987.jpg (111.17 KB,704x414,352:207,lantern_city_justin_yun.jpg)

78c15e No.24840 [Open thread]

Corrupt Steampunk NeoVictorian Imperial Capitol Herobuilder

This is the Capitol of the Universal Empire, a state that controls half the planet and dominates the rest. Through the use of its Aether Technology, the Empire in in a position of unmatched might - and with it, corruption and decadance. Dickensian would begin to describe the conditions of the lower classes, while the rich squander wealth in vain pursuits. Factions conspire within the military and government, and the Emperor is weak-willed and prefers to spend his time on quiet pursuits than affairs of State. Illnesses run rampant, cured by the Aether creation of Aqua Vitae - but such healing comes at a price of both coin and humanity.

And this is the city and the world in which you live, be you normal human, living machine, or animalistic moreau. Perhaps you are or once was partof the military. Maybe a noble in search of an end to boredom. A living machine seeking more than just labor, or a moreau searching for answers beyond instinct.

We shall see.

Note: Never run a HB before. This may suck :v

Rolls: 3d20 for actions. Combat is an action. Locations are limited to Capitol and the immediate surronding farms/mines/towns.

1: Crit Fail, Bad Stuff

2-7: No Success

8-13: Meh Success

14-19: Good Success

20: Crit Success

-fill out this-

>Name:

>Current location:

>Fluff:

-don't fill out this-

>Health

>Inventory:

>Skills:

>Reputation:

>Powers:

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78c15e No.24890

Dice rollRolled 14, 6, 1 = 21 (3d20)

-fill out this-

>Name: Isaiah Ackley

>Current location: A poor bar in the Capitol

>Fluff:

Isaiah ain’t no good talkin man. ‘E ain’t no rich man. Isaiah just a man whose good at hittin stuff, and puttin down drinks. One time, sommun gave ‘im a buncha money an’ told ‘him ta get some modif’cations. So ‘e gottim self a fansy shmancy metil arm, to hit stuff betta. Cause thats what ‘e does: hit stuff good.

>Health: 6/6

>Inventory: [Bottle of Cheap Strong Booze][Oil Lubrication Kit]

>Skills: [Unarmed Melee][Endurance]

>Reputation: [None]

>Powers:

Fansy-Shmancy Metil Arm: You have replaced your dominant arm and hand with an experimental Aetheric Steel Automail. You take no health when someone hits the arm, and deal extra damage when you hit someone with it.

Fansy-Shmancy Repair Bills: Your experimental Automail can be temperamental, with a chance of breaking down in combat [Lower half of Failure spread], and needing some nasty repairs when on a Critical Fail. When the Arm needs repairs, it's dead weight.

1. “Gimmeh ano’er one o’ too. I stil tirstee.” [Drink excessively]

2. “Who d’ ya tink ya lookin at?” [Start a bar brawl]

3. “Herd 'bout anyun who mite wan' som'tin' hit?” [Ask bartender about jobs]

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78c15e No.24893

>the name alone

How could anyone say no?

>Name:

Yesleniya Petrovich

>Current location:

Swank-Ass Pad

>Fluff:

Social Engineering has always fascinated Yesleniya, and without ethical review boards or paternalistic "morality" thrust upon the Sciences, she has pursued an Ultra-Darwinist agenda in her own way by attempting to find the Übermensch–the Super Man instincts she believes to be locked inside of (a select few) normal humans by society, propriety, and constraints of common ethics. She will go to any lengths to achieve unlocking the Übermensch in her subjects. Even if they do not survive, she can gather data and try, try again.

-don't fill out this-

>Health

>Inventory:

>Skills:

>Reputation:

>Powers:

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78c15e No.24897

Dice rollRolled 10, 3 = 13 (2d10)

>>24860

-fill out this-

>Name: Boltik Alsfelt

>Current location: The lower slums, local chapel

>Fluff: Boltik was never a soft man. Never a soft boy. Never a soft /anything/. He has led his entire existence in the face of awful corruption and horrors, from the moment his father died in the coal mines, the moment he learned of his mother's rape and death, the moments spent as a young orphan, the moment he was ordained as a Priest of the Church of Evalyn, The moment he wed his beloved, and the moment that she was taken from him by the plague. He has lost so much, and struggled on. The world is cruel to Boltik. But now was the time for Boltik to be cruel to the dark world that had hurt him so dearly.

>Health: 5/5

>Inventory: [Icon of Evalyn][Holy Book][Blessed Steel Blade]

>Skills: [Theology][Melee Weapons]

>Reputation: [Lower Class:+]

>Powers:

Faith Unyielding: In actions where endurance of mind or body are important, you gain a +3 to your roll.

Those Who Seek Darkness…: You have a harder time seeing brighter sides of things, and where others might see gray you only see black.-3 to all interaction rolls.

1) Begin holding mass at the market square for all those who wish to listen and repent.

2) At night, we shall purge the darkness on our own. Stalk the allyways looking from crime and corruption

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78c15e No.24905

Dice rollRolled 13, 3, 11 = 27 (3d20)

>>24856

>Name: Maris de l'Espritmarteau

>Current location: Capitol Slums

>Fluff: Maris was once the son of a lower noble family. Like many young nobles he was sent to university to learn about the world and make alliances with the future generation. He quickly picked up the sciences of Aether and started his own tinkering. He may have even become recognized as a prodigy, if it were not for the eternal games of the bored nobles. Maris's family was cast down from the ranks of the nobility due to the plot of another noble house, and the rest pounced for the chance to have more toys for their games. His father and mother committed suicide, his sisters and brothers either escaped to the streets and lost to him or taken by a noble to become their play thing in one way or another. Maris escaped, having been out testing an invention of his and only hearing the news after a week from a trusted servant. He destroyed his lab and took only his working prototypes and a locket with the picture of his family. Alone on the street for a few days he was found by Mina Rivelton, and made a deal. In return for supplies and the satisfaction of seeing the nobles suffer he will create and invent weapons and machines for the revolution.

>Health: 5/5

>Inventory: [Portable Toolkit][Small bottle of Aether crystals]

>Skills: [Recreational Tinkering][University-level Aether Theory]

>Reputation: [Nobility:–]

>Powers:

Persuasion: You gain a +5 to NPC diplomacy due to your noble background. You might want to destroy the class system, but your posh accent gives you advantages.

Fallen Noble House: -5 to dealing with the nobility. Posh accent and ratty clothing combine to be objects of derision. This replaces Persuasion when dealing with upper class.

Byzantine Plots: You have potential friends in high places, allies of your parents or enemies of those whoPost too long. Click here to view the full text.

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78c15e No.24914

(At max characters. Will try to update later today, but might be delayed until Thursday. HolyFire, you have 3 actions, only used two)

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File: 1434484778750.jpg (199.05 KB,1280x772,320:193,88055.jpg)

1fa335 No.4316 [Open thread][Last50 Posts]

The year is 4893, 2000 years since the inhabitants of earth left it and made contact with the hundreds of other races across the stars. During that time there have been advancements in magic and technology, wars for resources and land, and much much more. But whatever happens in this galaxy is unimportant, as this is a story about YOU! What you do could be minor, another mere citizen in a galaxy with trillions, or it could be major, a bounty hunter tracking down the biggest crime lord in centuries. In the end its up to you…

Make your character!

>Name:

>Race:(Either standard fantasy or alien. If alien in some way include a pic or a very good description)

>Fluff:(Better fluff better stuff)

>Current Planetary Locatiom:(Im gonna take this risk, and allow you to put in what your planet is and where it is. Or you can be in space.)

>Magic Class:(Universe is very high magic, so you can be creative. Just explain wtf it is meant to do if you put something unique)

Leave this Blank:

>Health: Healthy

>Mana:

>Spells:

>Equipment:

>Ship:(If applicable)

>Bonus:

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1fa335 No.24763

Dice rollRolled 3 (1d10)

>>24707

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1fa335 No.24767

Dice rollRolled 41, 78 = 119 (2d100)

>>24745

>Name: Veronica "I'm not short and I'm not stacking anything, what the fuck are you talking about!" Fiyera

>Race: Half-halfling

>Fluff: Father was a halfling. Mother was a human. Grew up in a loving home. Not fat, just big boned. Good with a wrench. Not a wrench wench, very insistent on that. Never seen a person repair a jump drive so fast. Recommend hiring her immediately, if you can handle her constant shouting.

>Current Planetary Location: SPAAAAAAACE

>Magic Class: What the FUCK is a magic

Leave this Blank:

>Health: Healthy

>Mana:

>Spells:

>Equipment: Wrench, Plasma Pistol

>Ship: TSS Kulinoth Cargo Ship

>Bonus: [Experienced engineer] You are quite skilled at using the functions of a ship to your advantage

1-2: Well, tertiary power is stable, at least. All tests are seeing a stable voltage level increase of over 23%, fluctuations in the grid have dropped significantly (Good job screwing the fucking thing down, Jerry, the cables half-unplugged every time the gravity generator compensated for rotation.)

But… It's really, really sounding as if something's wrong. Maybe I'm just paranoid, but that sounds louder then rats down there. And I'm only getting static from above deck…

"Hello, hello, Engineering announcement three. Consider me consolidating whoever hears this into engineering. Everyone who reads, that is, anyone who'se by an intercom or a speaker, and yes, that means you Jerry you lazy good for nothing son-of-a-bitch, get your ass over here. Something's up. I'm only getting static from above deck and the sounds below deck are getting more frequent and they definiPost too long. Click here to view the full text.

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1fa335 No.24785

Dice rollRolled 4 (1d10)

>>24745

After ascertaining her own condition, Perenna's first thought is to check to see if there were any casualties during the crash. With good fortune they landed in a region with good telecom access. If the telecom even still works…

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1fa335 No.24790

>>24747

Health: Severe condition

>>24748

Health: Damaged

>>24755

Health: Partially wounded

>>24756

Health: Partially wounded

>>24758

Health: Wounded

>>24762

Health: Hurt but Healthy

>>24763

Health: Major Wound

>>24785

Health: Wounded

>>24759

The newborn head on out to catch fresh meat. Meanwhile you focus on your new prisoner. Though he is scared you still manage to turn him on, and soon you have your way with him vigorously. By the time your finish your scouts have come back with many warm bodies…

+Pregnant with human-xenomorphs

+20 captives

>>24767

Once again you only get more static. Maybe its the radio systPost too long. Click here to view the full text.

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1fa335 No.24792

Dice rollRolled 91, 95 = 186 (2d100)

>Name:Birch

>>>>Race:Elf

>>>>Fluff: Birch was picked up by {Insert Bazrael's Character} when he came across her stuck in a bar on an outpost planet. Born with the ability to manipulate Aethar she act as the ships on board mage.

>>>>Current Planetary Locatiom: Baz's Ship Tm

>>>>Magic Class: General Aethar Manipulation, force fields, energy blasts, etc.

>>Mana:10/10 Charges

>>Spells:Aether Blast (Lvl 1) Aether Field(Lvl 1)

>>Equipment: Aether Pistol

>>Ship: TSS Intrepid

>>Bonus:[Born Mage]Like many you had to learn to control your magic, which most beings have. Unlike most though you were born with much more control and potential, making it much easier to cast aether spells and learn new ones.

Health:Wounded

1-2:PANIC PANIC PANIC. "This is Chief Medical "Doctor" Birch, all critically wounded or majorly wounded personnel please find your way to the medical wing or what's left of it. If you are not in complete shit condition please find someone who is and help them here."

Start taking care of the influx of injuries and work through the pain.

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File: 1455858835084.jpg (2.7 MB,5468x2858,2734:1429,b8pi35P.jpg)

343b1b No.23596 [Open thread][Last50 Posts]

Welcome to the world of friskilvania. A dark age is soon to arrive and you are its heralds.

You can play as either the ruler of a particular nation, or a rouge hero/villian.

Name:

Colour:

Fluff/background:

Population: 100

Money: 500€

Tech/Magic:

Bonuses:

Armies:

Each turn you post 3 actions along with related bonuses that will affect the rolls and roll 3 d100. write "dice+3d100" in the email field. You then wait for the end of turn while being idle, watching some tv or maybe chatting with the other players and making fluff posts.

Combat actions are not part of the normal 3 actions but are separate. To fight you post a new post stating where to send your armies, how many armies and other relevant information, then you roll 1d100 for each army.

(defense bonuses only work when defending, but then count as x2, this is also true for other situational bonuses)

Writing fluff and generally roleplaying is encouraged and might give bonuses to rolls and actions, free actions can also be gained by roleplaying outside of your standard actions, eg. having a warmeeting with other players etc. can lead to bonuses and to things happening without actually being part of one of the normal actions.

Bonuses: Bonuses might be anything that might provide bonuses to certain actions goes if it's believable.

There are combat bonuses and general bonuses, combat bonuses might be for example weaponry or defences. While general bonuses could be infrastructure or puppets. There is overlap between the two categories.

HFill this in

>Name:

>Race:

>Age:

>Gender:

>Fluff:

Don't fill this this:

>Health: Healthy

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343b1b No.24713

Dice rollRolled 94, 35, 99 = 228 (3d100)

http://pastebin.com/yzX5ywHJ

mobile can't format so turn in pastebin

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343b1b No.24744

File: 1457237809541.jpg (12.73 KB,320x320,1:1,DamSon.jpg)

>>24713

>94

>99

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343b1b No.24746

>>24744

Dara why not come back to the chat?

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343b1b No.37400

Any room?

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343b1b No.37408

>>37400

There hasn't been a post in almost a year.

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File: 1451111557898.png (1.13 KB,283x178,283:178,Undertale.png)

276524 No.20403 [Open thread][Last50 Posts]

Long ago, two races ruled over Earth: HUMANS and MONSTERS.

One day, war broke out between the two races.

After a long battle, the humans were victorious.

They sealed the monsters underground with a magic spell.

Many years later…

Legends say that one day, when seven human souls are gathered, King Asgore will break the spell, and free everymonster.

Until that day, all monsters are trapped below the surface. And you are one of them. You have lived in the underground for a very long time, just like every other Monster. But that is soon to change. There are rumors that a new human is entering the underground. And with that, comes the possibilities. A Human soul is a useful thing for any monster to have. Not only does it ensure great power and the ability to leave the underground, but with the right use, almost any height is reachable.

RULES:

-Characters can not be any from the original game

-All Major characters in game, aside from Toriel and Asgore, are no longer present

Please, Fill this out:

Name:

Monster Kind:

Home(Snowdin, Waterfall, Hotlands, Newhome):

Fluff:

Fighting Style (How your character fights):

Quirks (What makes your character unique?):

Dreams (What does your character aspire to do?):

Based on these answers, this is how you'll earn your stats.

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276524 No.23534

Dice rollRolled 19, 41 = 60 (2d100)

1,2. Start on my way to New Home. I think I've made up my mind about traveling to become a royal jester.

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276524 No.23535

>>22113

Hm…Not too many wrong doings around here…Weird. Oh well! Lets look harder!

It seems that the delivery man is a little late, yet some how, you get a post card apologizing for the lateness.

>>22138

Doesn't seem like it…Oh wait! Finally, some one to- Darn it, just another Temie. The dumb things keep sneaking into your den as if to get spooked! Oh well, better luck next time you think, as the white….dog…cat thing? slinks out of the grotto.

>>22160

Hm. Things were only getting trickier the more you looked into the collar's technology. The last royal scientist, despite her ineptitude, had conjured up some basic schematics… and while they give you some IDEA on what to do, it's still a long way away.

2/9

>>22170

You get some nice little furniture for your home, and some plants! How quaint! And you even got one from that little dragon! how adorable! All your friends will say how nic- oh thats right. You don't have any friends.

>>22174

you sit quietly, something you hate to do. However, just as you start to move, it sinks into your body, and falls out from your under belly! It seems that its a tad bit too heavy for your…jelly like form to hold up without focus.

However, this annoyance also distracts you from thinking up ways to hurt gothic.

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276524 No.23536

Dice rollRolled 49, 35 = 84 (2d100)

1. Be a Hero. Help the people of WATERFALL with anything they might need help with. T (1/4)

2. Prepare better for a trip to Snowdin. Warm up some rocks by laying them next to the Hotland bridge, order some clothes from NEW HOME using the local delivery service.

http://pastebin.com/SJqCvb1E

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276524 No.24627

File: 1457089095196.png (1.25 KB,120x120,1:1,Whimineer.png)

Dice rollRolled 1, 86 = 87 (2d100)

>>23535

(Tetro)

http://pastebin.com/uzFExw7V

1: What do you mean there's a delay? Must be a lack of good workers. Maybe some recruitment could help that problem out.

>Recruit alt-universe versions of the Core monsters to guard the Snowdin Town's construction site, like Whimineer and Foreman Froggit.

2: As well, I don't want to come over here for every minor incident, the Riverperson's fees aren't cheap, you know? Hell, get some buisness cards made with my number on them, so that if anything get buggered up, they can just phone me for advice instead of getting me to get over here again. Besides, it would help to promote the Tetco brand, because they're BUSINESS CARDS!

>Produce business cards.

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276524 No.24706

Dice rollRolled 65, 82 = 147 (2d100)

>>23535

1-2. Continue to work on the collars, I am at a race against time and that. . .human. 2/9

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File: 1449566580182.jpg (51.52 KB,640x453,640:453,Plague over OP.jpg)

a53439 No.18842 [Open thread][Last50 Posts]

d20 Hero Builder about being a Hunter of Monsters.

Themes:

+Gothic Horror

+Gray/Grey Morality

+Nature of Life

+Ethics of Murder

+Civil Religion

+Mysticism

+Necromancy/death

The land is overwhelmed. In the wake of conflict, kingdoms lick their wounds and turn to their collective fears towards the things fester on the edges of society, and the rot that threatens it from below. Two Great Holds of Dwarves tower over the land, their caravans fewer and better armed–first the war cut them off from their brethren in the east, and now the Steppe Orcs do. Remote settlements and historical redoubts of civilization are under siege by foes rarely evident on the surface. The Belifaunt Imperium chafes under the threat of the Tundral Horde finally pushing past the stalwart Vakyngr. Something awful rises in the Swamp Kingdoms, and though it has been home to many abominations over the years, this one reeks more of civil conflict. Djenseria, secure in its victory over the Imperium, remains determinedly ignorant of what their libertine policies towards forbidden knowledge have wrought. Telistara to the south has closed the Sandsweep Pass, amid rumours the heartland of their domain has descended into a decadent rule by Magocracy–although their bustling tropical ports are more busy thoroughfares than ever.

Everywhere the threat posed by monsters grows. Unable to spare their deadliest warriors and unwilling to continue paying for sufficient standing forces, the rulers of the land seem to abandon the people to their own fates as threats mount. Hunters are needed now more than ever.

Acting on rumor of a Necromancer Cult on Poulontoria, you book passage across the channel and arrive on the island. Awaking from your slumber you hear on every lip the same story–the Craftsman's Ward is overrun with a queer plague, the Inquisition killed to all but a man, and the final survivor has summoned the fleet. Ships scramble in the harbour too late; seven Dromons lined with ballistae hold steady outPost too long. Click here to view the full text.

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a53439 No.23554

Full update to come, bringing Regalia up to sp33d

>>20816

+1 Fame from killing foe.

You hire a historian, who is -1 Wealth\turn in Upkeep.

[Historian: Currently Researching Magical Swords]. You may change his research topic as a free action.

You arrive at the

>Ruins

There is chaos and fighting. You sneak past it.

>You are belowgrounds in the ruins

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a53439 No.23556

Dice rollRolled 4, 8, 19 = 31 (3d20)

[Crane]

—–

[Stats]

Name:[Crane]

Race:[Human]

Type of Hunter: Wear mask. Use sword. Former assassin. Now mercenary. Kill monsters. Few words.

Stats:

-Strength:[3][+1](4)

-Swiftness:[4][+3](7)

-Intellect:[1]

-Charisma:[0]

—–

Vitality:[18(20)]

—–

[Fame]

Fame:[3]

Wealth:[19]

Cadre:[1]

[Unit Names]

-Historian: Currently researching magical swords.

-

-

Upkeep:[-0](Wealth/Turn)

—–

[Equipment]

Weapon of Choice: Blade of Poulontoria (+3 Swf, +1 Str, 50% chance to drain any foe of 1 random humor on a deathblow and mutate based upon the humor absorbed)

Vestment: Gentleman's Armour: -1 incoming damage, +2 to social interactions

Knowledges:

-Surgery [Good]

-Alchemy, Poison [Good]

-Herbology [Poor]

Items of Note:

-[Surgery Tools]

-[Throwing Daggers][x7](+1 Swiftness)

-[Assassin's Blade](+2 Swiftness)(10% Chance to deal double damage on hit.)

-[Assassin's Masque](90% chance to conceal identity.)

—–

Bonusses/Eccentricities:

-[Jack of All Blades](+2 damage with any bladed weapon.)

-[Few Words](-3 to all social interactions.)

—–

Corruptions

-[None]

—–

[AcPost too long. Click here to view the full text.

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a53439 No.23610

I am interested as well. but need update.

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a53439 No.23611

>>23610

>>23610

I'll hit you up in irc wunce I've posted one for ya.

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a53439 No.24023

>>21347

1. "Hold Back the Waves!"

Wealth 2, Fame 2

"Huge swarms of Plaguespawn are rushing out of the plague ward, and the scorched earth stratagem that hemmed them in when they were haphazard is failing. We need people on the front lines."

2. Ghamonk learns of a mad Wizard in the Plague Ward that has remained in his tower. It's rumored to be full of gold he's looted from the plague victims, but for some reason the plague freaks ignore him…

3.

>>21348

Withese things in mind you depart for the ruins, where you arrive to find some people from the city have killed many necromancers and shattered a few skeleton warriors and hell hounds.

You hear their leader is underground and they're trying to smoke him out.

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File: 1455950832872.jpg (7.81 KB,284x177,284:177,Dz'thxia.jpg)

b8d6b8 No.23616 [Open thread]

Enter Dz'thxia a land of terrifying intrigue. The land has been beset by a terrible darkness. Foul creatures have emerged from the night and it is up to you and you alone. As the brave heroes of this land you must find a way to exterminate the threat that is continuing to grow larger every day.

Rules:

1.Three actions per turn roll d20 for each

2.This is intended to be a serious builder act accordingly

3.Fluff is allowed and encouraged.

Fill this part out only

>Name:

>Race:

>Age:

>Gender:

>Fluff:

DM fills this part out

———————————–

Inventory:Clothes,Rucksack

Health:20/20

Sanity:20/20

Gold:500

>Fame/Infamy: (You earn this in game)

>Equipment:

>Bonus: Based on fluff

>Location:The Kings Legs Tavern

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b8d6b8 No.23674

ALMOST FORGOT DO NOT POST YET YOU CAN FLUFF THOUGH.

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b8d6b8 No.23885

You may post now!!!

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b8d6b8 No.23899

Dice rollRolled 15, 6, 4 = 25 (3d20)

>Name: Faele Letlutter

>Race: Human

>Age: 68

>Gender: Male

>Fluff: A practitioner of holy magics, Faele Letlutter has led a long life of pious devotion to the Gods, myriad in number and function, vastly powerful, and impossible for a mortal to fully comprehend. Faele forgot the last part of the Gods' description, and has spent decades pouring over tomes, learning the names, functions, and symbols of the Gods, as well as the powers they bestow upon their followers. He is convinced that there is some power that unifies the gods, separates them from the races of the mortal coil, and is essential to truly understand any deity. His reason for coming to Dz'Thxia? He believes that there has been some kind of wisdom left behind in the ruined places of that land, and that the darkness itself may carry with it answers to the secrets of the universe.

———————————–

Inventory: Clothes,Rucksack

Health: 20/20

Sanity: 20/20

Gold: 500

>Fame/Infamy: (You earn this in game)

>Equipment: Red Robes, Blessed staff

>Bonus: Every 5 turns, you may pray to a god of any pantheon and request divine intervention

>Location: The Kings Legs Tavern

1. Taverns. I've been in more of these in my time than I can count, and I can count damn high. I've got an odd relationship with them. On one hand, the lighting and atmosphere are usually nice enough, but it can smell, and the patrons are unpredictable at best. Still, those with room and board can provide a base of operations, at least to those with gold. I may be able to work out living arrangements with the proprietor. A little haggling here, some charming there, and even the offer of work if I get desperate. It's not my strong suit, but negotiation can't be unlike public speaking, right? I'm good at that.

2. ExaminePost too long. Click here to view the full text.

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b8d6b8 No.23916

File: 1456298645359.jpg (205.26 KB,700x700,1:1,Dwarf_Saga_Singer.jpg)

Dice rollRolled 6, 13, 7 = 26 (3d20)

Name: Yurb the Licentious [AKA: "Beardass"]

Race: Dwarf

Age: 101

Gender: Male

Fluff: Before the troubles, young Yurb was known as something of a party dwarf. He drank, ate, and philandered to the point of being a reputed hedonic slob. Then, with the coming of the darkness, Yurb found that the rush of combat was much more interesting and keen to his sensibility – and he could get paid for it. Indeed, not only was every rush slightly different, but the experience and skill required was quite to his skillset: Yurb is the hardiest and most resilient dwarf this side of the world and his skill in combat is second to none. Yurb also has a small bird ("Ugly Jim") that occasionally (see: usually) makes vulgar comments. Jim is just really annoying and doesn't contribute anything positive. Not that Yurb would say much positive, really, because he's sort of disagreeable to people for long periods of time until they warm up to him (less so vice versa). All of this is probably why he lets Jim stay around…

———–

Bonus:

———–

Born for combat:You're a bloody dorf combat is in your blood it's in your stone heart +5 to all combat rolls…..+10 to any involving those treehugging hippies the elves.

—————

Equipment:

—————

[Battle Axe, Dwarven][Armor, Dwarven][Ugly Jim]

———–

Actions

———–

1. Yurb is drinking heavily today. Perhaps too heavily. And he's swearing. Loud. At the bartender. And people near him. After that, he picks a fight and just starts hitting anyone that tries to talk sense to him. Eventually he settles on arm wrestling. [Arm Wrestle]

2. After that, Yurb gets too drunkPost too long. Click here to view the full text.

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b8d6b8 No.24009

Dice rollRolled 17, 4, 9 = 30 (3d20)

>>23671

>Name: Almeris Bogan

>Race: Human

>Age: 24

>Gender: Male

>Fluff: Almeris is what is known as a Soul Alchemist. He is a magic user who takes a piece of the soul of those he defeats and turns it into a new spell or ability that he may use. This is done by placing the bits of soul into specially designed soul flasks.

At a young age Almeris was taught to be a soul alchemist by his father, one of the teachers of soul alchemy in the prestigious school of soul alchemy. He quickly learned all he could about the art of soul alchemy and then was sent on The Collecting. The Collecting is a tradition where young soul alchemists are sent out into the world to collect the souls of monsters for their spells. It is frowned upon to get spells any other way besides their first one, which is usually given to them at the start of The Collecting. Almeris now roams the world as a monster hunter, looking for prey and power.

DM fills this part out

———————————–

Inventory:Clothes,Rucksack

Health:20/20

Sanity:20/20

Gold:500

>Fame/Infamy: (You earn this in game)

>Equipment:

>Abilities: Fire Breath, Alchemy

>Bonus: Based on fluff

>Location:The Kings Legs Tavern

1. Look about, try to see if there are any monster hunting contracts.

2. Talk to the patrons of the tavern and look for rumors of monsters.

3. See if I can find a book on monsters. I thought I had one in my bag, but it seems I lost it.

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File: 1443899079902.jpg (1.01 MB,2664x1217,2664:1217,1387639979141.jpg)

ed9163 No.10179 [Open thread][Last50 Posts]

SHADOWRISES SCI-FI NATIONBUILDER REBOOT

In this nationbuilder you are on an earthlike planet that has recently passed our technological level.

How to make your posts.

Name:

Colour:

Fluff/background:

Fertile:

Metal:

Oil:

Energy:

Tech:

Bonuses:

Armies:

Each turn you post 4 actions along with related bonuses that will affect the rolls and roll 4 d100. write "dice+4d100" in the email field. You then wait for the end of turn while being idle, watching some tv or maybe chatting with the other players and making fluff posts.

Combat actions are not part of the normal 4 actions but are separate. To fight you post a new post stating where to send your armies, how many armies and other relevant information, then you roll 1d100 for each army.

(defense bonuses only work when defending, but then count as x2, this is also true for other situational bonuses)

Writing fluff and generally roleplaying is encouraged and might give bonuses to rolls and actions, free actions can also be gained by roleplaying outside of your standard actions, eg. having a warmeeting with other players etc. can lead to bonuses and to things happening without actually being part of one of the normal actions.

Bonuses: Bonuses might be anything that might provide bonuses to certain actions goes if it's believable.

There are combat bonuses and general bonuses, combat bonuses might be for example weaponry or defences. While general bonuses could be infrastructure or puppets. There is overlap between the two categories.

Territories: Territories are good for several things, it works as HP forPost too long. Click here to view the full text.

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ed9163 No.23976

File: 1456354247446.jpg (194.88 KB,1740x1231,1740:1231,soldierspigs_aotw.jpg)

Dice rollRolled 52, 75, 64, 41 = 232 (4d100)

>Name: Heavy Metal's Pigs Ltd.

>Fluff: >>23702

>Unique Buildings:

>Main Convoy's STATs:

Attack: 5

Defence: 8

Move: 4

>Other Armies:

>Unit Designs:

[E-1 Hogger Superheavy Tank]

Recruitment: F:0.5 M10 O3

Upkeep: F0.5 M 1 O 4 E2

Attack: 9

Defence: 6

Move: 3

Bonus: DD-weapon/resistance: Takes less damage from DD-weapons,

Artillery: this unit rolls an additional d100 that is applied as a 2 attack/1defence damage before other damages apply (not vs air)

Anti-air: Does not have penalty vs air targets.

[Porker Main Battle Tank]

Recruitment: F:1 M1 O1

Upkeep: F0.5 M0.5 O1.5

Attack: 5

Defence: 2

Move: 5

Bonus:

Artillery: this unit rolls an additional d100 that is applied as a 1 attack/1defence damage before other damages apply (not vs air)

>Tech:

[Mining: Strong] [Heavy Vehicles: Strong] [Mobile Factories: Strong] [Anti-Air: Average] [Tanks: Excellent] [Tank Fuel Efficiency: Weak] [Artillery: Weak] [DD-Space Understanding] [DD-Weapons: Weak] [DD-Resistance: Weak]

>Resources:

[Fertile: 7][+1/turn]

[Metal: 22][+1/turn]

[Oil: 82][+1/turn]

[Energy: 7][+1/turn]

>Bonuses:

-Stripminers: Instead of having Post too long. Click here to view the full text.

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ed9163 No.23979

File: 1456355691731-0.jpg (371.53 KB,1920x1080,16:9,3c30d9_5667891.jpg)

File: 1456355691735-1.jpg (484.19 KB,1280x1024,5:4,Wasp.jpg)

Dice rollRolled 5, 15, 51, 54 = 125 (4d100)

>>23957

Name: Jikartans

Colour: Green

Fluff/background:

Long ago the people of Jikarta were the masters of their planet. All they had to fear was each other and several superpowers had been established. This changed when various space programs all spotted a massive asteroid on course for their planet. All of the Jikartans came together and launched various projects to ensure their survival. Among them was project “Horizon” which aimed on sending their species into space, aboard a colony ship, the only catch is that the entire species would have to digitize their minds in order to fit. This meant that the actual Jikartans could not go into space, only copies of themselves could. Because of that fact this project was the least popular but received enough support to get a green light. In the end, when all of the other projects ended in failure this is the one the succeeded. A virtual world with a copy of each and every Jikartan was launched into space along with a colony ship that could modify itself based on the Jikartans needs.

Hundreds of years later the Jikartans have all unified into a single government inside of the cyberworld and children are even “born” by mixing the traits of the mother and father together, allowing for a sense of normalcy. Eventually, it was decided that the Jikartans would move back into the physical world and so they have come across this planet. Their colony ship landed in the northern hemisphere where scans picked up an ideal location. Upon landing the ships fabricators went into overtime building bodies for the Jikartans. The colony force is comprised of the best of the best, to defend their interests and build new cities for the Jikartans. Their robotic bodies are highly advanced and are even able to receive haptic feedback from outside stimuli like texture, heat, and cold. They are also made to be highly modular allowing for customization and improvements. The Jikartans plan to solidify their rule on this planet, and build enough bodies for the entirety of their race to come Post too long. Click here to view the full text.

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ed9163 No.23981

File: 1456356391926.jpg (378.43 KB,240x180,4:3,MFW2nat1s.jpg)

Dice rollRolled 69, 72, 73, 81 = 295 (4d100)

>>23956

>Name: The Mefestung Order.

>Resources:

[Fertile: 4 (5)] [Metal: 6 (4+2 from Shameless)] [Oil: 4 (4)] [Energy: 4 (4)] [Urauser Moves: 2 (0.5 per turn)]

>Tech:

[Shipbuilding: Strong] [Airplanes: Average (4/8)] [Inertial Dampeners: Average] [Missiles: Weak] [Jet Propulsion: Strong] [Submarines: Average] [Counter-Intelligence: Weak]

>Armies: (Unit Designs: http://pastebin.com/ru6EQw9m )

1 [Order Trooper] (Count-as standard Infantry)

>Bonuses:

Urauser: Your nation is based from a huge submersible carrier-craft that extracts resources from the land. It makes it mobile and highly defensible, allowing it to move across 3 sea territories freely every two turns, though it only has a base production of 1F, 1M and 1 O (which also leads to there only being 1 E)

Fighter Aces: Your pilots are highly skilled at what they do and all airplanes get 0.5 attack.

Bauntwurf Uber Bureau: Halves the design time for any rausers or other war machines.

Urauser repairs. can't build non-infantry troops or move the urauser until repairs are completed.(1/8)

While I could post a very fluffy post, the matter of the fact is that in order to do /anything/ important, I need the Urauser fixed. So…

1-4: Fix it fix it fix it fix it fix it fix it!

>Fix it. (1/8)

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ed9163 No.23983

Dice rollRolled 21, 72, 29, 62 = 184 (4d100)

>>23956

Name: The Jub-Jub Tribe

Colour: some shade of green

territory:57

Fertile: 4

Metal: 7

Oil: 8

Energy: 3

Tech:Woodcrafting weak

Bonuses:

Armies:

6 warbold stickpokers

-Huntergatherers: All your units take 1 F less maintenance.

-EXTREMELY Primitive: Your Nation is a primitive race and unless they spend a lot of effort or are uplifted they will stay behind the others in the technology department. high-tech research takes 2 actions. You can Not be traded tech and can only research tech that your cutebold relatives already have as they need to explain the concepts.

-Where the hell did that cutebold come from?: You can recruit 3 times as many units per turn as all others and you get easier expansion.

-Warbolds: your bolds have a 20% increase in fighting power over normal cutebolds.

1.2.3 Growing space

4. Raise more warbold stickpokers

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ed9163 No.23987

Dice rollRolled 15, 36, 50 = 101 (3d100)

>>23957

Name: Ascendant

Colour: Blue

Fluff/background: This world is strange, as we Ascendant have found. We are a race of mammalian organisms with short growing fur. Our long snout and powerful eyes give good eyesight and smell. Our dental patterns allow us to eat almost anything. Yet nature has shown we are weak, if not for our mind. When there are beasts that grow larger than many trees and plants that can uproot themselves, our minds were all we had.

We developed technology. When Vorgoth hunted us we made spears and fire to hold them back, then bows to hunt them. We learned all we could of the world and put it to use. Bows to crossbows, to muskets, to rifles, to machine guns and missiles. Followed them were one disaster after another that we overcome. Now is the age of digitization, where the 3D printers print parts for cars and scientists still debate which energy source to put stock in, nuclear or wind and solar. To us the love of technology and being the 'highest tech' you could has led to much prosperity. It is an old way of life, but one we will not give up. Oh the irony.

Fertile: 3 [1]

Metal: 5 [1]

Oil: 3

Energy: 3

Territory: 7 (was 11, changed to match map)

Tech: 3d-Printing (weak), NBC protection (Weak), Surface-to-space missiles (weak), Missiles (weak), fission (weak), Railguns (average), Cyber Security (weak), Materials durability (Weak), 2/4 Genetics, 1/4 Nanites, DD-Space understanding, DD-weapons [weak], DD-resistance (Average) 4/7 next

Bonuses:

+1 research.

Perks: Each tech level requires 1 less success. so 3/5/7/9/11 instead of 4/6/8/10/12

Armies: 1 standard infantry

Buildings: [Capital missile batteries]

[Military research complex, Weapons research get +20]

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File: 1446432491306.png (367.29 KB,1570x980,157:98,BW.png)

c3d393 No.12959 [Open thread][Last50 Posts]

The year is 2XXX. The third world war has destroyed the former United States and the remainder of the world. The cause of the conflict is unclear: nuclear weapons were certainly involved, and prolonged wars certainly led to the exchange. At the time of the end, the United States military had found itself trapped in a spiral of debt, complete defeat on two fronts, and rotting civil infrastructure combined with an anemic civil society. By the time the bombs fell the state had hollowed itself out with yet another wave of defense appropriations with civil strife gripping many cities in protest. The protests would come too late: the bombs hit at around the time police began openly resorting to using live rounds on the political dissidents, looters, protesters, and others. After the bombs, the civil governments nationwide collapsed entirely as petty gangs and militias consumed each other and the rotting blubbery bulk of the state. A thousand tiny wars between proto-states, demistates, cartels, mormons, protestants, black muslims, hoods, anarchists, the poor, and racists erupted. With that, two centuries of experiment by a gaggle of rich men had come to a disgraceful grisly finale worthy of Rome.

The nuclear winter that followed the petty wars proved worse than anyone could have expected. It lasted for three years decade and exterminated most human beings on the planet: 60% of the 8 billion souls would die from the bombs and fallout, another 20% from disease, and another 17-19% would die in a variety of ways uncatalogued – shallow graves, fields, or huddled in frozen and dead cities.

It is now. The world no longer exists. In the ruins of the former United States, odd things have come to stir and stake their claim in the wastelands. The radiation has finally retreated and the skies have yielded enough mercy to allow crops. The birds have begun to migrate again. The ocean does not have an acidic taste. Fish can be seen in the rivers sometimes. The rotting corpses of the great cities house great treasures that await plundering.

You are among what stirs. As you struggle from whatever place you come from, you find a world of cinders. The question is: what is your place in it? The freakish experiments by the state are legendary, and the hysteria of technology befoPost too long. Click here to view the full text.

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c3d393 No.14000

Dice rollRolled 1 (1d3)

>>13981

Expansion roll

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c3d393 No.14040

>>13925

[Cowboys catchup]

1. The expansion stalls due to some water on the roadways. The horses are spooked for some reason.

2. You build a trade route to New Camelot. (Add trade route: New Camelot [Huge;+2/cur/turn;+1/culture/turn]

3. You hold the first battle. The audience is somewhat small, but it seems to go okay. If you manage to get a big one it might lead to something interesting maybe… (+2 culture.)

4. You finish up religion. Woo doggies! (set technology: Religion to II)

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c3d393 No.22854

Name: The Prismatic

Race: Psionic Humans

Color: Purple/Black

Lore: Psionic Humans are Humans gifted by the powers of eldritch beings from the Prism. The Prism to some is a nightmarish realm filled with unsightly creatures that will haunt the minds of normal men and women, but the Prismatic have come to full comprehension of the Prism.

Before the bombs dropped, the Prismatic mostly went to ancient ruins to conduct their rituals. Such ruins would be Eskoth, an ancient city beneath Providence, Rhode Island. These rituals communed with the Outer Lords and their minions, who gave them even more insight and power to the inner workings of the Prism and realms beyond.

After the bombs had fell, the Prismatic's Psionic remained in the city of Eskoth, venturing out to explore what ruin and pandemonium mortals had brought. Throughout Massachusetts and Rhode Island, the Prismatic tried to come into contact with Human settlements. Some were eager to trade with these robed folks who carried around strange arcane artifacts that granted superhuman abilities. Those that displayed Psionic potential and wanted to join the Prismatic must go through a series of mental and physical trials in order to become apart of such an organization.

But, it would not be time for the Prismatic to become feverishly hunted by a group of cross wearing fanatics who claimed to be the last Christians of Earth (Note: I'm not one of those pretentious fedora lords).

The Prismatic mandate that war should only be done in self defense, not on the offensive. A few psychic bolts were enough to eviscerate a few companies at best, but then all of a sudden they started to haul and bear anti-psionic technologies.

Left with no other avenue, the Prismatic brought upon a Prismor named Gax'tar, the Blood Weaver. Gax'tar slaughtered these Warriors of The Cross with virtual impunity. Their numbers would be depleted and butchered by tides upon tides of horrific Prismors that the Prismatic had loss all control over the monstrous interdimensional

creatures.

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c3d393 No.22863

>>22854

The latest thread is here anon,

http://8ch.net/builder/res/781.html

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c3d393 No.23893

Dice rollRolled 77, 68 = 145 (2d100)

Name:The New England Patriots

Race:Human

Fluff: Tom Brady may be down,but he's not out " The new england patriots have seen better days what with all the scandal regarding their cheating,but that doesn't matter they are still up to their cheating ways because now WHO THE FUCK'S GOING TO STOP THEM??? I mean it's the apocalypse or after it no government is going to accuse us hell we have no government. we are loyal to football and only football we shall do anything it takes to win including cheat because. Fuck you, I'm Tom Brady.

Government Type:Fuck you, I'm Tom Brady!

Economy Type:You broke the rules finding out about how I broke the rules.

Religion:Football is love Football is life.

>>You have been granted an additional bonus:

3. FUCK YOU I BREAK THE RULES: Every time you roll from 25-50 you can re-roll an action (once per roll per turn).

1. Search for rare earth metals

2. Finish industry V research 8/10

Industry: [33]

[Bureaucracy V][Civil Oversight: +4 to civil construction rolls]

[Tools IV]

[Infrastructure II]

[Power III]

[Mechanics V][Mechanical Production: +2 to all mechanical production]

[Industry IV]

[Cybernetics II]

[Power armor II]

[Autofoundries III]

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File: 1455507182589.jpg (6.21 KB,300x168,25:14,download (4).jpg)

350569 No.23401 [Open thread]

Welcome to /d/readful tales a brand spankin new /d/ hero builder revolving around a seemingly endless mansion of horrific beasts and abominations without further ado let us get into plot and whatnot.

The year is the twentieth of the dawn of fire. You have all journeyed forth on a boat to a land plagued by horrors that were summoned in the local estate on the hill by a insane necromancer. Your objective is simple venture down into the very bowls of the estate and find a way to shut the gates of c'zthnark stopping the eldritch abominations from coming through.

RULES……………..ha there are no rules rules are for faggots.

No template because you faggots can probably figure it out it's name age fluff than I fill out inventory and whatnot as well as bonuses ya dig?

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350569 No.23591

File: 1455854198652.jpg (8.86 KB,198x300,33:50,mage.jpg)

Dice rollRolled 2, 20, 2 = 24 (3d20)

>>23568

Name: William Ogien

Age: 23

Race: Human

Fluff: My earliest memory are of flames. The ruddy light of embers surrounding my body, a crackling log serving as my pillow. The clothing of my childhood, made more of patches than the original material, had the odd tendency of catching flame. Strange how that works, my skin would never burn, yet everything else could and would.

My mother, the few times Father mentioned her, shared this trait. One of the many mysteries about her. Father would never quite explain how they met, yet the occasional slipup would always reignite the flame of desire to know. I left my village soon after more and more things caught fire, about six years ago. Nothing but a copper shod staff and backpack, but I managed. Work was sparse, but many blacksmiths enjoyed my company. The power to change how flames move and their temperature is very useful for delicate pieces, bluing steel especially. Through this, my search for my mother has continued. Word of the monster house reached me, along with news of a woman with flaming hair within it.

Bonus Blood of the primordial fire: +5 to anything involving fire

Drawback Born of chaos: You are not of this world born of flame itself the villagers are weary of you -5 to anything involving water and negotiating with the villagers.

Inventory: Buff Jerkin, Steel shod Quarterstaff, 500g

1&2 ) Buy good, solid winter clothing, and a pack of gear for surviving in the mansion

3 ) Head to the mansion

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350569 No.23592

Dice rollRolled 13, 15, 8 = 36 (3d20)

>>23568

>Name: Isaac Casten

>Age: 29

>Fluff: "When I was a youngun, there are no noble blood, there are no papi to take me and no mother who'll accept a orphan like me in the estates or in the town itself. But the woods is another story, for you see it's true that I had no father but I had lots of mothers and sisters. They read things out of a strange tome and perform rituals in the cover of night. One such ritual changed me and made me strange and unfathomable when I was eighteen.

For you see when this ritual was performed there was a death of a young virgin and a ominous chanting. After that I awoke near a pub, they usually have the drunkards and whores in there with the usual coin and stories they peddle. One such tried to rob me when the guards aren't looking. As he stabbed me I felt like I was slipping into the light and I saw a blackness.

But I've awoke not near a pub or in a grave but in a cell. I vastly remember dying and I remembered the feeling of being stabbed but the strange thing is that I've didn't die. The inquisitor knows somewhat of my condition and told me that I've done a grave sin but wanted me to join him as a apprentice. His name is Leonard Casten and he taught me to hunt monsters for you see now I've got a duty, I've got a will of iron, and I'll stop the heretics."

>Gender: Male

>Race: Human

>20/20 Health

>15/15 Sanity

>10/20 Lust:The higher this gets the more prone you are to doing unreasonable and lewd things.

>Bonus Might of the immortal:Everytime you are dealt a fatal killing blow roll a d20 to see if you die or rise again

>Drawback Touched by the oldgods: You suffer from horrid visions while inside the estate roll 1d20 every three turns to see if you caPost too long. Click here to view the full text.

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350569 No.23593

Dice rollRolled 710 (1d1024)

Everyone is suddenly teleported to to the bowels of the mansion straight in front of the portal.

There is an army of eldritch abominations. Suddenly cthulu bursts forth from the portal and summons tophats on all of the creatures and bursts out into interpretive dance as this song plays. THIS IS THE FINAL BATTLE ROLL FOR DANCE OFF

https://www.youtube.com/watch?v=WXrdYwG17PE

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350569 No.23594

Dice rollRolled 32 (1d100)

>>23593

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350569 No.23595

Dice rollRolled 969 (1d1024)

>>23594

You dance your heart out and blow cthulu the fuck out closing the portal with your awesome dancing skills which looks like this https://www.youtube.com/watch?v=twqM56f_cVo

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File: 1455843438387.jpg (28.19 KB,400x283,400:283,dreadfultales1.jpg)

ac0981 No.23570 [Open thread]

Since you autists seem to enjoy rp'ing so much you can do so here. This is directly related to the game itself and anything that happens here is to be considered cannon as long as it's reasonable.

Enjoy….

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File: 1455101729690.jpg (1.22 MB,3436x2460,859:615,IMG_20160210_0001.jpg)

2621bc No.23235 [Open thread][Last50 Posts]

A rules light nation game. You are about to lead a new nation to glory or to destruction. Your people were hunter/gatherer nomads that have taken your promise of greatness and have stopped moving to settle into a town.

Nation Name:

Nation Colour:

Race: (May give you a starting bonus and disadvantage that are as strong as the other)

Starting Location:

Fluff: (This is the dawn of society, it should be very short. and add to it throughout the games as you develop things such as governments and interact with others and the world around you)

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools

Bonuses: (can be gained by adding to your fluff)

Disadvantages: (will also be gained when things are added to your fluff)

5d20 a turn. 1s and 20s are crit fails and crit successes respectively. Will update once a day. If you ask for a location or colour that is already taken, a new location or colour will be given to you and I will pick bad colours. Like Maroon.

The blank area is grassland however, it still contains plenty of hills and trees to provide with enough resources for a thriving nation.

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2621bc No.23499

Dice rollRolled 6, 17, 3, 5, 5 = 36 (5d20)

>>23474

>Nation Name: Tribe of Bonlir.

>Nation Colour: Gray/Tan.

>Race: Gray-ish orc-sized Goblins.

>Food: 11

>Pop: 11 (+1 per turn)

>Military:

[Queen Skartooth] (Armed w/ Stone Spear)

[Unarmed Bonlir Militia]

[Speargoblin?]

>Buildings:

[Quarry (Sandstone)]

[Farm] (+1 Food per harvest rolls)

>Tech/Magic:

-Military

[Stone Spears]

-Civilian

[Stone Tools] [Agriculture] [Advanced Stone Architecture]

>Bonuses:

[Raised from the sands] +1 to building with sandstone

>Disadvantages: (N/A)

1-2: Oh fuck oh fuck oh fuck oh fuck… The Queen shall not die, not by the watch of the Bonlir Goblins!

3: What about her palace? Did it have a accident? Just get back to work on it, so that the Queen has a place to stay. +[Raised from the Sands]

4: In addition, form a group that will make our territorial expansions easier.

5: And, you know, expand our territory as usual, somewhat northwards.

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2621bc No.23502

Dice rollRolled 16, 10, 7, 3, 9 = 45 (5d20)

>>23473

Nation Name: Stone wings

Nation Colour: Purple

Race: Dwarf

Starting Location: Southern Island Mountains

Fluff: A tribe of short humanoids living in the mouth of a cave complex, banded together against the giant bats that inhabit the caves. The men, armed with spears and torches, drove the bats back into the caverns. But they will return, this we know. They will not find us unprepared.

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools, Stone Spears, Torches, Shields, Smelting, Mining

Disadvantages: [Haunted By The Past] There is a very small chance that your people are attacked by the bats again

1 )Copper tools 1/2

2 )Continue our work with the Giant Rat Domestication, select them for size and fur thickness 2/3

3 )Continue working on armor 1/2

4 ) Continue our work with Alchemy 1/5

5 ) Make weaponry from the copper

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2621bc No.23503

Dice rollRolled 3, 11, 5, 4, 4 = 27 (5d20)

>>23471

Nation Name: Aesgara

Nation Colour: Cyan

Race: Sea Elves

Starting Location: Eastern isles

Fluff: Elves that breath in water, swim naturally and like suing spears to kill sea and land food. Also have a penchant for hydromancy.

Food: 14

Pop: 12 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: 2 farms(+2 food from harvest actions)Academt 2/3; Barracks 1/3

Tech/Magic: Stone Tools,Stone Architecture, ; Ambush Tactics; Swords;

Bonuses:

[Puddle Power] +1 on water based rolls.

[Water Walkers] You can live in the water and spread your nation over oceans

Disadvantage: [Dried Up] Your people cannot walk on land for any longer than 1 turn without having to breathe water again

1 Finish the academy

2-3 work on the barracks

4-5 hydromancy research!

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2621bc No.23508

Dice rollRolled 9, 11, 20, 12, 1 = 53 (5d20)

Nation Name: Nadicya Priya / "Children of the Flowing Waters"

Nation Colour: Magenta

Race: Otterfolk (Average 5-foot tall anthropomorphic otters)

Starting Location: On a river near a river mouth, if such is free.

Fluff: "The sea called out to the land, who did not answer as she could. So she made her daughters, the rivers, live upon the land and flow back to her, so that she may learn - but even then, the land had many secrets. And the rivers in turn made the first otters, creatures of land and water who could live in and be the bridge between both worlds. That is the story of how we were made."

The otterfolk call themselves "The Children of the Flowing Waters", and have long lived by fishing the rivers and diving in the bays, or hunting game near the shorts and coast. This tribe of otterfolk, having found a good spot near both salt and fresh waters, have decided to settle in for awhile, to give time to repair any of their tools, clothing, and gear.

Sayings: "Salt may sting, but shellfish are tasty."

Food: 15

Pop: 14 (+1/turn, capped at food)

Military: 1 Spearmen

Buildings: None!

Technology: Stone Tools, Obsidian Tools, Stone Spears, Fire, Weaving, Pottery, Cooking, Bricks, Ships, Fish Net traps

Magic: [Elemental Shamanism: Requests and Favors, Cousins]

Bonus: [Puddle Power] +1 on water based rolls

Disadvantage: [Straying To Far From Home] -1 on rolls for action that don't take place near the coast or a river

In Progress:

-Brick Architechture 1/2

Things progress and things change. Perhaps we can learn how to live in a single spot after all? We've wandered for a long time, and it has only been since we've come here that we've begun to learn and grow.

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2621bc No.23560

Dice rollRolled 8, 19, 11, 10, 18 = 66 (5d20)

>>23474

Nation Name: The Nachtfang Tribe

Nation Colour: Purple or Red

Race: Vampire minority with human majority

Starting Location:

Fluff:

A tribe of night hunters who worship the goddess of the moon have seen some of their most powerful warriors blessed with the powers of the night. Practicing a great many blood rituals to empower themselves the undying of the Nachtfang tribe seek to lead their much less knowledgable and short lived brethren into a new age.

Food: 11

Pop: 11 (Increases by 1 every turn, can't be greater than the amount of food)

Military:

+ Nimble [Unarmed Vampire]

+ Shadowrise [Vampire]

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools, Stone Spears, Animal Husbandry, Alphabet, Blood Magic, Drums

+ Stone Architect 1/2

Bonuses:

+ [Forced Conversion] You may gain a military unit for each round of combat won so long as you have sufficient food.

Disadvantages:

+ [Majority Rules] You cannot train military units if your military is more than half your pop

1. Finish Stone Architect 1/2

2. And Nimble felt the terrible power that he had been blessed with as he stared upon the blood red moon and he knew that the future was his. And he bowed down to the Moon Mother and power pulsated through his veins. His muscles tightened and all things living heeded to his command.

+ Advance Blood Magic

3. Tossing bits of rocPost too long. Click here to view the full text.

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File: 1453182639615-0.png (1.75 MB,1594x1062,797:531,broken nation map 3.png)

File: 1453182639627-1.jpg (144.04 KB,788x1013,788:1013,Imperial Capital.jpg)

6a24d6 No.22161 [Open thread][Last50 Posts]

The Central Empire has stood for longer than 1000 years by most counts, longer than 2000 years according to the Fae Courts. And never in it's long history has it lain so desolate as it has today.

The Emperor and Heir lie dead along with the Mother-Empress, and only by a miracle, many claim to be from the gods themselves, has the other eldest half-sibling of the former Crown Princess now shown their own royal blood, and a link to the regalia.

Never the less, they are too young, at the tender age of twelve years of age this day, the Regents Council must take the floor of the Imperial Senate, and set the course of the Empire for the next 6 years. In 6 years time, the Crown Prince will be of age to take the throne properly and rule the Central Empire, but until that day, the Empire sits in the hands of the Regents.

The issues facing the imperial regents is the following:

Regent's Council Only:

1) The formal recognition of the Crown Prince Cichol Ta'lach Centis as heir apparent.

2) The signing of the marriage contracts between the Prince and his two prospective betrothed Lady Vallinia Strikeclaw of the Snake Clan Beastfolk (Denial puts him in debt for 1 Military, 1 Shadowy, and 1 Nobility Oath), and Lady Nachezerina Vladostinak the Nephilim Vampire House on the North Western Boarder Regions (Denial puts him in debt for 2 Military Oaths and 1 Shadowy Oath).

Full Senate Decisions:

1)The Empire is beset on 3 sides:

1a) There are raids across the wild lands to the east upon the farmer protectorate townships not technically within the Central Empire Borders, but who pay tribute to the Central Empire. The source of these raids is unknown. Who will be assigned to investigate?

1b) The Crag Barons have not sent a deligation at all to this, and there are rumors that they are sealing their boarders against official intrusion, and raising tarrifs on trade against the Central Empire. But these are uncomfirmed

1c) The mining communities of the central plains have reported more and more frequent shaft collapses Post too long. Click here to view the full text.

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6a24d6 No.23469

Dice rollRolled 88, 71 = 159 (2d100)

>>22974

>Name: Morgana ExCentris'Nilus

>Position: Seneschal (Wo)Man Courtier

>Race: Human

>Religion: Church of the Uniter

>Foes:

1. The Theists (No effects)

2. Eastern Nations

>Plot Twists:

+ Animal Companion

>House Fluff:

It's the royal family really.

>Personal Fluff:

Great architect wannabe with greater dragon.

>Political Clout: 46

>Oaths:

+ 1 Nobility

>Vassals and Other Holdings:

+ [Architects] Guildsmen (1x Additional Quality) Rank 2

+ [Bello] Drake (5x Additional Quality) Rank 6

+ Inventors (1x Additional Quality) Rank 2

+ Labor Golems

+ [Freemasons] Builders

>Relations:

+ Close links to Empire of Opalescent Pearls

+ Ability to build: Economic monument at an enormously reduced price.

-> IF: Builder (Rank 6) is Vassal

1. [Social] Progress with the social housing had been rather lacking. However there wasn't a lot of other options for Morgana so this time she would simply have to stick with the plan and continue to construct housings for the poor. After all Rome hadn't been built in a day and she would be able to put her name all about in hidden places, a silent reminder for the generations to come.

>Assign:

+ [Architects] Guildsmen Rank 2 (2*2)

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6a24d6 No.23513

Guys, it has been a while, and interest has obviously flagged.

I'm sorry, but it's obvious I bit off more than I can chew with this, and haven't been able to run it as well as I had hoped.

I'm shutting it down here, but I'd love feedback on how I could run this game better in the future.

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6a24d6 No.23516

>>23513

I'll throw in my two cents then.

1. I loved your lore and your rule set. It was obvious you worked hard on it and it worked. I especially liked the oath system.

2. It felt like you were throwing out empire destroying enemies way too fast, as we would have had to find the emperor's assassin, fight off the eastern lords being united, and find out how to fight the horrors from the underdark. That may have been rng and if so ignore this.

3. I enjoy your willingness to work with player ideas and make them balanced.

I hope you run this again one day, your main problem was that some of the major players, such as Anni, DMW, and Maldaris disappeared which may have thrown out important plot points.

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6a24d6 No.23541

>>23513

My interest has not waned, but I am sorry to hear this. It was a magnificent setting with an interesting system that I do hope may see the light of day again.

I still in fact remember the major hype over this game and the interactions within it. I want to think that if it ever got updated again, interest would return.

>>23516

On that note, as I have always said, every game must take into account the possibility, if not inevitability, of people dropping out or others joining in.

This is not because they have always lost interest, there could in fact be legitimate reasons like having less time, internet, or other things.

But if a game cannot function without a "vital players" then that bears great risk.

In short, I still have to say you ran a great game and I can't really find fault in the way you handled it. I especially enjoyed the religious aspect and how individual players who were chosen by the gods could be spoken to them.

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6a24d6 No.23559

>>23513

Honestly, if you were to tell me you were going to update soon, i'd post

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File: 1454978156345-0.jpg (149.88 KB,800x500,8:5,Who-were-the-cavemen1-1.jpg)

File: 1454978156360-1.png (2.34 MB,1750x1000,7:4,DwaFFSl.png)

38ccf8 No.23110 [Open thread][Last50 Posts]

In the first light of a new world new life crawls from the primordial muck. As time races forwards intelligent life blooms forming into close nit tribes that vie for dominance on this young world. While you thrive or be crushed under the heel of history.

Tribe Name:

Name:

Leader:

Color:

Fluff:

Location:

Each turn you will have 4 actions with 1d100 each. Game will start with 4 players.

104 postsand34 image repliesomitted. Click reply to view. ____________________________
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38ccf8 No.23341

Dice rollRolled 86, 62, 44, 9 = 201 (4d100)

>>23326

Tribe Name: The Broken Stone Tribe

Leader: Masked Bear

Color: Blue

Fluff: A primitive dwarf tribe who has settled near the base of a mountain chain. For some reason they feel at home in the mountains.

Location: In the forest near the mountains

Tech:[Stone Axes][Hunting][Stone picks]

Resources: 6 Stone Axes, 26 pelts,1 young bear, 7 bone, 4 stone picks, 2 Tusks, 4 Scales

Items: [The Obsidian Knife] (+11 to combat), Unicorn Cloak (Nothing, but signifies leader)

Population: 6m/6f

Buildings: Cave, Fire pit, Greater Alter (To He who sees from the void)

Bonuses: Bear Aspect - You channel the power of the mighty bear and can use it to boost any role to fight or hunt by +5

Minuses: Dwarfs- You are a greedy insular people and have -10 to work with other tribes

1. Turn the Unicorn cloak into unicorn leather armor.

2. Farm 5/10

3. Cave Expansion 5/10

4. Hunt +5

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38ccf8 No.23398

File: 1455498587418-0.jpg (106.74 KB,400x504,50:63,Dire_Rhinoceros.jpg)

File: 1455498587447-1.jpg (42.43 KB,500x313,500:313,Saber-Tooth-Tiger.jpg)

>>23333

1.The Bluehusks finally come around at the best way to work together and bash people. A few even focus their efforts into doing nothing but fighting +[Tactics] +5 Warriors -5 males

2. Expansion is started 1/5 Expanded fishfarms

3. No progress is made on the spawning pit as female argue over which color it should be

4.Bone clubs are constructed +3 bone clubs -1 whale bone

>>23336

1. The second Lean-to is constructed and up to 20 people can live in your tribe comfortably

2.Progress is slow as the wolves spend there time rooting in the scraps of last nights feast 3/6 [Domestication]

3. You find a huge hairy beast with a massive horn you will need to arrange a bigger hunt to go after it

4. No one seems to like rocks very much

>>23341

1. The cloak is crafted into [Unicorn Armor] the hero wearing this cloak cannot be slain in battle unless it is the last unit standing

2. Work on the farm continues 7/10

3.The cave expansion goes ever so slow… 6/10

4. A large beast stalks your hunters who barely escape from its massive fangs.

A female leaves as she thinks the cave is too crowded -1 female

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38ccf8 No.23399

Dice rollRolled 42, 82, 60, 48 = 232 (4d100)

Name: The Bluehusks

Leader: High Leader Shiz'nok'aka'womp [Shiz]

Color: Blue

Fluff: The Bluehusks are a premier tribe of senient tool-using humanoid crustaceans of the same name. Such creatures are largely foreign to the air-breathing world: Bluehusks prefer tidal zones for their bases and they dislike interior areas that dry areas when compared to their more familiar ocean biomes. Generally Bluehusks are not terribly keen on other forms of life, but, they prefer to be left alone to ritual and worship rather than engage in warfare.

Location: Central Island.

Tech: [Net Fishing][Normal Worship][Bone Clubs][Tactics]

Resources: [Nets:5][Whalebone:0][Large Shell:1][Fishfarm:Supports 10][Boneclubs:3]

Population: 5 Male Warriors/6 Females

Military: 1 Giant Crab

Buildings: Large Shell hut, Primitive Shrine

Bonuses: Thick Shelled - Your people are hard shelled and have no problem shrugging of many things giving them +10 in combat

Minuses: Tidal Born- You cannot expand into areas that are not coastal or connected with a river

———

Actions [Resources, Fishfarm, Expansion, Spawning]

———

1. A few of the Bluehusks try to locate more bone. [Resources]

2. The fishfarm looks very nice, frankly. (Fishfarm Expansion [1/5])

3. The Bluehusk go and expand again. They take their fancy clubs and club anything that opposes them. [Expansion| 5 Warriors]

4. Work continues on the (Spawning Pit [6/10]).

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38ccf8 No.23415

Dice rollRolled 27, 32, 77, 35 = 171 (4d100)

>>23398

Tribe Name: The Broken Stone Tribe

Leader: Masked Bear

Color: Blue

Fluff: A primitive dwarf tribe who has settled near the base of a mountain chain. For some reason they feel at home in the mountains.

Location: In the forest near the mountains

Tech:[Stone Axes][Hunting][Stone picks]

Resources: 6 Stone Axes, 26 pelts,1 young bear, 7 bone, 4 stone picks, 2 Tusks, 4 Scales

Items: [The Obsidian Knife] (+11 to combat), Unicorn Armor (Hero wearing it can not be slain until he is the last unit standing)

Population: 6m/5f

Buildings: Cave, Fire pit, Greater Alter (To He who sees from the void)

Bonuses: Bear Aspect - You channel the power of the mighty bear and can use it to boost any role to fight or hunt by +5

Minuses: Dwarfs- You are a greedy insular people and have -10 to work with other tribes

1&2. Farm 7/10

3. Cave Expansion 6/10

4. Hunt +5

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38ccf8 No.23490

File: 1455650921941.jpg (134.29 KB,1280x720,16:9,maxresdefault.jpg)

Riding on a molten rock screaming from the endless void death came to this young world. A trail of fire was torn across the sky drawing the gaze of every creature who could behold it. When the meteor hit the whole world shock as great beasts and small alike tried to feel from the hail of fire and stone it spread. The [FIREKEEPER] gathered his tribe in fervent worship as the fire descended for a true baptism. Masked Bear screamed in impotent rage [The Obsidian Knife] clenched in his bleeding hand as fire engulfed his tribe, a foe he could not slay. The Bluehusk fled deep into the waters carrying their [Primal Shrine] as the water boiled around them. [THE PRINCE] and his people are crushed by a wave of rock displaced by the impact. While the tribesmen dice instantly their leader fuelled by his mystic power is trapped, doomed to an endless cycle of death and rebirth. The Yo'ruen gather around the [Birthing Tree] chanting primal magics till their voices are finally silenced by the wave of fire. The world has been consumed by fire and no life seems to remain….

—The End—

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