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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: c6606fe2aaa5396⋯.jpg (108.07 KB,1191x670,1191:670,space battle.jpg)

File: fbcff35ba7b5e66⋯.jpg (47.8 KB,1280x720,16:9,Space fleet.jpg)

093904 No.47607 [Open thread][Last50 Posts]

This is the Preliminary thread for the space fleet game I am working on. While the rules are subject to change via fine-tuning right now, the core ship creation concept is sound. Thus people wishing to join can roll up their stats here and generate their fleet. so as to not clutter the actual thread.

Pastebin with rules here. https://pastebin.com/Sn4P8Xue

The actual game will come with story soon.

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27640f No.51684

Dice rollRolled 10, 5, 7 = 22 (3d10)

>>47607

First roll

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27640f No.51685

Dice rollRolled 3 (1d100)

>>51684

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27640f No.51705

File: b6cf08ad1f8162d⋯.jpg (53.13 KB,590x310,59:31,8eebbec66a9a6d5175f4db2104….jpg)

File: d09f89efc4041c5⋯.jpg (40.53 KB,640x360,16:9,1eb492e4d230d759fa080e5bcd….jpg)

File: 9e6d6d79caa6ded⋯.jpg (122.65 KB,640x905,128:181,a8ede37d871b732226f6ae63e9….jpg)

>>47607

Nation Name: The Bellum Rexes(Translation: Reigning Kings of War)

Race(s): Ultanians(Subraces: Grand Makers[scientists/engineers], Overlords[Commanders/Captains], Slayers[Civilians/Soldiers], and further broken down into thousands of categories if not more if one focused on the prevalence of idiosyncracies and genetic differences)

History: The Ultanians are an exceedingly belligerent race of rapidly producing humanoids hailing from the Hastos system, which originally hosted ten other sentient and intelligent species that they wiped out or subsumed into their species genetics. Ultanians range from 6ft to 8ft tall, never shorter and only taller with extreme genetic quirks, and all are shaped like typical humanoids. They possess five fingered claws, powerful legs, a "skin-tight" shell, and are omnivorous. The race naturally creates soldiers that are both inhumanly disciplined and incredibly idiosyncratic in personality and appearance, further divided into multiple squads and units that each conform to their own way of fighting, forming an interlocking whole where soldiers fight both as one unit and individuals, similar to wolves. This coupled with other evidence leads many to believe the race was genetically engineered, even considering that evidence shows they existed in their system as long as their now extinct relative races. The species as a whole gravitates toward warfare, and when first taking the galactic stage they quite quickly embroiled themselves in conflict, notably adding the genetic benefits of their foes into their own code, with said benefits seeming to appear at random amongst the whole, but in accordance with other benefits. Scientists being not only smarter but having greater introspection, soldiers with both strength and greater reaction times, and so on.

The Ultanians would likely have been culled for their extremely violent ways and rapid spread, but one of the great empires saw them as useful. They were inducted into an empire with supreme technology, but lacked natural aggresiveness, and quickly became that empires primary soldier race. The empires rulers lowered the races aggresiveness and breeding whiPost too long. Click here to view the full text.

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27640f No.51782

File: ed9915ad72e278d⋯.jpg (98.64 KB,1080x577,1080:577,4908ca613f6fc0bdea4c9930b4….jpg)

File: 97eac5cd3040304⋯.jpg (63.25 KB,705x400,141:80,fee0f193060430eacf07cfd6b5….jpg)

File: b3e094defb88c0e⋯.jpg (83.71 KB,788x815,788:815,d7fd6f41ffac1ada02196318ea….jpg)

Nation Name: Bellum(This fleet)

Race(s): Ultanians(Subraces: thousands of categories if not more if one focused on the prevalence of idiosyncracies, currently number only dozens)

History: The Ultanians are an exceedingly belligerent race hailing from the Hastos system, which originally hosted ten other sentient and intelligent species upon its large varied worlds. All of these the Ultanians killed over the course of a dozen wars. Ultanians range from 6ft to 8ft tall on average and are shaped like typical humanoids. They possess five fingered claws, powerful legs, and are omnivorous. The race is naturally fractious, proper discipline and true unity an alien concept to them. They have a mentality that is half individualistic and half collective, in that they are quick to form into cliques, gangs, and squads of incredibly varied sizes. Gangs as small as five and so large they numbered in the thousands were the range on average. This is notable in their physiology. Their natural skin, eye, and hair colors are pure grey, but when joining a gang will rapidly develop colors, markings, and patterns unique to the particular gang they are member of. In time this even leads to physiological differences of varying extremes.

The Ultanians would likely have been rendered extinct in time by their own hand or anothers, but one of the great empires saw them as useful. They were inducted into an empire with supreme technology, but whose member races lacked natural aggresiveness and through lengthy and incredibly difficult negotiations the majority joined the empire to one extent or another. In exchange for resources, weapons, ships, and pay, the Ultanians became that empires premiere race of mercenaries. Point them at a world, tell them what to do, and in due time they would have it dead. They fought the empires wars for countless centuries, utilizing odd Orb ships to travel the starts. This lasted until the galaxy was invaded. The empire they were under was targeted directly, as were the Ulthanians. Not given to cowardice, though their loyalty was always in question, the Ultanians fought a retreating war against impossible odds until eventually the empire they worked with was utterly fractured. The surviving Ulthanians, never given to dPost too long. Click here to view the full text.

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093904 No.51804

>>51782

Bonus: Dogs of War: You have always and ever been a race of bloodthirsty brutes, War is not only your job, it is your life's calling.

Bonus towards shooting and combat actions. Low rolls are more punishing.

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File: 3ab03b2bb1a4845⋯.jpg (25.55 KB,400x565,80:113,Double Sun.jpg)

File: ffd8ca2bc14b7d5⋯.png (89.12 KB,2778x1706,1389:853,map.png)

ab15e2 No.51690 [Open thread][Last50 Posts]

```Welcome to the planet of Linnaeus 5```

The planet of Linnaeus 5 sits almost two hundred million miles away from its twin suns, basking in their heat. It is one among ten different planets orbiting its suns and one of three planets within the binary system’s habitable zone. Orbiting around the planet is a sizable moon which pushes and pulls on the planet, driving its ocean’s currents. From outer space, the surface appears to be covered in a vast ocean with ice caps on both sides of the planet. It spins with a slight tilt.

Though there is no land, sheets of green can be spotted from the air. These are vast meadows of algae which blanket parts of the ocean, in some places thick enough to block out the sun to the ocean below. Feeding on these algae are schools of ray-like creatures that swallow them in clumps. In the shallow waters, are breeds of stationary predators which lash out at their prey while staying otherwise dangerously still, almost lifeless. Underneath, waiting to catch the detritus is yet another species of worm-like creature. These creatures have near global range due to the nature of the open ocean.

What awaits them is an unknowable but certainly grand future.

```Character Sheet:
```

Common Name: (Walking designation. I will use this to refer to the species. Example: Dog, cat, horse)
Species Name: (Optional. Genus and Species. Example: Canis lupus, Felis catus, Equus ferus)
Color: (Color on the map. Self explanatory. Does not have to be the same color as the species itself.)

Diet: (What the creature eats.)

Population: (The amount of tiles the creature takes up. Include starting position. When this reaches 0, the species has gone effectively extinct.)

Traits: (Both internal and external, including things such as sexual dimorphism and life cycles.)

Species Description: (Fluff.)

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b8de2a No.51795

File: c0dbc2153f3e694⋯.png (23.43 KB,471x408,157:136,evogamerandom.png)

Dice rollRolled 7, 96, 33 = 136 (3d100)

>>51794

Common Name: Malas

Species Name: Lacertus Malarius

Color: Grey

Diet: Carnivore

Population: 2

Traits: Grasping appendage (Longer), Whipping Appendage, big mouth, very weak jaws, sense of touch, stationary, Large size, Eye spots, reproduction by budding, migratory, mating season

[watchful] - +5 to all rolls involving predation or avoiding predators.

Species Description: The Gra are a species of stationary creatures that anchor themselves to any solid ground in shallow water. Though they will eat anything that floats into their big mouths, the Gra can also use the appendages growing off the top of their bodies to grab prey to feed themselves with. The Graphics reproduce by shooting both sperm and egg into the open ocean, with random chance determining whether they meet and also land on the ground on which they can grow. Jawed Gra are a mutant subspecies that have mutated muscles to close their mouths and prevent prey from escaping, longer grasping limbs, and a sensitive spot on the grasping limb.

Other: 1 time +5 to roll involving jaws

+15 on your next roll to move into the deeper water.

Expand into Grex territory.

1. Physical: Due to a strange series of mutations and chance breeding the Malas have developed a pair of tentacle/eye stalks similar to how they once had near the base of their body. This allows them to once again grab and whip at prey to eat them even while swimming instead of having to stop swimming to try to eat prey.

2. Behavioral: Many begin attempts to hunt their once hunters the Grex, using their new mobility and tentacles they attempt to grab the Post too long. Click here to view the full text.

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30bada No.51796

File: ff20314e38c7fe4⋯.png (23.25 KB,404x271,404:271,TeethWum.png)

Dice rollRolled 60, 48, 38 = 146 (3d100)

>>51794

Common Name: Scavenger Wum

Species Name: Erepos Wumus Olfactus

Color: Green

Diet: Omnivore

Population: The 3 tiles I have outlined on the map

Traits: Rapid regeneration, reproduction by fission, primitive olfactory glands

Species Description: The Wum are a species of bottom-dwelling worm-like creatures. They are primarily sediment feeders and will eat whatever detritus falls into their reach from the upper ocean. Despite their slow movement and lifestyle, the Wum possess remarkable regenerative properties. Their ability to regenerate also lends to their reproduction, where one individual will split itself in two, both halves eventually growing back into two separate but genetically identical specimens. A certain subspecies of Wum has emerged ahead of the curve, a random mutation giving them slits on the side of their headpart that contain primitive olfactory glands, letting them follow the food somewhat instead of randomly happening upon it. With natural selection in play, this subspecies becomes very successful.

Stored: +10 to social behavior, +10 to expand to non-shallows

1. Physical. The minerals that make up some of the Wum's diet has begun to manifest as teeth, which the Wum use to tear off tougher pieces of food, or to move rocks that their tongues are not tough enough to, in order to get to any trapped goodies.

2. Behavioral. Using these new teeth, the Wum start to get a habit of burrowing into the ground. Right now this is just a matter of comfort while resting, with a chance to find some hidden food, but it may prove useful for more later.

3. TerritoPost too long. Click here to view the full text.

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af5677 No.51797

File: 20060a87a759a3d⋯.png (417.06 KB,2778x1706,1389:853,Grax Grounds.png)

Dice rollRolled 71, 55, 23, 12 = 161 (4d100)

>>51794

Common Name: Grax

Species Name: Lacertus Grakus Pax

Color: Purple

Diet: Carnivore

Population: 11

Traits: Grasping appendage, big mouth, very weak jaws, sense of touch, stationary, reproduction by budding, long minor appendages, carpet, mating season, holding food for reproduction, hibernation, carpet grasping arms, Ganglia (Brain Growth 1), Perception of other Grax through touch, Sharp Protrusions, Scraping, Algal Filters, Digging for calcium, Omnivorous, Algae Storing, [symbiotic algae], Longer Arms (allowing the algae to reach sunlight.), Exoskeleton, upright arms (to help the algae, and muscles, grow), Budding, Kills Invaders,

Species Description: The Grax are a species of stationary creatures that anchor themselves to any solid ground in shallow water. Though they will eat anything that floats into their big mouths, the Gra can also use the appendages growing off the top of their bodies to grab prey to feed themselves with. The Graphics reproduce by shooting both sperm and egg into the open ocean, with random chance determining whether they meet and also land on the ground on which they can grow. The Grax have improved upon the Gra by developing new appendages. Although these limbs are weak, their true purpose is to dance in the shallow waters to attract prey into the range of the strong grasping appendage.

+5 to the next roll involving nervous systems.

+5 to the next roll involving communication.

-10 to the next roll evolving weaponry

-5 on the next roll involving symbiosis.

Allow competitive species and add 1 tile as pictured

1 Physical. Clear Foul-Tasting Anti-Acidic Mucus. The Grax proximity to the volcanoes since their inception triggered an evolution where they secrete a material to protect their carpet skin, and the symbiotic algae, from damaging/acidic substances. As Post too long. Click here to view the full text.

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af5677 No.51798

>>51797

oh right forgot the +15 to my next expand territory roll.

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13751a No.51799

Dice rollRolled 43, 67, 2, 19 = 131 (4d100)

>>51794

Common Name: Sexus

Species Name: Volitares Sexus

Color: Orange

Diet: Herbivore

Population: 14

Traits: Fins, mouth, WZ sex determination, Taste, Lateral Line, Schooling, Notochord, motion sensing eyes, Mucus membrane

Species Description: The Flo are a species of ray-like animal which wafts casually throughout the ocean though are capable of bursts of speed to reach food whenever it goes scarce. They feed on clumps of algae and are plentiful wherever there is plenty of algae. The Flo reproduce by laying eggs through their mouths in large clumps which float along the open ocean until they hatch, at which clones of their mother appear, already capable of fending for themselves.

1. Physical. The Sexus begin secreting a mucus around their skin to keep it hydrated and protect it from outside elements. It also helps with movement outside of water.

+15 to the next roll involving being on land

2. Behavioral. With the sexus females being able to physically see the males perform their acrobatic stunts in and out of the water their mating dance becomes more attractive.

3. Territorial. The Sexus expand around the island.

4. Competition Roll

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File: 9618ce76dcbfc6e⋯.png (2.85 MB,3072x1654,1536:827,Image for Game.png)

File: b61c36061d25dcc⋯.png (3.68 MB,1179x1173,393:391,Battle 1.PNG)

File: 5218c799a19fc11⋯.png (3.85 MB,1539x1168,1539:1168,Koronam1.PNG)

a70b08 No.50580 [Open thread][Last50 Posts]

It is the year M41. 889, and the Imperium of Mankind continues to hold itself together by any means necessary. Enemies of the Imperium are a dime a dozen these days… Orks, Necrons, Tyranids, Dark Eldar, and the forces of chaos continually threaten the Imperium and its worlds. The Imperium has countless soldiers deployed across an innumerable amount of planets, those soldiers are what holds back the tide of darkness from washing over the Imperium entirely.

Koronam is one of the countless worlds that is threatened by the countless enemies the Imperium of Man faces. It is a simple, civilized world in its current state, with 5 Hive Cities dotting the surface of the planet. In its past, it was a battleground of epic proportions, A fortress world, with massive complexes sprawling across its surface, and reaching deep deep underground. The age-old glory days of Koronam have long since passed, the last time this world has seen a battle was almost five millennia ago. Since then the fortifications have fallen into disrepair, they weren't being used and were costly to maintain.

Once more, forces rise to threaten Koronam as they did millenia ago. The Forces of Ghozkaluk the Mighty stir and cast their gaze upon taking Koronam, a vital world to the Imperium because beyond it lie more vulnerable worlds. Here the Generals of the Imperium have decided that while the fortifications are in ruin, it is faster to rebuilt what was ruined than to make a new massive fortress-complex on another world in the path of Ghozkaluk.

The Formal Orders that you have been given upon this planet are the following:

-Rebuild the Fortress Complexes that had existed upon Koronam in order to stem the tide

-Prevent the destruction of the Hive Cities by the enemy forces

-Hold back the green tide.

It is our duty as Soldiers of the Imperium to prevent the enemy from getting past this world by any means necessary.

```THE RULES:``` https://pastebin.com/MA8f8aa9

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a70b08 No.51615

>>51544

>>51022

>>51543

Daveet Van Varuke begins to award promotions to the Skitarii that performed particularly valiantly within the fight. Approximately 10 brave Skitarii and Secutarii are promoted to the rank of Axiarch. On top of that, 1,000 Skitarii are promoted to the ranks of the Secutarii as a reward for their bravery (Adjust numbers accordingly pls). The 40 autocannon salute was beautiful, the rest of the survivors get rewarded medals, that while minor showcase their bravery in battle. Segmentum Command, and Titan Legion Vere Ferrus reward you with 10 Manticore Chassis, when assembled these missile systems will be a force of reckoning on the battlefield, plastering the area with Explosive missiles! The Grail Born are slowly being organized, although their numbers are not being produced as rapidly as you would like. Approximately 960 Grailborn are produced in the first generation to see how they shall perform. They are marginally weaker Ogryns, but are more intelligent than a normal human. Some of the scientists on the project suggest this will end up like the Afriel Strain, but you dismiss such a notion.

>>51546

First and Foremost, The Enterprisors purchase a spectacular looking Banehammer with an HQ fitted into the back, it will certainly be a potent support unit on the battlefield, and is capable of carrying out crowd control against large mobs of Orkz! Beyond that, The Enterprisors begin work on the Pact of Steel and helping to streamline Koronam's Industry. They make great leaps, cutting out the vast majority of the bureaucracy holding back Koronam's Industry. The Manufactorums work at faster speed, with the Tech Priests sanctifying the manufactorums once more, and appeasing the Machine Spirits upon them. On top of this, the workers are motivated when you offer them better living conditions and marginally better rations if they meet higher quotas, which they happily do. You managPost too long. Click here to view the full text.

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a70b08 No.51616

>>51547

Convent Sanctification continues, with Holy Engravings being engraved into the walls, which further improves protection from Daemons. This is a significant step up from the previous Daemon Proofing you have placed upon the convent. On top of this, the walls are heavily blessed to make it much more difficult for a Daemon to cross. However, the last part, which is placing Daemonic Wards, which is perhaps the most intensive part, is required to provide an amazing defense against Daemons. Overhauls in the Bureaucracy are completed fairly quickly, which improves Koronam's production greatly! The Holy Promethium is being produced in larger quantities than ever, and medical supplies are also being produced at a rapid rate. Afterwards, you train your sisters in battle, and gain an additional +1 to all combat rolls bonus. (+9 total.) The Cathedral restoration project goes slowly, as your sisters are busy sanctifying the convent. The entrance is repaired, and you are able to enter the Cathedral, which is a spectacular sight to behold! Although the roof above the great altar has caved in, destroying it. The areas where the worshippers would sit are also in great disrepair. You also pay credits to purchase 500 medical Cherubim, which costs 2,500 Credits.

>>51550

You make great leaps in fortifying the Fortress Monastery! While you are not able to complete renovations up to Citadel-Tier, the defenses are a marvelous sight to behold! The initial Entrance into the fortress monastery is built out of Ferrocrete and Ceramite, and is heavily reinforced by Adamantium, with the gate itself being made out of Adamantium! Two Plasma Blastguns and many Tarantula Sentry guns bearing all sorts of weaponry also line the wall. In addition to this, there is a second, thick ferrocrete and Ceramite wall, which has been reinforced with Adamantium as well. The entire stretch of area between the first and second layer of walls is a massive killzone with numerous Tarantula Sentry guns. The Pillars and underground walls themselves are heavily reinforced, preventing men from tunneling in, and Void Shields add an additional level of protection! This is a FortificPost too long. Click here to view the full text.

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a70b08 No.51617

>>51569

You comb the core tunnels, and find a spectacular weapon, perfect to mount atop your Knight Castigator! It is a tempest warblade. When you attach it to the Knight Castigator, it appears to work no different from a standard Tempest Warblade… Until you take a much closer look at it. Within it appears to have numerous amounts of nozzles and an activator… When it is activated, the sword itself lights on fire, and testing it out on some trees and a random vehicle you "requisitioned" from the citizenry, it appears to not just cleave through things, but also even melt and incinerate them. A potent weapon, and this improves its combat capability greatly. The Knights find nothing within the CORE tunnels. Back at the gate of the east, you continue to bolster the fortifications, with a final, THIRD layer of defenses being constructed around the central parts of the Manufactorum and Knight Storage Facilities. The walls are slowly being erected and sentry turrets are being put in position. The Manufactorum in the meantime begins to churn out missiles, producing manticore missiles.

>>51572

Another ceremony is held, a little rushed in preparation for the Orkish Assault, but in the end only 2 Scout marines are selected to become full battle brothers. As for your thralls, they are completely unable to keep up with the rate at which the Middle Fingers are constructing! Before you know it, the Fortress Monastery's defenses have almost been brought up to Citadel Level. The Chaplains descend into the lower levels, searching for relics of Power. This fortress Monastery contains many great Artifacts and relics, and deep within, you find an Iron Halo, in excellent condition! A spectacular find by your marines, and one that will certainly improve the survivability of the wearer. It is immediately presented to Strike Captain Rahak. Meanwhile, back at the forge you start to produce vehicles, although production is slow, you manage to construct a fully functional Razorback. Just one though.

>&Post too long. Click here to view the full text.

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a70b08 No.51618

>>51591

>>51592

Heavy Flamer Cadian Sentinels are now being produced, and your manufactorum seems to be producing them somewhat rapidly! The Fuel is also being produced in a rapid manner, so as to prevent the Sentinels from running out of ammunition in the field. All in all, about 20 Heavy Flamer Sentinels are produced. The Servitors also begin to improve the south Manufactorum Fort into a bastion, although such work will take some time. Your Servitors work at breakneck speed, reinforcing the walls with more ceramite and Ferrocrete, as well as Installing a Void Shield Generator to better protect it against attack. Lastly, your servitors and Kataphrons perform a sweep of the Lower Hives, and root out all heresy that they are able to find.

>>51593

You continue to train in mechanized urban warfare, and through drilling heavily within Hive Cities and using the newly acquired Sentinels, Chimeras, and Repressors within the confines of these Hive Cities and Agari Settlements. You manage to train so well that you get an additional +3 bonus to fighting inside Hive Cities and Agari Encampments. (+15 total) although further training and improvement will be more difficult. You also search through the hives and find no signs of Heresy.

>>51599

The Vulcan Megabolter is mounted, and progress on Sick Yellow continues further, with thick adamantium plates being attached to the gate of Sick Yellow to help reinforce it, and prevent it from being bashed down or otherwise destroyed. In addition to this, you also produce more Thudd Guns, and another 600 Thudd Guns are produced for use by your troops. The civilian Economy is also expanded, you encourge the Agari Settlers nearby to start producing consumer goods which you then "requisition" and then sell off for a profit. While this greatly pisses off the Agari, it nets you a nice 200 Credits per peacetimePost too long. Click here to view the full text.

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16dadb No.51679

Dice rollRolled 40, 34, 32 = 106 (3d100)

Organization Name:Emperors Middle Finger

Category Adeptus Astartes

Sub-Category

Troops: 392 Space Marines

(110 wounded)

98 Scout Marines

1910 Chapter Thralls

49 assault bikes

(10 damaged)

Rakmaal Demicus

Heavy Bolter x1

Melta Gun x1

Assault Bike x1

Well crafted Chainsword x1

Storm Shieldx1

1 Land Raider

4 Pred destructors

1 Pred aniliharor

Bonus:

+10 to rolls when fighting alone.

Lore:The emperors middle finger is a chapter thats spoken of only in hushed tones, led by the mysterious Rakmaal Demicus, the chapter is renowned for combat powers they specialize in dealing with suicide missions and campaign's that seem hopeless, they've been at the forefront of many a greentide and know all to well how to come out on top against horrible odds, if the situation seems fucked then you give em the middle finger

1.Search for weapon relics

2.continue fortifications we are almost finished

3.excavate some of the rooms in the fortress

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File: 0e65915104364db⋯.png (302.8 KB,1800x1157,1800:1157,Lumea.png)

814679 No.41677 [Open thread][Last50 Posts]

The Empire is dying. Over 600 years of dominance over half of Lumea slowly coming to an end. The Empire of The Golden Rose has overextended itself, civil unrest and revolts close to the heartland have stifled imperial reach to the marches and barbarians raid and pillage almost unhindered. Bloated Aristocracy and corrupt Bureaucrats have made reforms almost impossible and central government is non existent because of a young, weak emperor. Emperor Alphonsus II inherited the throne three years ago, after the untimely death of his father. His father had suffered a wound and contracted an infection on the front, but he continued back to the capital after his doctors treated him and diagnosed him healthy enough. It flared up when he got back and he died two days later. Alphonsus II was only 15 at the time and inexperienced, totally not ready to lead the empire through the crisis. It's been three years since and things have only gotten worse. Alphonsus II rule is dominated by councilors and court officials who line their own pockets and effectively rule the country, Alphonsus II himself shielded from outside news and not fully aware of the dire straits his empire is going through.To make matters worse, he is not married, adding fuel to the talk that he is not fit to rule. Many of the Provinces and Kingdoms operate effectively autonomously, the Imperial armies loyal to their generals and divided, unable to reliably support the Emperor's vassals. The condition of the Empire has reach the ears of the eastern barbarians and typically divided tribes and clans have united into warbands that raid deep into imperial territory, past the marches and even into coastal core imperial lands. To the far east, there are talks of rival empires in the making, eager to tame the savage wildlands and lead the barbarians in dismantling the Empire.

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e1f044 No.46614

>>46573

Update you nigger.

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94388e No.46780

>>46573

continue :>

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12e9de No.46783

>>46573

if you update I will join

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f25b99 No.51217

File: c083e5afe1be9ba⋯.jpg (363.59 KB,1280x1614,640:807,Yoshitaka_Amano_Hiten_p041.jpg)

File: 502cfea6144dc57⋯.jpg (381.63 KB,1280x1846,640:923,Yoshitaka_Amano_Hiten_p039.jpg)

>>41677

Name: Garolad

Sex: Male

Age: 25

Race: Half-elf

Culture: Latin/Germanic

Fluff: Adopted, he was found in the deep forest of Lumea Inlaudatus. Raised sincerely in a rural aristocrat warrior house descended from those Latins who conquered, settled, and married the locale. It was a strict and efficient household, but what affection there was between the family and the servants and slaves was pure and good. Their land was deep in the woods with a few other villages nearby. Their land had been cleared of trees and excess waters years ago when authority was strong and labor plentiful and so did not have trouble being productive. Protecting the fruits of that labor was a different matter. Barbarian raiders were growing more frequent these days, which also drove other families into hard times, destitution, and further banditry just to survive. It was a vicious cycle that could only be avoided with strength and vigilance.

Garolad is a beautiful and genuine young man of these times. He speaks a pure Latin unaffiliated with any accent that might mar it and this has endeared him classical imperialists. His ambition is to end the threats against his house and home. The only tangible inheritance of his elven lineage is his two handed-sword and circlet that have been with him since his mysterious arrival, though they have grown to fit his form as he grew, denoting a sure sign of magic. He retains a number of chosen warriors, scouts, and hunter archers to repel any invaders. His magic forte is circle magic which allows him to produce magic shields around the circle, or pushing force or disrupting the environment.

House: Bassille

Flaws: Wrathful, Closefisted, Insubordinate

Don't fill out below this please

HP: 20/20

HF: 7/7 (The way Magic works in this world is that anybody can technically cast magic, as long as they are connected to this world. In order to cast magic, you must waste two rolls, one to gather the maPost too long. Click here to view the full text.

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01e968 No.51565

File: df956817fe8d123⋯.jpg (32.46 KB,564x797,564:797,a166b889b9a7026398eb25865b….jpg)

>>42518

1; You've stayed in good shape all your life, but after what you've gone through, and the near mindless trek south to the city, you're exhausted. You roam around for a bit, looking for magic shops, but all you can find is an adventurers shop, which you resupply from after your journey. They do sell [Minor Health Potions], which you buy a few of. These are used mostly by beginner adventurers and by armies for their rookies.

2-3; Using some Paper and Ink you purchased, you wrote out requests for a guide to help you hunt Trolls and placed them in many taverns, as well as the City Hall Request Board. You have a hearty meal at the Tavern you predetermined to meet prospective guides, and fall asleep immediately upon falling on the bed in your room. After putting your equipment back on, you're in the middle of eating breakfast when a contingent of soldiers led by a fancy dressed man enters and interrupts you. They tell you they've been sent by the Lord of Generosità to request an audience in his Hall. You decide this coincides perfectly with your plans and come with them, taking only a few minutes from your well picked location to get to the Central Hold. You're quickly led past the reception area you were in before and through the large, wooden double doors on the other side, where, a man you could only describe as rich and old, sits atop a modest throne of wood. There are Seven Columns on each side of the Throne Room leading up to the Throne itself, and there are heavily armored men standing at attention in front of each column. Walking up to the old Lord, you take stock of the man standing next to him that you hadn't even noticed till then. He looked similar to the Lord, perhaps related, but was much younger, and equipped with gear you'd see on a Ranger, than a Noble. After performing the standard bow to a peer(though not really anymore) and acknowledging his titles and rule of the city, he introduces himself and the man beside him. He tells you his name is Lorenzo De Lorenzo IX of House Ferraffetto and the man next to him is Giovanni De Lorenzo, his grandson. Lorenzo goes on to explain that word had reached him that your Castle was destroyed and that, being a friend of your Father, he wondered if your family had made it out. After telling him what happened and the fate of your Post too long. Click here to view the full text.

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File: f7478e2feaf33c4⋯.jpg (100.15 KB,1024x576,16:9,colony ship.jpg)

1e3e90 No.49275 [Open thread][Last50 Posts]

12,000 years ago humans enter this universe through a natural wormhole found at the edge of the Alpha Centauri system. Science vessels were sent through to a distant galaxy. These scout teams surveyed the star system they were in and scattered to other systems to find out more of this galaxy. However, they found their their projections for the wormhole to stay open were wrong and their way home was gone. The scientists gave in to panic and infighting, scattering to distant corners of their new galaxy to settle planets that seemed habitable. The ancestors of the those who settled Starstead chose the desert planet in the Aeon system. They chose a planet with large amounts of visible Ionic Hydrogen and Grav Crystals, materials containing the Impossible particle that changes normal materials into physics defying materials. The ruins of the their original ship were found in the desert next to a dried up oasis after approximately ten thousand years. The humans spread throughout Starstead and formed new civilizations, rising and falling around the oasis that supported them, the artificial intelligence awakened from the ship escaping into the desert to form it's own civilization. Now the year is 9,086 and the humans and AI of Starstead have rediscovered the jump drive and reached for the stars once again.

You are one of the brave souls to set up a permanent residence outside of the Aeon star system. You are a member, or associate, of the Temple of Ascendancy. It is debated whether the Temple is a religion or not as it only preaches that men can become as gods and that the Impossible particle can lead to greater and fantastical forms of evolution. You have been chosen to become a part of the Temple's first extra-solar commune. Good luck explorer, and try not to get killed by any aliens.

Character sheets:

Human-

Name:

Age:

Backstory:

—-

Damage: Healthy

Skills: Given by backstory

Inventory: You can have 3 suitcases in personal items. You may have more or less depending on Patron. This includes spare clothes.

Thirst: 0/4 +1/turn How long it has been since you Post too long. Click here to view the full text.

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a67bca No.51468

Dice rollRolled 36, 95 = 131 (2d100)

>>51459

Name: George Pine

Age: 29

Backstory: One of the youngest accomplished officers of his generation Captain George Pine, or Colonel of Volunteers George Pine to his veterans of the Second Deathborg Wars. A popular war hero and decorated for gallantry and courage in devoting his men to wave after wave of assaults on fortified Deathborg positions. This prevented the Deathborg menace from escaping the city which allowed Pine's ship, The Deliverer, to launch a successful orbital bombardment on the occupied city of New Durga resulting in a minuscule several million casualties among the local population. Rather then take a cushy desk job on an inner world base he decided to join the Temple's extra-solar commune. There would be danger of the a frontier world and the excitement of founding the civilization that would carry on the memory of his achievements.

Damage: Healthy

Thirst: 0/4

Hunger: 0/56

+Inventory:

two jump suits; one formal and one casual, a copy of George Pine's Big Book of War, and a Stillsuit.

diamond focused laser gun and its ammo

5 Spare batteries for laser rifle. 5/5 charges each.

Darius requires a small amount of Ionic Hydrogen in his food every few days, at least, to stay healthy. He can produce and release bio-electricity.

Hawking Gloves for Darius.

+Skills:

+29.8 Tactics

+5 Pistols

+24.3 Longarms

+16 Knowledge: Military

+5.3 Computers

+3.9 Geology

Companions: Scotch

+Bonus: Every mission is a suicide mission - You can reroll a combat action once per turn, however damage to you, people under your command, and/or civilians will be doubled.

+Bonus: TactPost too long. Click here to view the full text.

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06ebb3 No.51469

File: 86c9df47dcf0f0f⋯.jpg (152.54 KB,960x640,3:2,PeterSutters-TheInquireran….jpg)

Dice rollRolled 8, 74, 90, 90, 13 = 275 (5d100)

>>51459

>AI-

>Name:FUM J4C7

>Description: weighing 10 tons. dimensions 1200 x 1800 x 2000 mm. This Unit is designed for construction, decontruction, repairwork, landscaping and just about you name it. it's robotic arm is capable of fine manipulations and with it's multitude of tool attachments you know with Mikeson Processing & sons no colony is left behind.

>Backstory:J4C7 is one of the many contractors from Mikeson Processing & sons Ltd, a colony facilitator company now bankrupt after numerous scandals involving various accusations of machinism followed by a long hard court battle forcing Mikeson Processing & sons to file for bankruptcy. J4C7 is techically out of a job but is still bound to his current contract serving the Temple of Ascendancy working back water planets for colonisation.

>Damage: Voice synthesiser inoperable and easily fixable, don't ask why he wont fix it.

>Skills: +15.2 Construction + 0.1 Mechanical Engineering

>Inventory: 5 units of spare parts for machines. 5 units Upgradium. +10 units Asphalt. +Specialized components for Hydroelectric plant.

>internalized plans: [hydro-electrical treatment and power facility}{eco-friendly] +4 progress

>Power: 10/10 -1/turn automatically recharge from colony power stores.

>Upgrades: Large Size (+10 to Strength based rolls) Construction tools (+10 to construction rolls) Internal Cement Mixer, Excavator Arm (+10 to digging rolls), high frequency chainsaw.

>Bonus: Your boss was Bob - You can reroll a die for construction or set up for construction. This ability recharges after the project is completed.

hoPost too long. Click here to view the full text.

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06ebb3 No.51470

Dice rollRolled 96 (1d100)

>>51469

lets reroll that 13. not forgetting to +10 construct it either.

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a67bca No.51555

Dice rollRolled 39 (1d100)

>>51468

rollin

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527a0a No.51562

Dice rollRolled 29, 22, 23 = 74 (3d100)

>>51459

-Name: Jonathan Derevi

-Age: 23

-Backstory: Jonathan is an evangelical ascensionist who, by ways of inheritance, was able to lay his hands on state of the art cybernetics, right on the bleeding edge of science which he himself works on and improves. Now as one of the few people who willingly transformed large parts of his body into mechanics, he was a prime target to be brought along by the Temple of Ascendancy, and he considers it a great honor to have been picked by them.

>——————

>Damage: Healthy

>Skills:

5 Knowledge: Cybernetics

10.6 Electronics

77.3 Cybernetics Engineering

>Inventory:

Both arms and legs are replaced with functioning replacements. All can go a week (7 turns) before needing to be charged with 1 unit of power each.

Proper tools to perform maintenance and experiment with the cybernetics he has, and a tablet to interface with them.

Casual wear and formal Temple of Ascendancy robes, alongside a small necklace with a vial of Ionic Hydrogen in it, a sort of holy symbol.

Spare parts for cybernetics, more mundane tools for more mundane mechanics and

measuring devices for picking out nearby impossible materials.

>Thirst: 0/4 +1/turn How long it has been since you last drank anything hydrating, you will automatically drink from colony stores. You get a penalty equal to half this number rounded down and at max you die.

>Hunger: 0/56 +1/turn How long it has been since you last ate, you will automatically eat from colony stores. You get a penalty to all rolls equal to half this number rounded down, and at the cap you die.

>Bonus: Iron Man - You can reroll one dice a turn on attempts to repair or upgrade your cyberPost too long. Click here to view the full text.

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File: 15120e99e908e46⋯.png (428.94 KB,1452x1281,484:427,Local.png)

fd80d7 No.50203 [Open thread]

The city of Roma sits around the sacred underground lake of the same name. Gifted to the people of Roma by the god of the earth when the god of the sea and storms turned his fury to the land due to a slight long debated, and now storms almost constantly beat upon the shores and up through the Corridor of Winds. The cities that call the lands home are connected through long and twisting underground tunnels, the most straight paths carved by human hands, and defended by carving away paths in the hills and mountains. The city of Roma is built in a similar away, away in central lanes from the central lake. Crevices leading to the underworld break through the carved and decorated lanes every now and again. Men walk the streets with purpose, and smoke breaks towards holes in the ceiling. Welcome to Roma, sitting upon the underground trade route and rich with tin and iron. To the east lies the Corridor of Winds and the nomads that brave the storms, and to the south the great port of Tyre upon the only island known on the Sea of Storms. Now the winds change, and the fate of Roma lies in your hands.

To join please post in this thread: https://8ch.net/builders/res/49786.html

People who have characters may now post.

Map: Red is Roma.

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6f8cb1 No.51050

Dice rollRolled 97, 30, 94 = 221 (3d100)

Name: Livius

Position in the City: Artist

Fluff: Art brings into the world what is of the mind.

For Livius, this takes on a secondary meaning.

The gods, whether in genuine blessing or in malicious prank, have given Livius the power to grant life to his creations. His sculptures, his paintings, even at times his writings come to life. Not easily mind you, for there is great cost and effort involved. The higher quality the sculpture, the more well written the character, or the more precise the painting the better the result. Cursed by that which was marred and deformed for it is an ill becoming lot. Life does not come from nothing either. To turn stone into flesh, one must have a source of flesh nearby, such as a cow or a horse.

His talent is new to him, still being mastered along with his skills. To him is given a great quest to bring some of the cities greatest myths to life. The finest warriors, the most viscous monsters, and of course, the prettiest women.

+Skills:

+16.5 Sculpting

+21 Painting

+13.1 Knowledge; Myths

+Renown: 10

+Inventory: Sculpting Tools, 100 Copper coins, Tunic.

+1 Servant Sculpture

+Property: Domus, 2 Stone blocks

+Spells: Mark of Life - You may finish a sculpture with a magic mark that consumes meat, bone, and the statue to bring the statue to life. The statue will take it's personality and mentality from it's creation, and may die on creation if the statue is bad. The mark will be visible as discoloration of the skin ofPost too long. Click here to view the full text.

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fd80d7 No.51216

Dice rollRolled 12, 38, 48 = 98 (3d100)

>>51048

The dead pour forward.

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fd80d7 No.51218

Dice rollRolled 75 (1d100)

>>51048

1-3. Your flame pours forward, but the dead do not stop initially. Even lit a flame the creatures continue to pour forward, singular in their goal of killing you and your guards. Thankfully many begin to drop dead, some once you hit them in the chest, but many die after a bit of time of being on fire. Unfortunately some of those on fire make it to the soldiers and a few are taken down, but the enemy was nearly destroyed by the fire and the rest are cleaned up by the soldiers. A few soldiers lie dead, unlucky in having the burning corpses bite their throats, others have burns and cuts. (98 allies left, 10 wounded)

The chamber lies filled with the burned corpses of the enemy, and a few of your own. On the other side is the entrance into the deeper caves.

>>51050

1&2. You make the egg and the seeds, giving them to the farmer again. It will take another [5 turns] for it to show results but you turn your mind to other tasks.

3. You finish the sculpture of the snake, giving it a fierce pose as it crushes rock with it's mouth. It's body twines around a pillar of rock as it constricts it. It's head is armored and made for digging. All that is left is minor details, details you know will shape it's personality and then it can be brought to life.

Event progress.

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990aa5 No.51219

Dice rollRolled 79, 49, 31, 91 = 250 (4d100)

>>51218

Name: Igna

Position in the City: Maiden Magic User

Fluff: Gift of Prometheus reborn. Beautiful wielder of fire. When the father of Man brought his gift of fire he did so carrying it within a brand of iron. So it is that Igna must have iron to call forth fire. These hands only know magic, music and iron. No weapon has advanced past her veil of fire. The importance of fire in the development of mankind, the importance of magic, and the importance people place on beauty have allowed for her to benefit from veneration of the people and allowances in society not often granted to women.

+Skills:

+10 Perform: Lyre

+18.5 Perform: Singing

+22.7 Focus (Magic)

+1.9 Ceremony (Religious)

+Renown: 12

+Inventory: Iron Rod (92%), Lyre, Maiden Garb (Prometheus)

+Spells: Control Fire - You may control and create flames within a range around you. Using this ability causes iron around you to rust and decay, and with no iron around you the ability does not work. The stronger the flame, farther away from you, and weaker focus (lower roll) the faster the decay occurs.

+Bonus: Maiden of the Flame - You are a woman born with the blessings of the gods, and many come seeking your guidance. You are in charge of the Temple of The Immortal Flame, which symbolizes the knowledge of man and prosperity of the city. You can use fire magic, have the authority to do religious practices, and some will come to you seeking to give religious service or for the blessings of the god of fire. Every turn roll a d100, on a 90+ you get one such person of interest.

+10 Flame Guard, moral boosted.

(98 allies left, 10 wounded)

1/2/3 Continue deeper into the caves, keeping the light burning and ready to attack.

4 Maiden of the Flame

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990aa5 No.51220

>>51219

+22.7 Focus (Magic) for 1-3 obviously

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File: fa68ef04fb27598⋯.png (59.06 KB,594x479,594:479,OP1M1.PNG)

1be844 No.50561 [Open thread]

GOBO-RA8KN997, once a simple footnote in a system surveyor's report on rocky bodies in the Caspen Drift sector has now taken on a new status: home. The sirens call of a new life, of riches, of adventure and prestige has summoned you to the lonesome settlement of Rio Tinto who have been broadcasting advertisements for mineral rights, salvage rights and research and development tax exemptions to any who would call the mineral rich desert world their own and protect the settlement from pirate raids and alien attacks.

And so as the oval dropship rears back into the sky you tune into Colonial Dispatch and begin your new life…

Themes: Hexcrawler, City Builder, Co-op, Bug Hunting, Prospecting.

How To Play:

Players write a fluff paragraph then make two actions associated with 2d100 roles.

Players choose to be either a vehicle commander, structure owner in the colony or a lone wolf.

The more advanced technology you bring the harder it will be to replace and the more expensive it will be purchase from off world.

Players can request instructions or assistance from Colony Dispatch at any time for no action cost.

Name:

Color:

Vehicle Type & Role:

Vehicle Motive Type:

Equipment Slots:

1[Fill]

2[Fill]

3[Fill]

Personal Skills:

1[Fill]

2[Fill]

Crew Skill:

1[Fill]

Fluff:

Name/Faction Name:

Color:

Compound Type:

Compound Role:

Personnel Type:

Personnel Skills:

1[Fill]

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cdd2c5 No.50666

Dice rollRolled 41, 6 = 47 (2d100)

>>50662

Name/Faction Name: Forgehome of the Fifth Company

Color: Copper

Compound Type: Factory

Compound Role: On-site Production

Personnel Type: Mechanics

Personnel Skills:

1[Production]

Equipment Slots:

1[Standardized Production Line]

2[Standardized Production Line]

3[Standardized Production Line]

4[Prefab Deployment Unit]

Personal Skills:

1[Management]

Fluff:

The Forgehomes of the Xth Company are a unique occurrence on the frontier, the only place in the galaxy where self sustainability is valued higher than using the space as well as you can. Similarities can be found between the Forgehomes settled on the frontier, and the Forgeworlds of the core sectors, since they run on the same principles and ideas.

In essence, a Forgehome is a nigh-self sustaining factory, where material goes in and product comes out. No need to expand it, it does that by itself. No need to maintain it, it does that by itself. Housing a complete crew of mechanics and the odd specialists, it should have no problems keeping the factory up and running until the settled frontier outpost is a fully functional city.

1: Start SPL 2 on producing SPL parts constantly, without input.

+[Standardized Production Line]

+[Production]

+[Management]

2: Start SPL 1 on producing spare parts, components and consumable for specialized vehicles again, and so that it continues doing so without input.

+[Standardized Production Line]

+[Production]

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a8e125 No.50668

Dice rollRolled 96, 95 = 191 (2d100)

>>50662

Name/Faction Name: Jacob Ceres/ Ceres Metals Inc.

Color: Silver

Compound Type: Mine [Colony Dome Office]

Compound Role: Mining and Metal Processing

Personnel Type: Miners/Metal Processors

Personnel Skills:

1 Mining/Metal Processing

Equipment Slots:

1 Excavator

2 Metal Processor

3 Ground Penetrating radar.

Personal Skills:

1 Management

Fluff: Born on Mars Jacob Ceres was a manufactory worker, who through a great deal of knowledge and a gift for dealing with bureaucracy, managed to attain a management position. His life was fairly comfortable until the factory he was working for was accused and then convicted of cutting corners for the contract. The company disbanded and Rather than try to muscle into a different Martian corporation, Jacob took his savings bought some of the foreclosed equipment and started a metal mining and processing company. This would be it's shake down, to make or break it.

1. Well that's something at least, and close to the city. Start mining it.

+Excavator

+mining skills

+Management

2. Meanwhile use the radar from 14.30 and see how large this vein really is.

+Radar

+Mining

+Management.

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db85dd No.50669

File: 423eec145949985⋯.jpg (166.17 KB,900x1074,150:179,Get out of here STALKER.jpg)

Dice rollRolled 40, 41 = 81 (2d100)

>>50662

Name: Bobby "Bob" Magnus and his Mecha Megas "Meg" Magnus

Color: Blue

Vehicle Type & Role: Mecha & Mobile Weapon Platform

Quirks:

1 [Desert Proof]

Vehicle Motive Type: Combined Internal Combustion and Electric

Quirks:

1 [Air Scrubbers]

Equipment Slots:

1[Heavy Machine-gun RA] [Tracer Rounds]

2[Chest-mounted Nuclear Artillery Cannon(Variable .5 to 2 Kiloton Yield Shells)Option for Enhanced Radiation]

3[Revolver-Loaded Pile Bunker LA]

Personal Skills:

1[Piloting]

2[Charisma]

Crew Skill:

1[Engineering]

Fluff: Making a living on blood and steel ain't easy, but Bobby doesn't know any other way. Sometimes a strong word and a gun is all people need to get by but when you need something more you call Big Gun Bobby; on Titan Cento when he was staring down the better half of the Atsuma Red-Opium Gang from behind a barricade made of the lesser half of the Atsuma Red-Opium Gang. Bobby blew through an entire box of depleted-uranium enriched magnum rounds that day and the Titan Cento downtown has never been the same. Bobby came to Rin Tinto with his machine and his crew looking for honest -tax free- work "developing" the land until it was bug free, and buying himself a garage or a ship they can call home.

Forcing the bugs to retreat was a bit tougher then expected, but it turned out alright. Their main burrow should be looking like a glass farm now and all that was left was to send in a fresh scout drone to see the results. Bobby could do it himself but they hadn't applied an anti-rad coating recently. A scout drone wouldn't have any problem going through 15.28 as it was now though they would need to give it a shower when itPost too long. Click here to view the full text.

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366a55 No.50674

Dice rollRolled 98, 49 = 147 (2d100)

>>50662

Name: Antoine Dubson, Long Night Incorporated

Color: Purple

Compound Type: Pleasure District

Compound Role: Colonist Stress Management

Personnel Type: Waitstaff & Entertainers, Bouncers

Personnel Skills:

1: Entertainment

Equipment Slots:

1: Fully Stocked Synthahol Bar

2: Strip Club w/ Holographic & Live Entertainment (for all tastes).

3: "Gourmet" Restaurant; Nutriment & Vat Meat

4: Service Conveyor for Food, Drink

Personal Skills:

1: Management

With security in place and a conveyor system set up to get people fed and watered in record time, Antoine begins the arduous process of vetting his new team of bouncers and improving the aesthetics of his pleasure palace. With people fleeing the nearby sector, he's anticipating a deluge of new visitors.

1. The new bouncers are given crash courses in crisis management, deescalation and nonlethal takedowns courtesy of Long Night Incorporated's standardized Asset Protection Specialist Handbook. Hopefully by the end of this, their skills in [Security] will be improved.

2. Antoine takes pains to upgrade the compound's sound system, hooking up numerous microspeakers and connecting them to a radio antenna that will pipe in a much wider variety of music from Post too long. Click here to view the full text.

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546a80 No.50680

Dice rollRolled 6, 84 = 90 (2d100)

>>50662

Name: Bubba Jeb's Walk'n Rig

Color: Green

Vehicle Type & Role: Mobile Mining Platform

Vehicle Motive Type: Nuclear powered walker.

Equipment Slots:

1 [Internal Refinery]

2 [Mining Drill]

3 ['Defensive' Missile Platforms]

Personal Skills:

1 [Navigation]

2 [Prospecting]

Crew Skill:

1 [Engineering]

Fluff: Bubba Jeb and his boys are from a slightly less backwater world. A bunch of industrious busy bodies and visionaries the boys loved the idea of making a mobile, walking city of their own. While they got the walking platform they have now up and running that was as far as they could get before they were basically run off the planet due to the low living space. However, when the open invite to Gobo they decided it was time for a fresh start and took the offer. Willing to use fresh and 'recycled' material for their own purposes and for sale they hope to make their legacy here.

1. Gather up some of that Feldspar. We can sell it to glass factories and the like. Don't have much use for it ourselves though.

2. Then move North.

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File: 4603714e7a90cb0⋯.jpg (150.26 KB,800x584,100:73,Fall-of-Pha-thon-greek-myt….jpg)

19e92b No.50213 [Open thread][Last50 Posts]

EMPIRES OF EUROPA: WAR OF THE GODS PART THREE:

One thousand years ago, the gods of Order and Chaos declared war upon each other, using Earth as their battleground. Whole continents were devastated by the onslaught, as battle after battle turned the land into what would come to be known as the Void Wastes, completely inhospitable lands where death energy sucks the very life out of all who dare to tread upon it. One area of land that escaped complete destruction was the continent of Europa along with the northern tip of the desert continent of Africa and the frozen island of Grønland across the seas, along with various other islands such as Britannia and others. The lands that were spared gave life to many different civilizations, which slowly developed into proper nations, each with the knowledge of smithing bronze and having other related technologies.

Even more time has passed since the first nations began walking the earth, and their development continues further as great wonders have been built, lesser nations have been conquered and many more unique civilizations have popped up to fill the once empty landscape. Ironworking is commonplace in almost every society and the world is firmly in the middle of the Iron Age. The gods grant their gifts to their respective civilizations, giving them unique and powerful boons to strengthen them greatly, and some groups are even beginning to understand and unravel the mystery and the story behind the enigmatic gods and how their world came to be.

New players please fill out the following sheet:

>Nation name:

(Self-explanatory, please pick something smart)

>Color:

(Your color on the map, no black, white or grey please.)

>Fluff:

(The characteristics and features that define your nation and make it special. Will be used to assign starting techs, resources, buildings and other things)

Do not fill out:

>Population:

10,000

(If this hPost too long. Click here to view the full text.

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3533a6 No.50523

>>50522

spend divine favor to avoid catastrophes

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3533a6 No.50524

File: 2f4c2de13b5e284⋯.jpg (112.63 KB,736x518,368:259,629f78777a0149afe500ad0537….jpg)

>>50464

the envoy are lead past columns of soldiers mustering to a great city busied with action, builders hurriedly constructing its walls, and a great effort of war is being conducted. the magistrate of the Tsar greets them. "on behalf of his Excellence the the Tsar of Rus, I bid thee welcome foreigners from the south. his Majesty is busy in the task of preparing a host to crush all traitors and treason in the land. as such he has had very little time to dispense on matters beyond our borders. all the realm is to be directed in the effort against the rebels, by decree of his Majesty. however, I am able to offer you warmth and food on your stay, and to offer fair exchange. we are the children of Svarog, who commands the flames, metals, life and protects us from the evils of the world. if what you say of your goddess holds true, she shares two of his virtues, and so I see no reason we cannot share good relations. if you aid us in disposing these rebels, I can promise to speak good of your people to my Tsar."

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ebab76 No.50558

>>50503

Finlay cracks a wry little grin, dipping his head. "The kings would be flattered at your offer, and much respect is due to you for your fearlessness in putting up your men for our benefit. If the situation is dire, we will call for you, rest assured, but for now the matter should be contained, and your men can stay within your lands. And just as we accept your offer of military aid in the future, we offer our own, should ye be under attack from southernfolk, or godless raiders. If your men seek training in the arts of war, such can be arranged– for a fair exchange of knowledge, as seen fit. Aye?"

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8e6971 No.50560

>>50558

He scratches his chin, a small smile on his face, given the situation he doesn't know if he has much to offer.

"I'll agree to that, but on the subject of knowledge, we can offer you the only thing our people are proud of is their knowledge of medicine if you have interest in such things we will happily offer you that."

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aa234b No.50569

>>50560

"Medicine's a fine start, aye, and it'll be needed more than ever in the wake of our new struggles against the southerners. Say we'll help train your men in the art of the spear or shield… or the bow, mayhaps how to use it all effectively?"

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File: 794893460b2bd32⋯.png (79.37 KB,2000x1000,2:1,Map.png)

079989 No.49828 [Open thread]

Time for a new thread because the old one was getting a hassle to scroll through.

In the far North things have changed. Given time the Old Subans and New Subans have grown further and further apart. Lead by the Twelve High Chieftains the New Subans have taken to calling themselves Nubans. They have shown ferocious military might in their conquests against the Sibans. The Sibans themselves having largely migrated to an island in the far North to avoid the Nubans' warmongering grasps. Their only friends are the Spoobans who have enjoyed peace and prosperity, making strides in matters of culture and intellect.

The Olbans, having travelled South in search of new lands have clashed many times with the local Bassk. Both Bassk and Olban hate is strong and the wrongs that each have commited to the other will not be forgotten for centuries to come. Still for now they exist together in relative peace. The Bassk themselves have come a long way, ruled over by the Warlord Bojar who has united the various tribes for now under the threat of violence. Though his alliances are fickle the Bassk squirm in unison under his iron fist.

To their South East the Ibuzen have learned to accept that there is nothing beyond death, seeking perfection in life their meritocracy is a shining example of dedication. Much unlike their Eastern Cousins the Ibizans who worship the Sun God Maharib, who they believe rules over them, the skies and all the other Gods who reside within. Under his powerful gaze they have achieved many great things, expanding in all directions, besting the beastly Pigmen and establishing new lands, ruled from Red Rock. A home to veterans of many wars the people of this faraway land have enjoyed prosperity and unrivaled excellence in all agricultural fields.

The Ibi-Arami, located between their cousins to the North and South live lives of relative unimportance and peace, unimpressed by larger going ons in the world. To the very South the Arami lands lie. Plagued by continuous Pigmen attacks the fishermen have learned to fight the threat and turned their curse into a blessing, using Pigmen slaves to revitalize their economy and do their bidding. Still to the West hordes of Pigmen linger, somehow survivingPost too long. Click here to view the full text.

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bb9020 No.50170

Dice rollRolled 32, 16, 57 = 105 (3d100)

>[Name]: Maluwen

>[Word of Power]: Form (as into Shape)

>[Abilities]:

[Earthshaper] - You are a master of earth and minerals, they shape under your hands and make way at your will. Furthermore, you have extensive experience in smithing.

>[Skills]:

[Gardening] ~ (Trained)

[Smithing] ~ (Beginner)

>Home: The Stone Tree [Stable]

[Branches] – a tangle of massive stone limbs extending from the Trunk

1: Jewel Fruits

2: Rock Nests

2.1: Golden Eggs

[Trunk] – a large pillar of stone extending upwards from the earth

1: Amphitheater

[Roots] - an extensive tangle of chambers and passageways winding through the earth beneath the Stone Tree

1: Forge

1.1: The Heated Chamber

1.1.1: The Heated Pool

Actions:

1: My solace amongst the dark chambers of my roots was temporary, their emptiness making a haunting laughter of my footsteps as I make my way through them. I would fill them with beauty, and to do so I would need to once more make my way to my forge… [Work on increasing my Smithing Skill]

2. My hands covered in stone hammer against the heated metal my Ability to shape the metal aided by my heavy blows. I had exhausted myself these past few days creating something to aid me in my craft, my lust for detail for my works could not yet be met by the crude shaping of my hands no matter how my abilities aided them. [Craft a tool to allow me to impart greater detail upon my crafts]

3. My time outside the forge in the upper levels left me wondering where it had all gone wrong, my towering craft standing in solitudPost too long. Click here to view the full text.

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5d0a6e No.50177

Dice rollRolled 26, 93, 70 = 189 (3d100)

>>50069

>Name: Neith

>Word of Power: Create

>Fluff: A man born ex nihilo in the middle of a forest with no one else around, only barren wasteland beyond the confines of the trees as far as the eye can see.

>Reminder:

2 Expansions (I forgot two expansions earlier, remember?)

>Skills:

[Agriculture] (Trained Prodigy)

[Tracking] (Expertly Trained)

[Spear] (Trained)

[Taming] (Expert Prodigy)

>Companions:

1 Wolf

10 Sheep

>Abilities:

[Spring of Life]:

You gain the ability to spawn life. Though it will take some time to grow, even in the most inhospitable surroundings, it will. The lifeforms themselves however will be adapted to their surroundings and treat you like any other creature that crosses their path. Furthermore you gain the ability to summon forth the Spring of Life, which brings forth water which heals and youthens those who drink it. However only one Spring of Life may exist at a time and whenever you summon it forth an old spring runs dry.

>Other:

1-3: Set up a shelter for the odd growth, pulling skins between trees overhead.

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c00a65 No.50525

File: e51ed50385beb05⋯.png (833.64 KB,1000x1500,2:3,q4ay78y2vc401.png)

>Name: Leonardo di Skeleton

>Word of Power: [Invention]

>Abilities:

>Other:

One of the many new skeletons serving Skeleton Jack, Leonardo was an inventor in life. Now he is an inventor in unlife, and part of the new Inventors Guild.

In life, his access to things which could power his inventions were limited. Water, Torsion, and Men and Animals which grew tired, needed food and water.

But skeleton power is limitless. A skeleton will never grow tired, will always run at top speed, and so he now has access to a revolutionary new thing to power his designs. Whether it is ships, wagons, or cranes Leonardo di Skeleton intends to make a name for himself!

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d60131 No.50542

>>50525

Okay, this is epic

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785116 No.51142

Rolled 87, 37, 97 = 221 (3d100)

>>50106

>Name: Lucius Augustus Aurelius

>Title:

[The Dutiful] (Western Ibizan Garrisons)

[Pigslayer] (Ibizan Military)

[Founder] (Ever-Vigilant)

[Lord of The Red Rock] (Fighting-Ibizans)

[Demonslayer] (All Ibizans)

[Solar Protector of The Seas]

>Word of Power: Pietas

>Abilities:

[Beacon of Sainthood] Allies close to you become overwhelmed with Duty and fight to the Death, they are filled with Holy Strength and Endurance an inspiring sight for their fellow soldiers. These effects grow weaker the further they are away from you. All friendly units within sight range receive a substantial morale boost if you are on the battlefield. Furthermore you gain the ability to deflect an otherwise lethal attack by a mortal on a friendly unit onto yourself, which will cause moderate harm to you. You may redirect an attack no matter its strength and origin onto yourself, negating any effect to surroundings and allies, this will however claim your own life, removing you from the game.

[Beacon of Fortitude] You and allies near you heal at an accelerated rate, as well as recover from fatigue more quickly.

>Skills:

[Swords](Veteran); [Leatherwork](Basic); [Leader of Men](Legendary); [Tactician](Experienced); [Agriculture](Legendary); [Naval Tactics](Expertly Trained Prodigy)

>Other:

[Crude Leather Armor];[Wooden Shield];[Ibizan Standard Bearer];[Good Bronze Sword]; [Good Bronze Shield]; [New Armor of Red Rock](Masterful); [Legendary (Magical?) Bronze Sword]

>Holdings

[The Red Rock](Two Ring Walls)(Extra Siege Supplies)(Memorial Hall(Scorched Blade & Armor of the Red Rock))(Expanded Port)(Ever-Vigilant Chapter)

[9 Arami-Red Rock Biremes]; [4 Red Rock Bireme]

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File: cd0586c19cb4e51⋯.jpg (427.22 KB,836x620,209:155,Ancient City.jpg)

fa73a4 No.49786 [Open thread]

Welcome to lords of the city. a hero builder where you will be the influential people that take charge of an ancient city state in a low fantasy setting. The culture of the city and surrounding lands, as well as the basic geography, will be up to the vote of the players. All votes have an Other option, if you have an idea present it and as long as it is reasonable it will be allowed.

Magic. The only major fluff set is how magic works. Magic is not something that can be taught, and spells can not be copied by other magic users. Magic users can feel if another person can use magic, describing it like part of a sense such as a certain smell or aura. When someone who can use magic becomes aware of their latent power they instinctually know what they need to cast their first spell. Many are drawn to these objects beforehand, and some awaken their magic by accident this way. Magic is unique to the individual and spells are usually versatile, powerful, and costly. Magic users are rare, and can have a lasting impact on the world around them.

There are a few things to vote on:

1. Do you guys live in a river valley, and if so what is the river like?

- Rivers are for bitches, no river. (Hard mode)

- Small river, not a major river.

- Hard to predict flooding that causes damage

- Easy to predict regular flooding

- Other.

2. Local Climate zone?

- Polar

- Temperate

- Sub-Tropical

- Tropical

3. Local geography.

- Hills

- Mountains

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da9cd8 No.50276

File: cc3b9c1976d893e⋯.jpg (163.22 KB,1600x492,400:123,caesar_legion_v001_012_KJ ….jpg)

>>50022

>Name:

Antoninus Caveae (Antoninus of the Hollow)

>Position in the City:

Primus Custodes Caveae of the Custodes Cavernae (First Guardian of the Hollows of the Guardians of the Caverns)

>Fluff:

Antoninus and his Custodes are known throughout the city for their bravery. They spend weeks on end out of home in order to ensure the security of the tunnels upon which Roma thrives. Their duties include keeping the tunnels safe from any potentially dangerous beast and unsavory men, maintaining tunnel structures steady, and finding new points upon which other tunnels can be dug out safely.

More often than not, expeditions involve some sort of fight with a beast, a dangerous cavein or two, and an encounter with unsavory folks. The Custodes' existence is rather recent, as the tunnels have been expanding greatly for the last few decades and there are more and more dangers prowling within them. As the tunnels grow, so does the influence of the Custodes Cavernae whose work because ever more important.

Antoninus was the pioneer who first created the Custodes Cavernae. An spent much of his youth exploring and mapping the tunnels for the traders of Roma, traders often hired him for safe passage through the tunnel and to avoid potential dangers. After a period of service in the Cohortes Urbanae, he decided to seek the blessing of the city's council in his new project, the Custodes Cavernae, an investment that the city was willing to make if it ensured steady trade and the flow of furthermore gold.

Since Antoninus led his men through the front and seemingly knew the somber tunnels better than the city, his Custodes named him "Primus Custodes Caveae" of the Custodes Cavernae. The first and foremost guardian of the hollows.

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da9cd8 No.50277

>>50276

>whose work becomes ever more important*

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fa73a4 No.50346

>>50276

+Skills:

+10 Command

+10 Knowledge: Cavern Trade Network

+10 Fighting: Gladius and Shield

+5 Knowledge: Military

+Renown: 10

+Inventory: Lorica Segmentata, Commander's Helm, Gladius, Shield, 100 Copper coins

+Property: Custodes Cavermae Barracks

+Cohorts: 10 Veterans. They have been with you from almost the start, and work well with you. Feel free to name them and give them specific specialties.

+Bonus: Tunnel Fighter - You are used to fighting and exploring the tunnels and caves that link the towns and cities around the storm lands. You may reroll combat dice, either yours or the enemies, and either you or they take the second result as you make use of the natural terrain and your knowledge to turn a defeat into a victory.

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989705 No.50528

>>49786

Name: Decius Atius Zeno

Position in the City: Priest of Moloch

Fluff: Decius is a devoted priest of the demon-god Moloch. The worship of Moloch is based upon the principle that it is better to appease one great demon than to be tormented by legions of lesser fiends. By calling upon the power of his god, Decius summons and enslaves demons, using them for the benefit of his temple, his city, and of course, himself.

As befitting a priest of a demon king, Decius is a callous and imperious man, although he is also know for his sense of civic duty. He is a firm believer in the ends justifying the means, and so places the good of the city above lesser moral concerns.

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fa73a4 No.50529

>>50528

+Skills:

+10 Diplomacy

+10 Intimidate

+5 Knowledge: Religion

+Renown: 5

+Inventory: Ritual Dagger, Red toga, 200 Copper coins

+Property: Domus, 10 slaves (Housekeepers), 10 slaves (criminals)

+Cohorts: 1 Lesser Imp

+Spells: Summon Demon - You may sacrifice blood and a catalyst to call upon and bind a demon from the depths of the underworld. The more blood and the more precious the blood is to you the stronger the demon summoned. The catalyst determines what kind of demon is summoned, and may or may not be destroyed in the ritual.

+Bonus: Demonology - While the many demons who torment those who break the laws of the gods are impossible to count much less remember you are blessed by the ruler of them all. You can use Knowledge: Religion to attempt to identify a demon and, while it may not always work even with good rolls, on a success you can at least get a general understanding of what it is capable of. You already know the capabilities of demons you have summoned.

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File: 1fad9df4c8c13be⋯.jpg (232.16 KB,1552x515,1552:515,Map.jpg)

cc6455 No.50029 [Open thread]

You are a band of adventurers tasked by Lord Tiberius Revont to make out into the frontier lands known as the Stolen Lands to kill the self proclaimed "Bandit King" Stag Wolf. Due to your skill and teamwork you slew the bandit king and returned to claim your prize. One amongst you is proclaimed Baron of the Stolen Lands and is now tasked to build up a nation around yourselves and tame this brutal frontier. The rest of you have decided to stay as well for your own reason and have been rewarded handsomely for your troubles. However be warned, the once Stolen Lands were unclaimed for a reason, powerful threats lurk in the shadows of the forest, and other nations wish to turn your state into a vassal or slave nation, but with the risks come possibly endless resources and treasures!

Character Sheet

>Name:

>Race: Any Classical Fantasy stuff but try to keep it sensible. Must be sentient/not creepy

>Title: Leave blank for now

>Fluff: Bit about yourself, remember you were a big enough badass to kill a pretty dangerous bandit. But not soloing dragons yet.

>Bonus: Blank

>Inventory: Blank

>Resources: Blank

>Property: Blank

Everyone role a d100 when you make your character, whoever rolls the highest is Baron.

Two Actions per turn you know the drill.

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688401 No.50078

>>50064

Economics: Grug

Military: Chainface

People: Glitters

Rolls will be posted soon

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688401 No.50079

File: 20965d4f6503633⋯.jpg (322.41 KB,1200x1600,3:4,George, Prince of Wales Ho….jpg)

Dice rollRolled 5, 73, 73 = 151 (3d100)

>>50064

>Name: Frederik von Haushaffen

>Race: Human

>Title: Baron

>Fluff: Frederik was born to wealthy noble parents in a nearby Barony, though he was very far down in the line of succession. So instead he took up a life of adventuring, setting off from his family estate when he was around 18. He has taken up the quest to once again gain a noble title.

>Bonus: [Born Nobleman] While you may have not been immediately in line for the position your parents did take the time to teach you the finer aspects of ruling. Receive +5 to all actions revolving around dealing with nobility.

>Inventory: Blank

>Resources: Blank

>Property: All of the Stolen Lands, Tuskdale

1. Our first order of business should be to conduct a Census, we don't yet know the exact population and race distribution of the Stolen Lands (note to self: Rename soon, "Stolen Lands" does not give one a good mental image.)

2. Upon taking council with father Zachariah, he has put forward a plan to study the local history of the lands, in order to ascertain the positions on loyalties of nearby tribes

3. Third and final on our initial task list is to assess our current position and determine what resources are nearby

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fc6d35 No.50080

Dice rollRolled 70, 26 = 96 (2d100)

>>50063

>Name: Chainface

>Race: Human

>Title: Military Advisor

>Bonus: [Relentless Spirit] You've suffered so much, and lost even more, and yet you still stand and still move forward, and you're sure as hell are going to be taken from this mortal coil kicking and screaming… Well maybe not screaming because of the whole voice thing but whatever. Any time you are beaten in combat/killed you will be given an extra roll to try to survive through sheer force of will and anger.

>Inventory: +2 Greatclub of Elf Killing (+10 to killing elves)

>Resources: Endless Bar Tab

>Property: Blank

1. Chainface begins a recruitment drive for the local militia, bringing in strapping young men and those seeking a second chance to be trained, armed and used as a defensive force for the fort.

2. Chainface also seeks to build his rapport with the common people. Leaders must be seen as approachable and friendly, so he makes good use of his endless bar tab to spend some time getting to know the citizens of Tuskdale.

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9b59a0 No.50091

Dice rollRolled 21, 28 = 49 (2d100)

>>50063

>Name: Vandrick Blackmaul

>Race: Dwarf

>Title: Leave blank for now

>Fluff: Vandrick is a dwarf from the oldest holds, and a cleric of the god of civilization and craft. He has toiled in the craft and spreading the blessings of his god throughout civilization. He met the party during this journey and felt the will of his god go with them, and so he joined them on the adventure. Now he knows why, and looks forward to aid the party and bring civilization to these untamed lands with blood, sweat, and iron.

>Bonus: [Servant of Civilization] You feel your god bless upon you when you take actions to help the frontiers people build up their new civilization. Gain +10 to colonizing rolls.

>Inventory: Holy Symbol

>Resources: Blank

>Property: Blank

>Other/Personal Notes: equivalent artifice and community domain

1. Aid Baron Haushaffen with the census. It will be good to get an account of what people we have, what resources we have, and what we are lacking.

2. Aid some of our lumber gatherers by using the Communal Ant Haul spell to allow them to carry more, at least for two hours.

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007933 No.50285

>>50029

>Name: Lothar the Risen

>Race: Undead

>Title: Leave blank for now

>Fluff: Lothar woke up one day in a field with a sword in his gut, surrounded by pale corpses. He felt no pain as he wretched the blade from his ribs, and claimed it as his own. The next few hours were spent looting the bodies of the dead for armor, supplies and trinkets, and wandering the neighboring forests until he stumbled, at midnight, upon a village beset by a few unknown creatures. Unsure of his own humanity, he nevertheless still retained his moral compass and fought the foul beasts. The villagers found him at daybreak hacking the head off a werewolf and upon seeing the lacerations on his body and the indifference he paid to them, they correctly assumed his undeath and, as a mob, managed to subdue him. He cried out for mercy, that he was not a true undead for he maintained his sanity. He was convincing enough for the people to bring him before the village elder. The elder decided not to have him burned, as undead usually must be, but instead had him sent to Lord Revont due to his martial prowess. He proved his worth as a champion, feeling no pain and knowing no fear, though he was always mistrusted. It grew increasingly harder to maintain a guise of normalcy as flesh rotted off his face and body. Now, as a half skeleton knight, Lothar must slay the beasts of the night and discover the mystery of his circumstances.

>Bonus: Blank

>Inventory: Blank

>Resources: Blank

>Property: Blank

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File: 8644bc0d9d2107c⋯.jpg (183.67 KB,1024x744,128:93,battle_between_2_gods_art_….jpg)

4431a0 No.46071 [Open thread][Last50 Posts]

EMPIRES OF EUROPA: WAR OF THE GODS PART 2:

One thousand years ago, the gods of Order and Chaos declared war upon each other, using Earth as their battleground. Whole continents were devastated by the onslaught, as battle after battle turned the land into what would come to be known as the Void Wastes, completely inhospitable lands where death energy sucks the very life out of all who dare to tread upon it. One area of land that escaped complete destruction was the continent of Europa along with the northern tip of the desert continent of Africa and the frozen island of Grønland across the seas, along with various other islands such as Britannia and others. The lands that were spared gave life to many different civilizations, which slowly developed into proper nations, each with the knowledge of smithing bronze and having other related technologies.

It has been many, many years since the first civilizations planted their roots and began growing, and indeed now they have grown into bustling and vibrant cultures. Most have conquered the art of working iron as well, sending the world into the Iron Age and advancing their military and industrial strength greatly. All but one civilization have forged pacts with the mysterious gods, and can now harness the forces of magic, which will undoubtedly prove to be useful. However, they know not what motivates such powerful beings to take such an interest in them.

New players please fill out the following sheet.

>Nation name:

(Self-explanatory, please pick something smart)

>Color:

(Your color on the map, no black, white or grey please. Also see the terrain tab)

>Fluff:

(The characteristics and features that define your nation and make it special. Will be used to assign starting techs)

Do not fill out:

>Population:

10,000

(If this hits zero, you die. Affects various things, such as your ability to passively defend your terriPost too long. Click here to view the full text.

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4b7490 No.50186

Dice rollRolled 81, 51, 3 = 135 (3d100)

>>50135

>Nation name:

Elysia

>Color:

Surprise me

>Fluff:

War. This one word defined the city states of Hellas. Eternally divided and feuding, the accomplishments of any one city would prove fruitless as they were wiped away as boots trod on scorched earth. This existence was a cruel one for the Greeks, yet it did instill in them a natural strength, a strength forged only by a history of conflict. Eventually, a lone man, named Alexios, rose from the ashes, leading an ever increasing band of soldiers in the aspiration to unify Hellas.

STATS

>Population:

10,000

>Food production:

15,500

>Population growth:

2%

>Hunger:

None

>Territory:

8

>Outposts/towns/cities:

Alexiopolis (City)

>Happiness:

3

>Technologies:

Bronzeworking, Ironworking, Animal Husbandry III, Farming IV,Post too long. Click here to view the full text.

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e83537 No.50189

>>50136

I shall choose to worship Ashiakle, Lady of Wealth and Guardian of the Seas.

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4b7490 No.50190

>>50186

Athena seems pretty cool.

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562496 No.50212

Dice rollRolled 43 (1d100)

Combat roll

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562496 No.50224

NEW THREAD

>NEW THREAD

NEW THREAD

>NEW THREAD

NEW THREAD

https://8ch.net/builders/res/50213.html#q50213

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File: a60ffb434c7f1e6⋯.png (864.13 KB,1250x800,25:16,Horrible Placeholder Map.png)

42aec2 No.49936 [Open thread]

Welcome to Ecantus, a land born of the elemental winds and ripe with fledgling civilizations eager to claim their place upon the islands that make up this world. Ecantus Nation Builder is a 'hyperfantasy' game where magic's strength is vast and limitations for such are few and far between. Nations have begun to establish themselves upon the fragments of Gaia, a continent which once bled into this world from the plane of elemental earth, Behetheus. To the distant south exists the metal isle 'The Ancient', an artificial continent dotted with uninhabited cityscape and born of an unknown origins. The world is vast and ripe with resources for the taking. How will you claim them for yourself?

=======================================================

To join, please fill out the following:

Nation Name:

Race:

Color:

Starting Location: (Pictures are acceptable. Note map biomes are liable to change slightly)

Government: (Impacts starting stability and susceptibility to certain stability changes.)

Religion: (Impacts starting/potential magic and may impact Eccentricities)

Fluff: (Impacts Eccentricities, Tech, Magic, and other factors.)

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06ff6b No.49985

>>49936

Nation Name: The Dragon Mafia, The Family

Race: Dragons Nobles with lizardmen and kobolds

Color: Gold or Platinum

Starting Location: Eastern part of northern mountains on the main continent.

Government: Godfather and his chief enforcers with petty enforces below them. They collect protection money, secure territory, and engage in business to stimulate the economy when needed.

Religion: The God of Dragons. He did mate with the world and beget his dragon children with great Gaia. In his post-coital sleep he sheds his scales and are blown into the elemental wind by His breathe and this creates the lizardmen and kobolds. Personal strength, power in blood, accumulation of wealth, and family are the chief virtues.

Fluff: After dragons came into being they made of themselves petty kingdoms, families, and feuds in their secluded mountain homes. This changed when Draclon Brandothius came into power. He brought the families together, mobilized the lizardmen and kobolds by taking on humanoid form and displaying his generosity, ingenuity, and fidelity to those that would join him. He recruited nine petty kings to be his enforces and gave unto each a special wand of wood and metal that would shoot fire. In humanoid form he appears as a sharp dressed man in a striped suit as do his enforcers who walk among the subjects. Their humanoid form takes less energy to maintain and so they need not enter the dragon's sleep which can last ages. The lizardmen and kobolds are lead by the new dragons of this era into creating prosperity, culture and power in civilization.

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9fa7ed No.49989

File: 0cbdc0ac565f384⋯.jpg (149.17 KB,1024x534,512:267,The_Sky_City.jpg)

File: 230f19ae89a1d73⋯.jpg (68.91 KB,960x540,16:9,515c4d4132349.image.jpg)

File: 8d255ec50d0611f⋯.png (136.01 KB,220x244,55:61,Regalia Skies.png)

Nation Name: The Inheritors/Tortugal

Race: Humans

Color: Copper

Starting Location: Northern End of The Ancient

Government: Corporatocracy

Religion: Cult of Hermes. It is not an explicit religion, but a collections of beliefs and superstitions in the god of luck whose smile or frown can bring a man to glory or cast him to the winds. He who with winged shoes sprints over cloud and air, the god of chance that can make the lowest peasant the wealthiest man or bring down the greatest company to ruin. Hermes values the daring, the adventurer, and the innovator who brings new and exciting things into the world. He hears the clink of good luck charms, but don't weigh yourself down with them or he will laugh at you.

Apart from that, most believe that there is no one true religion or afterlife, but rather, that when a person dies their soul is released into the magical aether and then flies to the afterlife which they most believe in, guided by the god they call upon. To those who do not ascribe to any particular afterlife or god, they will simply be reincarnated back to a random life. Those with good hearts are light as feathers and fly well, those with bad hearts have heavy souls laden with sins and fall to the lower hells where either their sins will be purged with fire or those with truly black hearts will forever be tied like an anchor to the lowest abyss. Fanatics of the Cult of Hermes, the closest thing to an organized religion, believe that if they impress him enough through their deeds, he will give them a boost to escape the cycle and dwell in the higher planes of paradise forever.

Fluff: The Inheritors believe themselves descendants of those who built and lived in The Ancient. According to their history, when the "Great Malfunction" occurred, an entire section of The Ancient broke off and drifted away. These survivors became the ancestors of the Inheritors, who retained as much of their knowledge of magical technology as they could. This island would eventually become known as 'Tortugal', the flying city and thPost too long. Click here to view the full text.

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9fa7ed No.49990

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530a1e No.49991

File: 3f87054d7459231⋯.png (42.36 KB,250x229,250:229,1530291203841.png)

File: 8a55fcef62e1dbf⋯.jpg (111.16 KB,1280x720,16:9,maxresdefault (1).jpg)

Nation Name: Ooga Booga

Race: Cavemen

Color: Orange

Starting Location: Same spot as before

Government: Big Grug rule little Grugs

Religion: Cult of the Sky Father

Fluff: The lands of Ugg are primordial lands, untouched by the corruption of civilization aside from a mighty complex of caves known as Ugga which serves as the capital of the Ooga Booga Tribe, a tribe of neanderthals and proto-humans that lives a simple life as hunters and gatherers here in the lands. They dislike people who are too advanced, stating often that they're "playing god" and that Sky Father will be angered by those who grow too advanced, and this is verified by the fact that the lands themselves seem to hate technology, making engines cease to work, geared contraptions break and guns jam. And so it is that even while vast cities developed to the southeast the denizens of Ooga Booga proceeded to live their simple life and stay strong while doing so.

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5348c4 No.50010

File: b04d6b7d87a50ae⋯.png (3.03 MB,1920x1080,16:9,vodyani.png)

File: bee4fdc9617f858⋯.jpg (182.5 KB,1280x720,16:9,northern-lights-1250561_12….jpg)

>>49936

Nation Name: The Spectrum

Race: Four-dimensional eldritch beings crammed into three-dimensional artificial bodies (Abbr. as Spectrals)

Color: Dark Violet

Starting Location: Southern most tip of the eastern continent

Government: Is a colony ruled by an expedition leader, who is both the civil and military leader, who in turn answers to the Spectral Queen who lies within the void. Any sort of military reinforcements that come from the Rift answer primarily to their leader, who does not necessarily have to listen to the expedition leader, but All answer to the Queen.

Religion: Generally speaking, beings from other realms have no need for 'gods' per se, but revere the Spectral Queen quite as much like a divine being.

Fluff: What lies between the many universes is a curious thing. Once upon a time, it was but one being. A being who could see and manipulate time-and-space, whatever that could qualify as in the void, as one could like putty. Its a maddening thing, to be all alone in a limitless void. Then She found a way to bridge her void to a universe. And thus began the conquests. To conquer the life in a universe and feed it like meat to a sausage maker into her Rifts, upon which that meaningless floating of atoms in her void can be used for as much whatever she wanted. The more universes She took, the more atoms She had. The more atoms She had, the more She could make. The more She could make, the stronger Her armies. The stronger Her armies, the more universes to take. And for as infinite the many possibilities of universes there can be, so too will She be there to take. Sure, each new universe is a new challenge, with new systems and laws of physics to abide, but it will all belong to Her, in the end.

From Her rift in this universe, the light is sucked in, and the expedition comes out, ready to conquer for Her.

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File: 89276e83dfe25c8⋯.jpg (182.2 KB,1063x752,1063:752,battle.jpg)

File: 6555d2f6df54c2b⋯.jpg (37.06 KB,600x795,40:53,prince.jpg)

280878 No.49547 [Open thread]

The Young Prince’s Campaign Builder

In the Year 862 BL the King of Arulia, James Austric-Howel III, passed away whilst out hunting with his court. In the days after this shocking event his brother, Ernest Austric-Howel, proclaimed himself King ignoring the line of succession and marrying his brother’s widow. His young son, Adam Austric-Howel, has attempted to rally what supporters he can to his cause on the Fields of Elenore in the Northern Reach. Will you answer his call and help return the young prince to his throne?

—–

[Character Sheet]

Name:

Age:

Class: [https://pastebin.com/Hq51gcLu] Chose from pastebin

Units: [Fill in from pastebin]

Backstory: [Fill in for bonus and slight base unit changes]

Stat Explanation:

[Causality Rate: 0 to 100%]

This determines a units combat effectiveness and heals at a base of 5 percent per week (out of combat turn) when above 60 percent. When below 60 percent a unit can only regain health by recruiting new members which lowers it’s Experience value.

[Equipment -15 to +25]

Represents the general weapons, armor and other things your units need to fight, different equipment can bestow special modifiers.

[Morale -15 to +25]

The mood of your troops and willingness to continue to battle for the cause, taking 20% causality rate in a battle forces a morale check to stop the unit from breaking based on current causality percentage. [20% Causality Rate = DC 20 +/- Morale]

[Experience -15 to +25]

Combat experience and discipline, can affect rolls to pull off more complex maneuvers in combat to give more situational modifiers.

[Special Modifiers:]

Special modifiers/equipments/training a unit may have that changes their combat use/effectiveness.

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c9678f No.49837

File: 935aeb1201885c9⋯.jpeg (39.91 KB,260x473,260:473,0E50D0C2-0546-4DA0-B905-1….jpeg)

File: cee7de21416c9fb⋯.jpeg (83 KB,415x558,415:558,C1C18F27-ECD1-4E3F-B685-0….jpeg)

>>49547

Name: Giovanni Viscori

Age: 32

Class:Mercenary Captain

Backstory: A mercenary captain from a southern city-state called Casarano. Came to Arulia to support Prince Adam Autistic-Howl like many others.

Casarano Pikemen

[Unit Type: Infantry]

[Causality Rate: 0%]

[Equipment: +5]

[Morale: 0]

[Experience: +10]

[Special Modifiers: Medium Armor reduce causality by 1/3. Spearmen- if braced remove cavalry charge bonus]

Casarano Crossbowmen

[Unit Type: Crossbowmen]

[Causality Rate: 0%]

[Equipment: 0]

[Morale: +10]

[Experience: +5]

[Special Modifiers: Light Armor reduce causality by 1/4, Crossbows- ranged weapons that ignore armor/no melee attack]

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233902 No.49839

>>49700

Increase Experience to +15

>>49837

Reduce morale by -5

Add Special Modifier Insulting- once per battle this unit can insult another giving them a DC 50 to target this unit

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6a50ee No.49840

Name: Daniel Von Stube

Age: 41

Class: [https://pastebin.com/Hq51gcLu] Chose from pastebin

Units:

[The Hussars]

[Unit Type: Cavalry]

[Causality Rate: 0%]

[Equipment: +5]

[Morale: +15]

[Experience: +15]

[Special Modifiers: Light Warhorse +15 while charging, Medium Armor reduce causality by 1/3]

Backstory: The Von Stube family line has had a long history of breeding quick horses. While they are minor nobility that did not stop them from breeding speedy horses and then equipping their cavalry with it. These Cavalry riding fast horses excel at scouting missions, hit and run attacks and skirmishing with enemy units in general. While the Hussars can be sent into the thick of the fight, they are better off striking at the enemy's flanks.

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6a50ee No.49841

>>49840

Forgot to post my class, it is Knight

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ddb6a8 No.49923

File: 233ae7ac326ab24⋯.jpg (34.39 KB,636x358,318:179,400469A300000578-0-image-a….jpg)

File: 4fabda7f8aa86ab⋯.jpg (108.31 KB,648x414,36:23,Death_Riders_Squadron.jpg)

File: 4fabda7f8aa86ab⋯.jpg (108.31 KB,648x414,36:23,Death_Riders_Squadron.jpg)

>>49840

[Character Sheet]

Name: Head Marshall Karl Bellomtus

Age: 37

Class: Knight

Units:

[Iron Rider of Vrakas]

[Unit Type: Heavy Cavalry]

[Causality Rate: 0%]

[Equipment: +15]

[Morale: +10]

[Experience: +10]

[Special Modifiers: Warhorse +25 while charging, Heavy Armor-reduce causality by 1/2]

Backstory: Hailing from the territories of Vrakas in the barren wastes of the far northwest, the Dread Irons have spent generations fighting off and running down the roving bands of savages, bandits, desperate rebels, and those unknown from beyond the wastes who test Arulian borders and frontier. Forming a community of those born and raised to fight against the terrors of the wastes, and the errant-turned-stalwart knightly rejects who mettle out anonymous glory for themselves, the Dread Irons of Vrakas have become reknowned in the region for their unshakable will in combat, a resolve made of contempt towards Arulia's enemies of which is almost religious in their fervor. Despite their mission to protect the Arulia's frontier, all the more still, the king acknowledged the power of such a group, making the title of Head Marshall a noble position, and using the Dread Irons as a shock troop to throw at the most hardy of positions, knowing that all the men there would sooner die than rout. Throughout the kingdom, the haunting iron-masks of the Dread Irons strikes fear into the King's enemies.

Most renowned amongst the Dread Irons of Vrakas are the Iron Riders, men who have shown to have been above and beyond the skill, fortitude, and potential of your average Dread Iron, which is impressive in-of-itself. These men are then trained as the ultimate shock troop in their fights against the savages of the wastes, those who crash and break the enemy, and who themselves will not break until their mount and bodies do.

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File: 55e78bb1329e2ce⋯.png (25.78 KB,2000x1000,2:1,Map.png)

0b260d No.41164 [Open thread][Last50 Posts]

Humanity is in its infancy, having recently understood the concept of Agriculture three Civilizations have emerged as of now.

The Suba (Purple) are a loose congregation of Tribes inhabiting the forests on the Eastern Continent's Far North.

The Ibiz (Green), inhabit the warm, yet fertile Central Lands, massive rivers supplying an ever increasing population in an otherwise inhospitable landscape. They are ruled by a Monarch chosen by the Gods themselves.

The Arami (Red), live even further South, they know little about Agriculture, however they are first to have mastered the art of Fishing supplying the relatively small communities which span along the coast.

Though humanoid in form and size you are by no means Human. What runs through your veins can only be described as Immortal Blood. When you were fashioned by the Hands of Gods Unknown you were little more than an empty Vessel. An emptiness that was filled by the deafening whisper of a Single Word. It is your existence, your essence, the very thing you draw Power and Life from.

(The Word of Power functions basically as Bello's Charm builder did with the exception that are the Charm in Humanoid form. If you are unfamiliar, you get to choose one word, I will give you the choice between three different abilities out of which you can then choose one. You can gain additional abilities through the course of the game. Note that some may seem stronger than others, if you feel like you're being treated unfairly, cry to me about it and I'll figure something out.)

Fill out the first two (Also tell me where you want to start)

>Name:

>Word of Power:

>Abilities:

>Other:

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7a4f4a No.49810

Dice rollRolled 92, 50, 53 = 195 (3d100)

Name: Soridul

Fluff: War, always war. Wherever Soridul went, he found the horrors of war to follow. Homes burned, innocents slaughtered, land rendered barren from foul magics and fire. Mankind was a violent race, Soridul realized this early on, when his small village was raided by a group of tribal savages from the northern waste of the world, and it was Soridul alone who survived, spirited away by his mother into the nearby hills. Soridul, at the ripe age of 4, could not understand why his mother then started running in the other direction, screaming loudly and causing a general ruckus, but he remembered her last words; "Run my son, run and live, live with honor and do right by the Maker's Will." He lived a life away from the people of the world, in the wilds of nature. He grew strong on his own, living off the land and facing every challenge he faced with stern determination and precociousness. Soridul wandered the world, from its northern reaches to the southern deserts. It was in his 23 summer that he first spoke to another human being, having stumbled upon a village much like his own in the midst of being raided by tribals very much like the ones that raised his home all those years ago. Compelled to act, he picked up a sword from a nearby slain man of the village and sought to cutting the raiders down to size. He found that war, for as much as he detested it, came easy to him, as he cut through the Northmen with relative ease. He found satisfaction in fighting the good fight, the righteous cause. Soridul found in himself a fire, a passion to defend those who could not defend themselves, and to inspire others to do the same. War was hell, but righteous war was glorious. He had at last found it, the meaning of that cryptic word his mother had told him so many moons ago. Honor. He would fight for Honor.

Word of Power: Honor

>Stats:

https://pastebin.com/KinBYCWU

1. We shall set up shop in one of the fPost too long. Click here to view the full text.

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5135f8 No.49812

Dice rollRolled 44, 65, 5 = 114 (3d100)

>>49793

>Name: Dunkan

>Word of Power: Purity

>Fluff: You are not a man but a vessel, crafted by the gods you serve one purpose, a single word in a language far more ancient and terrible than any other. It resonates within you, gives you purpose and fills you with life. It is your very essence, something that makes you oh so much more than a mere man. Given a mission, by the gods themselves, the order to remove the sickness upon the world, that is man.

>Abilities: [Purifying Fire] You gain the ability to burn a mortal from the inside out when you touch them, furthermore fire is much less harmful to you and you gain a buff to detecting whether a mortal’s intentions are deceitful or honest.

>Inventory:

>+ Self Made Spear

>+ Rope

>+ Big Stick

>+ Bolas

+ [Surface Ointment]

+ [Bone Ointment]

+ Ibizan Coins (1 Legendary Harvest)

>Inventory: (In a broader sense)

+ [Harvest]

>Skills:

>+ [Agriculture] (Legendary)

>+ [Architecture] (Experinced Prodigy)

>+ [Healer] (Expertly Trained)

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b001ef No.49815

File: b814affa76272e3⋯.png (53.27 KB,737x427,737:427,bonezone.png)

Dice rollRolled 74, 45, 15 = 134 (3d100)

>Name: Skeleton Jack

>Word of Power: Necromancy

>Fluff: Skeleton Jack is a friendly skeleton raised by the gods and the power of his Word. His favorite thing to do is spooking people, and he does it very well. However, he gets lonely, so he uses his powers to make lots of skeleton and zombie friends, which along with his spooping often gets him into trouble with the living. He dreams of creating a skeleton utopia where he and his undead friends can spook in peace.

>Abilities: [Master of Bones] - You gain the ability to infuse the bones of mortal humans with their souls. They will be bound to your will and follow your commands, while retaining their own consciousness they will execute your commands. This ability is restricted to mortal humans.

[Breaker of Chains] You gain the ability to return free will to those whom you have resurrected, however once you have released them you can never return them to your control.

>Army:

150 Unbound Spook-Suban Skeletons

30 Unbound Old Suban Skeletons

15 Unbound Old Siban Skeletons

60 Unbound Trained Old Suban Skeleton Warriors

100 Unbound Spook-Suban Warriors

100 Unbound Spook-Suban Skeleton Warriors

20 Unbound Siban Skeleton Warriors

10 Unbound Trained Spook-Suban Skeleton Warriors

>Navy:

3 Vertebart Spookships

>Heroes:

Knight-Captain Argul the Strong

Sir Barron the Brave

Sir Samir the Chivalrous

Sir Gorbek the Brutal

Sir Hurak the Bassk Hater

>Holdings:

The Bone Zone (Greater Area)

-Road Network (connected to all cities)

Spooksville

-Grand Post too long. Click here to view the full text.

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0f0f73 No.49827

Dice rollRolled 33, 65, 36 = 134 (3d100)

>>49791

Name: The Pig

Fluff: The creature formed from the cries of rage and despair of every dead pig, it slowly rose through the bodies, It looked at humanity and the word echoed through its mind

Word of Power: Butcher

Abilities: [Werehogs]

You may turn pigs into Werehogs, at your will they will turn into pigmen and wreak havoc wherever they may be. Furthermore you may turn any mortal you touch into a pig. If you so wish with a touch you may turn them back into humans, Werehogs cannot be reverted into human form. Werehogs will not attack you but have only very basic intellect and will struggle with more complex orders. You may also take the form of a normal pig

[May contain traces of Pig]

You gain the ability to fuse other wildlife with pigs. They will follow very basic commands.

[Abominations]

You may combine three survivors into one Abomination, they will be taller and stronger than the average human, though less intelligent.

[Abomination] You are an Abomination, you are to pigmen as a boar is to a pig. You will abandon your human form and become despised and feared amongst humans. After the first time you turn into an Abomination you may only return to one other form, either human or pig. The other is lost forever.

Skills: [Sailing] (Trained)

[Alternate Senses] (Expertly Trained Prodigy)

Companions: 1 Veteran Scorpig 1 Vulpig 1 Elite Scorpig

>Heroes:

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ac327d No.49879

The game will continue in this thread: https://8ch.net/builders/res/49828.html

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