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The King Is Dead; Long Live The King!

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

934ca1 No.49777 [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

- Forrest

- Desert

- Plains

- Swamp/Marsh

- Other

I will accept characters after voting and discussion for the culture, location, and fluff of the city is done. Just think of your characters Name, Role in the city,Post too long. Click here to view the full text.

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533d5c No.49780

1. No river (BASED LAKE)

2. Temperate

3. Hills with lotsa caves

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eb5230 No.49781

>>49777

1. River with predictable, regular flooding that leads to the ocean

2. Temperate

3. Hills

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a0df3b No.49783

>>49777

1. Tons of water in the underground caves

2. Temperate, duh.

3. Hills with one huge cave system underneath, partially flooded.

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50b528 No.49784

>>49777

NO RIVERS

TROPICAL CLIMATE

DESERT

FINAL DESTINATION

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958578 No.49785

>>49777

1. massive river that regularly overflows

2. Temperate

3. Mountains with numerous swampy basins from the overswelling river

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File: 1424561136676.gif (137.48 KB,800x400,2:1,Update 1.gif)

f744b6 No.5 [Open thread][Last50 Posts]

Hello, and welcome the Fantasy /d/ Herobuilder.

You enter a violent, savage world. A world of dark gods and raging imperialism, of magic and science and powers unknown. Of Barbarians and Pirates, of Slaves and Slavers, of Monsters and beings of all sorts.

Are you an Adventurer? A warlord? A knight? A demon? or something else?

Fill this in
>Name:
>Race:
>Fluff:

Don't fill this this:
>Health: Healthy
>Money: 5 Gold Coins
>Belongings: Clothes, Rucksack
Post too long. Click here to view the full text.
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f744b6 No.26455

Dice rollRolled 78, 28 = 106 (2d100)

1/2 Billy goes around asking the people of how there days been, and how they feel about asss stabbing

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b98d70 No.46203

bumperino

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c0a2f9 No.46880

>>46203

Me too

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320c8f No.46881

>>46880

really makes me think

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ba3cda No.49752

File: 4fe1fee02993ae9⋯.jpg (216.55 KB,800x600,4:3,Ron Manson Fat.jpg)

We still doing this? Is it too late to join in?

Fill this in

>Name: Ron Manson

>Race: Human

>Fluff: A Low City-born peasant of the Holy Broman Empire. He grew up in an orphanage in one of the larger, seedier cities, where he was the class clown, an outgoing conversationalist, and a Casanova Wannabe while working as a simple city laborer and orphanage aid when needed. .

As soon as he was of age, he was shipped off to fight in the Holy broman Empire's wars alongside his fellow orphans. He's since been sent on a suicidal solo mission by his annoyed superiors to adventure as the Empire's main representative into the unknown away from his friends and fellow soldiers, but he's keen to make the best out of it.

He's a huge believer in comradery, the Holy Broman Empire, the common man, and human superiority but he knows his roots, he loves children, people whom he considers his family, and the idea of mutual love. He wants to settle down, mary a nice human girl and have a bunch of children. But until then, he's content purifying the lesser race's bloodlines to make Human-Mutts and sees it as his burden.

Don't fill this this:

>Health: Healthy

>Money: 5 Gold Coins

>Belongings: Clothes, Rucksack

>Level: 0

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

>Skills:

>Equipment:

>Followers:

>Bonus: Based on fluff

>Location: Holy Broman Empire

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File: b411db29ca52b74⋯.png (305.31 KB,1105x719,1105:719,Empire 5.png)

488cba No.48333 [Open thread][Last50 Posts]

You are Lord of a Province of the Great Empire, the first to ever unify all three continents.

Until suddenly, the Emperor died for unknown reasons.

Now you and the other Lords must decide on the new Emperor while also managing the entire Empire.

However, relationships between races are strained and only the Emperor had the ability to pacify all these different type of cultures.

Now you can either continue the Emperor's legacy or make your own.

Post the statsheet and please wait until your post has been replied too.

—Fill—

>Lord's Name:

>Province's Name:

>Color/Location: (Choose a color and your starting location number, can not choose the middle gray island)

>Fluff: (Any race allowed. Please include fluff of your Lord AND kingdom. Just enough I can give an appropiate bonus)

—Do not Fill Below—

>Currency: 5 Coins

>Industry: 1/Pop

>Science: 1/Pop

>Pop: 3 (10 Max)

>Food: 5

>Military: 2 Soldiers

>Buildings:

>Technology / Magic:

>Storage:

>Bonus:

Advisers only fill

>Lord's Name:

>Province's Name:

>Color/Location: (Choose a color and your starting location number, can not choose the middle gray island)

>Fluff: (Any race allowed. Please include fluff of your Lord AND kingdom. Just enough I can give an appropiate bonus)

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50996f No.49537

are you taking players? if so, how far behind would I be?

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3fcf12 No.49594

>>49537

I am, and you'll be taking Golden Era turns which will boost you to catch up

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3fcf12 No.49595

>>49374

+11 Coins Buildings

+X Trade Routes (where X is total trade route)

+2 Coins Drugs

>If your trade route is connected to another Trade Market/Port

+X Industry Points

+Y Science Points

>where X+Y is the total amount of your trade routes connected to another Trade Market/Port

>Points add 1 point progress to a project (Ex: Farm 10 / 25 + 3 Industry Point = Farm 13/25)

>>49404

Network 7 / 10

1 Assassin(2)

Your assassins will start as Assassin(2) now!

>>49411

+3 Coins Buildings

+X Trade Routes (where X is total trade route)

>If your trade route is connected to another Trade Market/Port

+X Industry Points

+Y Science Points

>where X+Y is the total amount of your trade routes connected to another Trade Market/Port

>Points add 1 point progress to a project (Ex: Farm 10 / 25 + 3 Industry Point = Farm 13/25)

+3 Pop

[Bonus]

+Building:

Lost Homes(1)

+5 Pop Capacity

>>49413

+17 CoiPost too long. Click here to view the full text.

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eccfa6 No.49601

>>49489

I do not wish to become another nation right now.

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2a2dec No.49697

Dice rollRolled 79, 57 = 136 (2d100)

>>49595

Lord's Name: Bob Hexxus

Province's Name: Epidemica

Color/Location: White, 20.6

Fluff: "The Spymaster" is a notoriously crafty individual, with a knack for plotting and counter plotting. Though his true motives remain relatively shrouded behind curtains of smoke and mirrors, he has served his lord faithfully throughout the years, only recently having truly risen to prominence after the death of the Emperor.

Coin: 8

Skills:

Alchemy 3

Assassin 3

Spy 2

+Bonus:

[Favors] - Modifier for your bonus

+[Favors From High Places]

+Importance:

[Okay Spy Network] - 2 Spies

- Network 7 / 10

1 Assassin(2)

Side Business [+2 Coin/Income]

3 Industry Points

[General Research Tools]

Training Assassins 4 / ???

1 Slight Healing Potion (Low heal)

1 Demon's Rest (Calms down unit and slowly kill them)

1 Dark Temptation (Constantly makes unit compulsive to suicide)

1. Now, that my assassins are more skilled, I can afford to hire more.

2. Continue expanding the Spy network

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File: 19151c1142be5fa⋯.png (596.79 KB,959x539,137:77,Dinko Valev.png)

8ec914 No.49516 [Open thread]

Summary: In the immediate aftermath of the collapse of one of the world's great superpowers many of its constitute ethnic republics find themselves the owners of pieces of the world's largest conventional arsenal.

With the old security state demolished, ancient tensions and grudges have exploded into military engagements across the former territory of the Superpower. Other powers watch from a far, eyeing the events unfolding with keen strategic interest beneath a veneer of human brotherhood and global unity.

As a Colonel of the BLUE NATION, you have been tasked with organizing and leading a battalion sized element in support of the BLUE ARMY against the RED NATION among the forested mountains and misty fields of FATHERLAND. Though of the same people, the RED NATION over the years has adopted a vision for the future that is an outright betrayal of your people's culture, religion and way of life. With a wide range of component forces at your disposal and an even wider range of operational independence, it is your job to coordinate with your fellow CO's and their units to support the greater war effort against REDFOR by any means necessary.

This is currently a WIP but you can help by building a battalion with the guide below.

Battalion Builder Rules:

https://pastebin.com/p7hBn3Gz

Please create and post a Battalion. This will be a 2d100 and fluff-based attributes game.

Planned features include:

-Hexbased theatre map with course of the war changing depending on player actions and NPC combat

-Warcrime and International Intervention Mechanics

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c7557a No.49533

>>49516

CO NAME: COL Jackson Montgomery

Traits: No Kill Like Overkill

Battalion Name: 13th Artillery

Battalion Motto: "Bring the Rain"

Battalion Type: Foot/Artillery

Veterancy: [Leave Blank]

HQ: Improved Comm array

Elements

A COM: [Radar Anti-Aircraft Artillery] [SAMs, Autocannons, Comm Unit]

B COM: [Mobile Artillery] [150 MM Howitzer, Machine guns, Comm Unit]

C COM: [Mobile Artillery] [150 MM Howtizer, Machine guns, Comm Unit]

D COM: [Radar Anti-Aircraft Artillery] [SAMs, Autocannons, Comm Unit]

E COM: [Riflemen] [Assault rifles/Smgs, Mines, Comm Unit]

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14102c No.49535

CO NAME: COL Anthony "patron" Santo

Traits: Earthwork Genius

Battalion Name: 1st Royal Engineers

Battalion Motto: Moderate Moderation

Battalion Type: Combat Engineers, Combat Engineering Vehicles

Veterancy:

HQ: Civil Engineer

Elements

A COM: [Combat Engineers] [Rifles/Pistol, Explosives, Entrenchment tools]

B COM: [Combat Engineers] [Shotgun/Pistol, Bomb defusal, Bomb suit]

C COM: [Combat Engineers] [Shotgun/Pistol, Explosives, Traps]

D COM: [Combat Engineering Vehicles] [Mounted 105MM cannon/Light machine Gun, Explosives, Dozer]

E COM: [Combat Engineering Vehicles] [Mounted Heavy Machine Gun/Light machine Gun, Explosives, Flail]

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ab6d35 No.49536

File: f0c3b19b5dbe2af⋯.jpg (64.41 KB,720x544,45:34,01 Nerv Command Dias.jpg)

File: 3efb7976c00e326⋯.jpg (69.05 KB,600x900,2:3,riot_shield_juggernaut_uni….jpg)

File: 07b5d5759e82a40⋯.jpg (11.24 KB,480x360,4:3,hqdefault (5).jpg)

>>49531

EDIT:

Changing Force Types to:

-Foot

-Fires

A COM: Battalion Command [SMG/Machine Pistol, Radio Equipment/Officer's Pistol, (Emergency) Gas Mask + Headset]

B COM: Super Heavy Battery #1 [100mm Static Artillery / Secondary Defense Turrets, Engineering Tools/SMG, Gas Mask+Ear Protection]

C COM: Super Heavy Battery #2 [100mm Static Artillery / Secondary Defense Turrets, Engineering Tools/SMG, Gas Mask+Ear Protection]

D COM: Super Heavy Battery #3 [100mm Static Artillery / Secondary Defense Turrets, Engineering Tools/SMG, Gas Mask+Ear Protection]

E COM: [Siege Combat Engineers] [LMG/AA12, Gas Mask+Body Armor/SMG, Steel Ballistic Shield]

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b2a732 No.49538

File: 4713a24783f1ae2⋯.gif (25.57 KB,316x322,158:161,crest196th.gif)

File: 4776bd5c671cc14⋯.gif (140.87 KB,370x465,74:93,f7366b63a4bb98508d738b5a83….gif)

>>49516

CO NAME: COL John P. Reid-Daly

Traits: [Small Arms expert]

Battalion Name: 2nd Path-finding Battalion

Battalion Motto: All Together

Battalion Type: Light Infantry, Pathfinders

Veterancy: [Leave Blank]

HQ: [Advanced Camouflage]

Elements

A COM: [Light Infantry] [7.62×51mm Battle Rifle/9×19mm Semi-automatic pistol/Claymores, Mines]

B COM: [Light Infantry] [7.62×51mm Battle Rifle/9×19mm Semi-automatic pistol/AT Rockets, AT Mines, AP Mines]

C COM: [Light Infantry] [7.62×51mm Battle Rifle/9×19mm Semi-automatic pistol/AT Rockets, AT Mines, AP Mines]

D COM: [Pathfinders] [7.62x51 Battle Rifle/7.65×17mm Semi-automatic pistol/Camoflage]

E COM: [Pathfinders] [7.62x51 Battle Rifle/7.65×17mm Semi-automatic pistol/Camoflage]

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a5e1b9 No.49663

File: dc9b7f10b3ed686⋯.png (1.44 MB,1920x1090,192:109,Papal Knights.png)

CO NAME: COL Franc Celiuena

Traits: [Bishop]

Battalion Name: 5th Knights of Rhone

Battalion Motto: Purge the Heathens, and let God sort them out!

Battalion Type: Foot, Auxialiry

Veterancy: [Leave Blank]

HQ: The Cathedral

Elements

A COM: Rifleman [Assault Rifles/SMGs, Tower Shields with Crosses]

B COM: Rifleman [Assault Rifles/SMGs, Tower Shields with Crosses]

C COM: Rifleman [Anti-material Rifles/Pistol, HE and AP Ammunitions, Flak Grenades]

D COM: Flamers [Flamethrowers/Pistols, Strong Armour, Fuel Canister]

E COM: Priests [Pistol, Doctor Kit/The Holy Book, Incendiary Grenades]

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File: 3c88059bff6516a⋯.jpg (71.53 KB,1024x517,1024:517,1481-9381-0831290-481-231-….jpg)

File: 3f5dc005ef0a9d9⋯.jpg (177.45 KB,1024x728,128:91,570c5ec1fab9c0758ed8a0c533….jpg)

c07eed No.49281 [Open thread][Last50 Posts]

Welcome to Armaea, a world rich in wonder and adventure.

It is the third century that human empire of Barmont has held supremacy above all others and stagnation within its territory begins to set. The Church of Eight Thrones continues to wage holy war against the practitioners of magic deemed to be sin as new worshipers are brought into its folds. The archbishops promise that the site of the Eight Thrones is soon to be revealed. At the same time, Magusar IV The Undying continues to torment the once great nation of Leopozzia as his forces march for power. Amidst this chaos many longstanding smaller nations to the north ally in an attempt to garner territory once taken from them.

These are but a few of the many ongoings of Armaea, what will your story be?

[Please fill out and roll 2d5.]

-Name:

-Race:

-Background:

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603e5f No.49629

Dice rollRolled 83, 57, 53 = 193 (3d100)

>>49609

Name: Shingo

Race: Human

Background: Shingo grew up in a martial arts family, one of the spear spending 30 years practicing before even setting foot outside his meager house. only feed by those who had trained him.

One day however he learned of the existence of monsters, he felt his human limits had been reached. If he were to exceed them he'd have to throw himself into battle against those who are not human. With his spear and a small bag of gold, Now he sets out to the Unified Wilds to prove his strength and kill the monsters!

-Status: [Healthy]

-Mana: [Stable]

-Sign: Void

-Affinity: Manipulation

-Skills: [Hand-to-Hand (Style)] [Polearms (Style)] [Ki Generation]

-Magic:

-Equipment:

Gi, Family Spear

-Inventory:

-Followers:

Action 1-2: "COME FORTH BEAST, DIE BY MY HAND!" he shouts, rushing forth with his spear, attempting to send a flurry of strikes at it.

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d4cd21 No.49641

Dice rollRolled 66, 10 = 76 (2d100)

>>49611

[Yakusha]

-Status: [Healthy]

-Mana: [Stable]

-Sign: Star

-Affinity: Manipulation

-Skills: [Necrotic Regeneration] [Nether Mana Draw] [Enhanced Magic] [Elven Mana Affinity] [Elven Wildcasting (Knowledge)]

-Magic:

>Induce Coma

-Equipment:

>Elven Garb

>Elven Casting Stone

>Malformed Phylactery Stone

-Inventory:

>6 animal carcasses

-Followers:

1. Then realistic it is. begin the grand journey south through the wildlands. I can likely pass myself off as a hunter with these animal carcasses.

2. when I have time I must figure out how to expand my mana stores. I will not always have time to absorb more mana in combat.

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67db75 No.49647

Dice rollRolled 43, 18 = 61 (2d100)

>>49609

-Name: Alboin Aescgard

-Race: Human/Elf

-Background: https://pastebin.com/9mzJA8vV

~~~

-Status: [Healthy]

-Mana: [Stable]

-Sign: Aether

-Affinity: Conjuration

-Skills: [Bows(Style)];[Swords(Style)];[Barmont History(Knowledge)]

-Magic:

-Equipment:

>Common Clothes

>Father's Bow

>20 Arrows

>8 Barmont Copper

-Inventory:

>Odd Tome

-Followers:

1-2; Damn this empire! They ruin my father, and then they steal our land! I will make something of myself and fix this realm, I swear it! But, uh, first, I need to start somewhere… I guess I better get going to that city. Maybe I can find somebody that will offer me room and board for work so I can get situated and familiarize myself with city life. I wonder how big the city will be, Father said they were like hundreds of villages combined into one and all of the people who lived there thieves and murderers. That can't be right, though, right?

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2d4feb No.49649

Dice rollRolled 71, 92 = 163 (2d100)

>>49611

[Ur'Aga]

-Status: [Healthy]

-Mana: [Stable]

-Sign: Star

-Affinity: Deconstructon

-Skills: [Fragmented Touch] [Swords (Style)] [Fragmented Vision]

-Magic:

-Equipment:

>Traveler's Clothes

-Inventory:

>Fragment Stone

-Followers:

—–

1-2. With the revelation burned into his mind Ur'Aga would flee the town making his way through back streets and things. He would steal what he could grab on the way before rushing off into the woods searching for a place to hide.

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d98c90 No.49650

File: d4b4502b56ce0e8⋯.jpg (12.23 KB,236x338,118:169,show-photo.jpg)

Dice rollRolled 3, 1 = 4 (2d5)

-Name: Alfred Sphere

-Race: Human

-Background: A highly acclaimed architect and engineer from Camila, Alfred Sphere was key to several of the states most important technological innovations as well as the rapid growth of its infrastructure. A favorite of the Leader, he is often required to answer to his most ambitious schemes yet, and muster the courage to inform him when such schemes are . . .not feasible. He does always however look out for the betterment of his nation and to further the pursuit of even greater innovative marvels.

Currently, he is on a diplomatic envoy to Rahl, for reasons that perhaps only he himself may now.

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File: 1457768508916.jpg (6.8 MB,2500x1692,625:423,mymap.jpg)

95eced No.24993 [Open thread][Last50 Posts]

Welcome to the shattered world of Praeteria, now emerging from a 700 year darkness, when the old world died in a hail of fire and then smothered under the blanket of an eternal winter. Now the world is putting itself back together, but yet some relics of the old world remain. Tools of war, using technology long lost to the people of this new world; Giant metal gods that range from the size of a large tree to a small mountain. The people who found these machines are the rulers of this new world. You are one of these people, but unlike some of the others around you, the machine you found is relatively weak, but that's not to say you couldn't level a city with it. It is an odd time, with god machine and armored knight roaming the land in stride, but it is also a time of opportunity, as the fledgling nations of the world seek to both expand their borders and deal with neighbors, be it by the quill or the sword, or alternatively, giant laser death cannon.

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95eced No.26683

Dice rollRolled 48, 93 = 141 (2d100)

>>26618

Pilot:

>Name: Nemo

>Faction: Ungorian Freehold

>Fluff:

Yeup.

>Inventory:

+ [Black Cross] – Award won for valor

+ [Personal Journal – titled: “My Struggle”]

>Skills:

+ [Combat Expert] – You’ve been in combat enough to call yourself a hardened veteran, +5 To all combat rolls.

>Flaws:

+ [Anschluss] – You are destined to spread the glory of the Ungorian people, - 5 rolls to conversing with foreigners, and you are oddly compelled to offer them showers

Mecha:

>Name: Deep Blue

>Fluff:

Designed for long term independent and clandestine sub-surface operations "Deep Blue" was constructed to compliment its Captain's vast experience. Equipped with long range scanners and largely offensive weaponry its main advantages are speed and the ability to remain hidden to most means of detection. Generally excelling when it comes to monitoring as well as employing hit and run tactics the Deep Blue is well equipped to swiftly retreat in case of heavy resistance.

Health: 350/450

>Heat Counter: [Chilly]

>Weapons]:

+ [Torpedo Tubes (Body) – Explosive Damage 2d100 (Cooldown 1) (10 Reloads)

+ [Remote Explosives (Left Hand) {Explosive Damage 1d300} (Cooldown 3 Turns) 8 Reloads]

>Upgrades: + [Long Ranger Scanners] – An upgraded sensor suite allows you to detect Enemies before they can even see you.

+ [Gotta Go Fast!] – Your blue-armed bandit is fast as lighting and quiet as a Jew in the Attic, +5 to movement and ambush rolls.

+ [Bipedal] – BPost too long. Click here to view the full text.

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95eced No.26696

Dice rollRolled 75, 70 = 145 (2d100)

>>26677

Pilot:

>Name : Ashkrieg Blitzkun

>Faction : None

>Fluff : Living deep within the tropical jungle bridge west of Heavens Touch, Ashkrieg's family have lived there for generations since before the bombs fell. He lived there with his parents and grandparents, his grandparents dying when he was young, learning how to live in the wild and raid lands across the mountains and sea for valuable resources that they wouldn't normally be able to get. This is important as their assault rifles and mecha require more than just food. Passed down from father to son, when his father and mother died, he was given control of the mecha and the data drives containing their history and amalgamated knowledge and headed east when large nations sea and trade nations started forming in his original raiding grounds. Now established east of Heavens Touch in the forested hills, he rolls out in his mecha, raiding the women warriors, ancient hidden men, and the lands across the desert, trying to forge his own destiny before having children of his own.

Skills : [Cold-Blooded] - Your mutant nature and jungle upbringing has given you many gifts, +5 to PERSONAL combat, infiltration actions and subterfuge.

Flaws : [Simpleton] – Your upbringing has also ensured that any civilized person you talk to will realize how much of a barbarian you were and somewhat are. -10 to conversing with any of the civilized nations. Can be reduced with etiquette lessons

Mecha:

>Name : Sasha

>Fluff : Kept in the family since before the war, it was apparently used by the families enemies before being captured very shortly before the bombs dropped. Its right arm has a heavy gauss rifle on it, useful since manufactured rounds are short in stock while its left arm has a claw for using other weapons and grappling, a sharp or blunt striking weapon on the top of it. Made for insurgency and guerilla warfare, top has lazer and Post too long. Click here to view the full text.

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95eced No.26701

Dice rollRolled 88, 45 = 133 (2d100)

>>26617

Pilot:

>Name: Alexander Konar'Triarii

>Faction (If belonging to one): None

>Fluff [How's your pilot different from everyone else?]: Alexander was anointed as a Pilot at an incredibly early age, after finding the Sun Spider stored within a capsule half buried in the shifting sands. Running off from his tribe, the young boy removed the covering from the small mech. Receiving his marks at only fourteen, he has had over a decade to master it's use, in both combat and scavenging.

>Inventory: [Tribal Spear] – Your last testament of your old life, it still has a lock of your mothers hair around the base of the tip

[Whole lotta scalps]

>Skills: [Piloting Proficiency] – You’ve been in your mecha for over a decade, and in that time you’ve learned it inside and out. + 5 to all repair, modification, and exploration rolls involving your mech.

>Flaws: Your tattoos and dialect give it away, you’re a tribal savage. The civilized nations look down upon you. -5 to all conversing rolls with people of the nations.

Mecha:

>Name: Sun Spider

>Fluff [How's your mecha different from every other one?]: While most of the Iron Gods are massive machines of steel, the Sun Spider is unique in it's size. Only nine feet tall, the miniature mech is capable of amazing feats of agility. Each of it's four hands have specially designed pads on the fingers and palm, allowing it to climb up vertical and flawless surfaces. Limited to close range weaponry, the four arms house a pile bunker, a low caliber machinegun, and two sawblades.

>Heat Counter: [Chilly]

Health: 150/150

>Heat Counter: [Chilly]

>Weapons: + [Small Pile bunker (Right Arm) {Impact Damage 1d150) Can only be used in cPost too long. Click here to view the full text.

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1b1ec8 No.49260

hey

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9ae7d8 No.49477

update when?

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File: 02f27da23b56a88⋯.png (1.87 MB,1385x1080,277:216,sketch-1534532232819.png)

1dc820 No.49268 [Open thread][Last50 Posts]

This is Hyrule Hero Builder. It takes place in the ZeldaVerse, but everything is not and will not be canon. Names such as Princess Zelda or Ganon can be assumed to be distant relatives or unrelated beings in an alternate timeline to the Zelda lore. With that said, there may be some easter eggs tying back to Orcarina of Time, Majoras Mask, Wind Waker, etc.

Deaths will happen and might happen frequently. Don't expect to live long and don't take your characters' deaths personally.

There will be a background plot (of Ganon trying to destroy the world), but the game will be open world and your actions are your own. You may participate in the global war or treat the game like Harvest Moon and take up Farming on Lon Lon Ranch.

To join, fill out the following:

Name:

Race:

Fluff:

- do not fill out below this line -

Hearts: ❤❤❤

Abilities:

Inventory:

Other:

These are the available races:

Human

Hylian

Deku

Zora

Goron

Kokiri

Korok

Minish

These are the available races under Ganon:

Moblin

Stalphos

Poe

Gerudo

If you want to play a race that is not mentioned here, just ask.

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cdbbea No.49445

Dice rollRolled 25, 32, 21 = 78 (3d100)

>>49441

Name: The Ash King

Race: Lizalfos

Fluff: The Ash King was once like his lesser kin, endlessly scheming against his kin to show his superiority. That is until Death Mountain Erupted. Having settled near the peak of that mountain, Ash had taken the brunt of that explosion, but while other weaker creatures perished he had fully breathed in the fumes and washed in its ashes. When he awoke, he was surprised to see that he did not become one Stalizalfos, but was instead alive and whole. His skin became black, his natural camouflage excelled in the dark, and he breathed a poisonous miasma of ash. Seeing this as a sign of being chosen for something greater, The Ash King took up his title and seeks to rally his kin to his cause of destruction.

Hearts: ❤❤❤

Abilities:

[Natural Predator] you have sharp claws and teeth that make unarmed attacks dangerous against unarmored foes

[Night Stalker] you blend into dark areas and are hard to see when motionless

[Stealthy]: you are able to move silently and go unnoticed in areas that allow for stealth. You are also able to cover your tracks when you take the time to do so

[Ash and Decay] you can breathe a poisonous miasma of ash directly in front of you (this is a physically exhausting ability to use)

Inventory:

[Goron Sledge]: this weapon is incredibly heavy and while useable, it is difficult to wield

Other:

1. HAHAHAHAHA! The sledge is mine and those stupid goron could never find me. It is however, quite unwieldy and attempting to strike with it leaves me open to reprisal. I must find something to cripple and then I will be able to freely practice my strikes on a living target without risk.

[Natural Predator][Night Stalker][Stealthy]

2/3. With my blessed form, recenPost too long. Click here to view the full text.

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2d7e9f No.49448

>>49436

Name: Darus

Race: Wizrobe

Fluff: Darus is a young wizrobe, only recently receiving his big hat and robes. He has learned the basic magics required and was asked what magics he wished to specialize in. 'All of them' was apparently not the right answer. He refuses to give up, however, and plans to push forward on his own if he has to to master all schools of magic and become the greatest Wizzrobe to ever live.

Hearts: ❤❤❤

Status: Exhausted: you cannot cast spells, use abilities or do anything that is physically demanding. Your attacks are weaker and you move slower

Abilities: [Din's Blessing] you can form a small fireball in the palm of your hands and project it forward in a straight line. the bolt of flame is no bigger than a golf ball and causes no physical damage, but burns incredibly hot (this is a physically exhausting ability to use)

[Nayru's Blessing] you can take from your lifeforce (self inflict damage) to remove physical fatigue caused from casting spells

[Farore's Blessing] you can instantly teleport a few feet in front of you in a straight line (this is a physically exhausting ability to use)

[Researcher]: you are a skilled researcher. you are able to obtain information easily and have good success with your research actions. you are also able to research secret and hidden things

Inventory: Crude Brown Robe

Crude Brown Hat

Free: Hm. This will equate with BURN. Find a torch, one of the other wizzrobes probably have one, and use it to light the three holes in the floor. Most likely this will open up a hidden passage found under the stone slab.

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bbd34c No.49449

Dice rollRolled 61, 86, 34 = 181 (3d100)

>>49441

Name: Truk

Race: Goron

Fluff: Truk has lived most of his life in and around Death Mountain. He has spent most of his life dealing with monsters that come too close to Goron City or that bother travellers trying to reach it. Years of rolling around the mountain passes mean he is particularly hardy even by Goron standards, and countless monsters have been crushed to paste by his bulk or pounded to mush by his fists. He likes to always be doing something and gets restless if he feels he isn't being of use to someone or something.

Hearts: ❤❤❤

Abilities:

[Endurance]: You are able to do strenuous activities for longer periods of time without tiring out.

[Giant's Strength]: You can lift, push, drag and throw large objects (this is a physically exhausting ability to use. fatigue gained from this ability depends on the size and weight of the object being moved)

[Stone Figure]: You are incredibly heavy. things that you fall on are crushed under your weight. you have no buoyancy in water and although you are unable to swim, you are able to walk along the bottom of bodies of water. you are difficult to move or grapple

[Goron Roll]: You can curl into a ball and roll quickly down ramps and hills. with enough momentum you become a dangerous force of nature, though stopping may be difficult

[Unarmed Combat]: You are decent at hand to hand combat, but are still outmatched by opponents wielding weapons.

Inventory:

Other:

1-3: Never got hold of that weapon, maybe that's just fate telling me fists are all a goron needs. After all, if you dig a tunnel with them you should be able to bash a monster. Let's take a roll around the mountain. Perhaps I'll find the thief who was sneaking about the cave, or perhaps other monsters trying to come into goron city since the eruption.

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ee1b74 No.49450

Dice rollRolled 77, 9, 42 = 128 (3d100)

>>49439

Name: Elasha Dekule

Race: Hylian

Fluff: Royalty sent centuries ago to serve the Deku King and bring Hyrule and the Deku people closer together. Elasha's people serve as advisors and stewards for the Deku Kings, helping them manage their lands and ensure peace with Hyrule. Though the Dekule still serve the same functions, their fortunes have gone down, now living on an estate in western Deku lands, along the Gerudo border. Hyrule maintains minimal contact with them, focusing on their other frontiers, and so the salary they received from their distant cousins has not been sent in at least a century. Elasha's only connection to their royal heritage was the education they received being taught to read and write and calculate numbers, otherwise, they lived the life of a typical provincial baron, learning how to use a bow and sword and shield, when to harvest and switch crops, what species live where and prefer what. That all changed when a Gerudo raiding band rode to their estate while most of the family was at a gathering in the Deku Palace. The Gerudo stole food and supplies, some servants, and Elasha. Elasha was too young to breed with the Gerudo, so they were enslaved and used as a servant themself. Sent to a far out Gerudo village along the northern coast, Elasha proved themself enough to be assigned as the village chief's personal assistant. Though it's been a few years since Elasha had been captured, their short stature and girlish figure meant many had forgotten about Elasha's potential. Elasha uses the bow as good as any trueborn Gerudo, but their real strength lies in their intelligence, which Elasha has used to make their village one of the more successful ones, which the Chief has appreciated immensely.

~~

Hearts: ❤❤❤

>Abilities:

[Archery]:you are skilled with a bow and can use one without penalty;[Horseback Riding]you are skilled at riding a horse and can ride one without penalty;[Mounted Archery]you are skilled at archery while mounted and can shoot a bow from horsebackPost too long. Click here to view the full text.

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7e1a67 No.49451

Dice rollRolled 94, 9, 98 = 201 (3d100)

Hearts: ❤❤❤

Status: [Exhausted, Ends Turn 4]

Abilities:

>[Hidden Warrior - 6 Seconds]

>[Secret Technique]

>[Researcher]

Inventory:

>Crude Kunai (1)

>Crude Kunai Sheath (Holds 3)

>Crude Sheikah Garb

>Crude Qurterstaff

>World Map

Other:

1. The area is more dangerous than expected, though that very danger is what I was looking for, after all. For now I should find a secluded position to set up a camp and catch my breath.

2. After that I'll investigate the dead goron and his belongings, hopefully after the dodongo has moved away. I'm in no condition to deal with such a beast, though I'll certainly look into dealing with it later.

3. Finally I'll scout around the Goron Fortress and look for an entry route. Ideally I'll be able to slip in without being detected. The sooner I can reach the chief, the sooner I'll know where to look for the Spiritual Stone. Perhaps he'll be able to alert me to other troubles the village faces at the same time.

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File: 1463587946259.jpeg (84.02 KB,736x526,368:263,image.jpeg)

3fe449 No.27177 [Open thread][Last50 Posts]

CRISIS: Operation I [HAVEN]

A Mech Builder By: Crimson

You are a newly drafted pilot for CRISIS, a specialized mech initiative built to combat potential threats to humanity by various factions and raiders still suffering from the Eighth War’s fallout. As a new member, you are ranked as E Class, leaving you with few rights in the organization and barring you from making your way far from the hangar without being deployed officially. You are treated as highly expendable, given only a stock bipedal design mech. With proof of success, however, you will be promoted, allowing you further freedoms.

You are soon to be deployed on your first mission, reconnaissance of a now ruined city known as Haven. The city was destroyed during the Eighth War when the Royale 21 attempted to make a move on Moman territories. Initial reports have detected movement in the area, and your squadron, 564-E, is in charge of identifying and potentially pacifying whatever threat may be lurking.

>Fill Out The Following:

-Pilot Name:

-Pilot Age:

-Pilot Bio:

-Preferred Role: (Breaker, Guardian, Scout)

-Mech Name:

-Mech Size: (Small, Medium, Large)

Hangar Turns Remaining Before Operation: 3

-Roll 2d100 with 2 Actions Each Hangar Turn-

-Use these turns to prepare for missions.

-If your mech is damaged from previous missions, use these turns to do so.

-You may have your pilot train physically during Hangar Turns

-You may acquisition new parts or weapons for your mech.

-You may use hangar turns to request further information about the operation.

-You may freely fluff during Hangar Turns without expending rolls.

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3fe449 No.27929

Dice rollRolled 51, 1 = 52 (2d100)

Name: Organa Moreland

Pilot Age: 22

Pilot Class: E

Role: Breaker

Pilot Bio: Organa is, in all honesty, something of a washout of the pilot program and kind of a loser. Indeed, if her own merits had been inferred from testing, she shouldn't be in the program at all: she is clumsy, lazy, mildly annoying, smells a little, and has a tendency to ramble on about topics she has no real business discussing. She is also sometimes prone to fits of drama and doesn't really wash her hair very much (hence the smell). However, Organa is a very fine pilot for reasons that aren't exactly clear: she has an intrinsic understanding of most forms of technology – mecha or otherwise – and simply understands even the most outrageous forms of artifice without any training. This is obviously useful when piloting a particularly large form of techno-artifice. Now, while many tests have been undertaken to understand Organa's technological intuition, few have resulted in any empirical research of substance. Despite that the CRISIS leadership still keeps her around as a pilot due to her apparent 'skill'…but she will never ever be in any command role. Ever. Ever ever. Did I mention ever? Ever.

Bonus: Organa’s intuition allows her to manipulate machines with ease. Installation of new equipment by her to a mech is always successful (with the exception of nat1’s) and rolls that would normally be successful without the bonus give an additional +1 towards installation completion. (ex. A ⅕->⅖ becomes ⅕->⅗)

Mech Name: Baudrillard-01

Mech Size: Small

Mech Type: Bipedal

Control Type: Manual Cockpit

Model: CRS Standard MK V-SMBR

STR: 4

END: 2

DEX: 4

POW: 8

Weapon 1: Blast Pistol

Weapon 2: Prototype Beam Lance MK I

HP: 43/50 {"Nicked"}

AO: Advanced Sensor Array

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3fe449 No.27933

Dice rollRolled 13, 98 = 111 (2d100)

>>27906

-Pilot Name: Eric Strausheim

-Pilot Age: 24

-Pilot Class: E

-Preferred Role: Guardian

-Pilot Bio: Erik came to the Attention of Crisis command not long ago. When Pirates made primarily of the former Zelsar Republic's 4th strike legion raided Erik's home colony of Himmelhiem. The pirates fell upon the colony's defenses hard and fast, sweeping aside the paid mercenaries and the colony's official standing army in short order. Thus the militia was called up. Erik grabbed his Industrial mech and joined them, forgoing some hastily welded on weapons by desperate engineers for more and heavier armor. When the raiders moved to his home city of Burgsolm he and 14 other industry mechs attendant with a motley collection of vehicles and volunteer infantry faced off against 10 battlemechs of various size and their support forces. Thus the battle started on the outskirts of the city

Initially the pirates with superior equipment and motorized forces held the advantage, dealing horrible damage from range to the militia. Indeed 4 industrial mechs fell with no exchange being made. Erik seeing this took command of his sector and called his forces to retreat deeper into the city and bunker in, the rest of the militia soon followed. The pirates sensing an advantage decided to press hard. That mistake cost them greatly. The radier had charged straight into a meat grinder and battle of attrition. Wherever they walked mine and IED went off, damaging vehicles and killing infantry. Militiamen took pot shot with high bore rifles and improvised rockets from buildings only to disappear. Lighter industry mechs lead the pirates into ambushes. Erik himself crushed 5 enemy hover tanks and a war mech with his drill before the raiders responded. Even while taking extreme amounts of enemy fire Erik coordinated with his fellow militia call in flank attacks and ensuring the safety of his forces, often by absorbing even more fire. The pirates broke in time their losses too heavy to sustain the offensive. Erik survived the battle, beaten, bloody and bruised, Post too long. Click here to view the full text.

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3fe449 No.27957

Dice rollRolled 99, 48 = 147 (2d100)

>>27906

-Pilot Name: Nicholas Bertram

-Pilot Age: 23

-Pilot Class: E

-Preferred Role: Scout

-Pilot Bio: An excellent pilot and convicted criminal Nicholas was picked up by the CRISIS initiative from his cell as a means of bolstering ranks in return for reduced or expunged sentences. Nicholas is of special note as his crime spree was based around the theft and disassembly of civilian and industrial class mechs for sale or to use as parts in some less than legal activities and was eventually brought down in a sting operation to take down a larger criminal organization where he went peacefully. As such Nicholas is a practiced hand in piloting and modifications for a wide variety of control systems and mech frames. Upon finding his assigned mech Nicholas immediately performed a variety of decorative changes and sacrificed most of it's secondary defensive systems for increased alacrity and range of motion after sealing the hangar doors to prevent interruptions.

-Bonus: Thanks to his knowledge from dismantling civilian mechs, Nicholas can identify nearly all registered parts on the market as well as remove them with ease. All rolls to dismantle mechs (or remove specific parts) and identify parts are automatic successes (with the exception of 1's).

-Mech Name: Wagner

-Mech Size: Small

-Mech Type: Bipedal

-Control Type: Manual Cockpit

-Model: CRS Standard MK V-SMSC

-STR: 3

-END: 2

-DEX: 5

-POW: 8

-Weapon 1: Blast Pistol

-Weapon 2: Disruptor Glove

-Ongoing training: 3/4 Dynamic vision

What with being on the far side of a massive wall and lacking in the proper tools for any kind of quick repairs young Nicholas engages in the only actiPost too long. Click here to view the full text.

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3fe449 No.27969

Dice rollRolled 62, 88 = 150 (2d100)

-Pilot Name: Katerina Anisimov

-Pilot Age: 22

-Pilot Class: E

-Preferred Role: Breaker

-Pilot Bio: (Place Bio Here)

-Bonus: Thanks to Katerina's study in technology design as an engineer, she excels at non-mech technology design, and automatically succeeds and gains one extra point towards project completion when designing weapons for mechs to use.

-Mech Name: The Leader's Hammer

-Mech Size: Large

-Mech Type: Bipedal

-Control Type: Manual Cockpit

-Model: CRS Standard MK V-LGBR

-STR: 4

-END: 4

-DEX: 2

-POW: 8

-Weapon 1:200mm Howitzer

-Weapon 2: Shock Machete

1-2. Rush to Organa.

Katerina sets her mecha to full speed having heard a fellow pilot in distress on the radio

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cde4be No.49259

heu

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File: e871c637de2e1a3⋯.png (254.48 KB,800x1129,800:1129,JAPANBLANK.png)

b5be5a No.47694 [Open thread][Last50 Posts]

Hidden Clans Builder

It is the Heian era of Japan. The four clans, the Minamoto, the Taira, the Fujiwara, and the Tachibana are in contention, the great clans nearly at war with one aother. You are the leader of a ninja clan, newly formed, and seeking wealth, power, and prestige in this world on the brink of war. You are not the only things that lurk in the shadow as youkai, oni, and even worse things are causing incidents all across the Land of the Rising Sun.

You will need…

Clan Name: The name of your clan

Leader: This is your leader of said clan

Color: Your color please no white, black or gray.

Strength: Used for combat and assassinations

Agiity: Used for stealth and those crazy ninja jumps

Wits: Used for traps, illusions, etc

Mysticism: Used for ninjutsu, mystic seals, etc

Tenacity: Used for willpower and health, each "failure" result will take away 1 health. You reach 0 health, you die. E Z.

Territory & Holdings:

Province Name (Number) [Holdings] Holdings will have a benefit on certain actions within a territory, such as a fortress helping defend against attacks, or Training Grounds giving a bonus

Clan Trait:

[Trait] You give me fluff, I give you mechanic. This should be some sort of genetic thing, or a training specialization. Like [Oni Blood] or [Blessed Weapons] etc. Remember the more narrow the skill is, the bigger the bonus it'll give.

Followers & Equipment:

Leave blank - followers and equipment may give bonuses past the stat cap of 20 if used on a roll. Followers or items may also be sacrificed to avoid taking damage (followers die or sacrifice themselves, equipment will break).

PLAYING THE GAME

d10's on stats. The inverse of what you roll iPost too long. Click here to view the full text.

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7cb570 No.48007

File: b179b6bc9b82465⋯.png (253.04 KB,800x1129,800:1129,JAPAN_4revised.png)

>>48006

>>47898

It's been brought to my attention that I fucked up. The progress on conquering Ise was already at 1 / 2.

In the future keeping track of your own math helps me *immensely* (not that you have to, just that it helps me from making errors like this. Updated map on this post.

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485300 No.48008

Dice rollRolled 77, 27, 84 = 188 (3d100)

>>48007

Clan Name: Kyudenmon Clan

Leader: Koken Kyudenmon

Color: Purple

Strength: 10

Agility: 8

Wits: 2 (1/2)

Mysticism: 9

Tenacity: 8

Koku: 17

Territory & Holdings:

Yamato (37) [ ]

Ise (42) [ ]

Clan Trait:

[Kekkaijutsu] +5 Mysticism versus inhuman creatures

Fluff:

The Kyudenmon Clan is not a typical ninja clan, as they were created from the union of a relatively minor ninja clan and a once powerful but waning clan of onmyouji. However what this clan lacks in influence, they make up for in ability. The members of this clan are trained to use both ninjutsu and onmyoudo in tandem to great success, becoming a uniquely mystical type of ninja. In particular, the Kyudenmon Clan inherits an ability to create kekkai, barriers that can enclose enemies and constrict them, or be cast as a defense against attacks. With these powers, Koken seeks to eliminate the inhuman creatures lurking in the shadows of this land that would terrorize and slaughter the helpless people.

Followers & Equipment:

[Second Temple Shakujo, Level 2] +2 on Mysticism rolls

1-2. With his mission complete, Koken sets out not for home, but North. He's heard rumors of the yuki-onna, and a gathering of youkai is most ominous. The nobles may feel safe in their castles, but Koken knows the dangers the nation could be facing

3. He has however heard the good news from back home, that efforts to establish in Ise were successful. Between tPost too long. Click here to view the full text.

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8eb846 No.48009

Dice rollRolled 77, 54, 48 = 179 (3d100)

Clan Name: Keikain Swordsmiths

Leader: Yoshimitsu

Color: Orange

Strength: 7

Agility: 2

Wits: 7

Mysticism: 2

Tenacity: 7

Koku: 9

Territory & Holdings:

Oki (30) [Keikain Forge] - You may spend up to 3 actions a turn crafting swords. You may sell those swords to the samurai, and earn 1 koku per action spent this way.

Province Name (30) [Oki]

Clan Trait:

[Peerless Blades]:

May purchase equipment for 1 less koku, and swords for 2 less koku (per "level")

Fluff:

Passed down for generations the Kekain Swordsmiths are renowned across the lands for their blades, infused with magical power and other interesting abilities, they make only swords and nothing else however, making them quite rich during war time. but poorer during peaceful times.

There can only exist one Keikan clan member at any time unless they're getting an apprentice to pass down the techinques. This makes the time for swords quite long, but ensures the quality of them.

They all take the name Yoshimitsu Keikan during the ritual of which they ascend to become the clan member, but when they do they have to kill the current holder of the Yoshimitsu title.

Followers & Equipment:

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9f2809 No.48010

Dice rollRolled 87, 35, 81 = 203 (3d100)

>>48006

Clan Name: Catgirls of Death

Leader: The Demon Catgirl

Colour: Very Dark Red

Strength: 6

Agility: 10 (1/2 Progress)

Wits: 3

Mysticism: 3

Tenacity: 2

Koku: 27

Territory & Holdings:

Satsuma(2)

Clan Trait:

[Way of the Cat] Agility rolls always get a +5 as long as the ninja has freedom to move.

Fluff:

The Catgirls of Death are, as the name would suggest, a clan of catgirls who dawn cat-claw blades and hoods especially shaped to cater for their cat ears. This affects their combat with specialised training in traversing whatever terrain they encounter, moving in the shadows and stalking their prey, before pouncing in for the kill with lightning-like speed.

The Demon Catgirls partake in demonic rituals and meditation in order to decide on their targets. Their leader, nicknamed "The Demon Catgirl", is a master of their fighting style who has sworn to spread their area of influence.

Followers & Equipment:

Actions:

1&2. The Demon Catgirl uses her speed and agility to her advantage to rush and dispatch the overseer of the mine.

3. Take the spoils back to the hideout and train in agility.

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f636d0 No.48011

Dice rollRolled 6, 90, 8 = 104 (3d100)

>>48006

Clan Name: Kabu Clan

Leader: Rubin III

Color: Green Jacket

Strength: 5

Agiity:7

Wits:7

Mysticism: 5

Tenacity: 4

Territory & Holdings:

Province Name Bingo 20

Bingo (20) [Gambler's Den] - Every turn you may roll an extra d100. On a 1-50 you lose 1 koku, on a 51+ you gain 1 koku. You may add bonuses to this extra roll. This province also earns 1 extra koku during Harvest.

Koku: 5

Clan Trait:

[Trait] [Fate of Mankind]

> Your clever tricks can overcome obstacles in ingenious ways. You may swap Agility and Wits rolls at will.

Followers & Equipment:

"The clan of master thieves. A true thief is never caught. He goes where he wants and takes what he wants. He always has something up his sleeve." These were the words of the first generation leader and now it passes on to Rubin the IIIrd. It is a clan of tricksters, actors, and gambling masters. If the leader is ever caught he has always found a way to escape punishment. Somehow his favorite horse Otsuka is always hidden nearby ready to speed them both away.

The List: 0 Sucker. (Your next Failure result is lessened by one step)

(Wits+ progress: 1 / 2)

(Conquer Aki progress: 1 / 2)

(Mission Progress: 1 / 3)

1 Conquer Aki 1/2. This time the treasure we seek is the faith in their hearts, and the koku in their pockets. "DONATIONS TO THE TEMPLE! YUKI-ONNA PLOTTING TO TAKE YOUR HUSBANDS AND YOUR CHILDREN! GIVE TO THE TEMPLE BEFORE ITS TOO LATE!"

2/3 Mission Progress: 1/3 Well it would be difficult, but if they have a froPost too long. Click here to view the full text.

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File: bafff566b4a8b35⋯.jpg (1.5 MB,2000x1333,2000:1333,warhammer 40k builder.jpg)

84acc5 No.47656 [Open thread]

In the grim darkness of the far-far future there is only the shining light of the God-Emperor of mankind to pierce the dark unknown chaos of the warp.

You are the chaptermaster of a newly formed chapter of space marines sent to establish a foothold in a completely uncharted territory.

For the glory of the emperor you are to investigate the many planets littered throughout this portion of the galaxy and act on several missions that range from recovering foul xenos artifacts for the inquisition to eradicating xenos scum and heretics alike, in addition you are also under orders to bolster your chapters forces by recruiting from nearby worlds to help your chapter grow, but this reminds me.

Who exactly are you and what is your chapter?

—————————————————————

Chaptermaster Name:

Current wounds: 25/25

Backstory:

Primarch:

—————————————————————

Name of Chapter:

Chapter backstory:

Homeworld: Choose one of the unclaimed worlds featured on the map

—————————————————————

Current Squad Roster

[ ]

[ ]

[ ]

[ ]

[ ]

—————————————————————

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cb528c No.47987

Dice rollRolled 24, 75, 89 = 188 (3d100)

>>47948

Chaptermaster Name: Asmar Steyn

Current wounds: 25/25

Backstory: Born 200 years ago Asmar was the Captain of the second company of the ill-fated Descending Swords chapter who were ripped into civil war by the corruption of chaos, Asmar and his company were spared as they were quelling a xenos incursion in another sub-sector but the rest of the chapter was not so fortunate. After discovering the hand of Tzeentch controlling the chapter the inquisition was swift to declare the chapter Traitorus Excommunicatus and spread a call to arms to purge the galaxy of their presence, Asmar and his company were given the chance to redeem their honour and be in the first wave against the Fortress Monastery. Had it not been for the valour and dedication the 2nd company had brought the survivors would've likely been relegated to joining deathwatch or being requisitioned for inquisitorial retinues but instead for his tactical prowess and personally slaying his former chaptermaster in a duel Asmar was awarded a place at the formation of a new Chapter with the goal of cleansing the taint of heresy from the region.

Primarch: Rogal Dorn

—————————————————————

Name of Chapter: Penitent Swords

Chapter backstory: Formed under a special founding the Penitent swords are severely understrength made up of only the surviving second company of the Heretical Descending Swords, the recruits they've been able to pull from their new homeworld, an oversized contingency of chapter Chaplains to bring the penal recruits up to standard and cleanse any presence of chaos and the Fortress Monastery they converted from the second company's battle barge. They are here to root out the corrupting influence of chaos in all it's forms and hopefully prove themselves worthy enough to recieve aid from the local adeptus mechanics to rebuild their armoury.

Homeworld: Malaziel

Controlled Worlds:

Chapter Strength: 200

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

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7cef6e No.47989

File: a83910807789377⋯.jpg (5.66 MB,1801x6326,1801:6326,fuklaw__planetfall_by_gann….jpg)

File: 8152d69f7be219d⋯.jpg (142.74 KB,800x600,4:3,800px-Angry_4.jpg)

—————————————————————

Chaptermaster Name:

Temperus Maximus

Current wounds: 25/25

Backstory:

Temperus Maximus is the Chapter Master of the Angry Marines, by virtue of being the angriest Marine in the chapter, if not in the entire Imperium of Man. He's got a pair of chainfists with assault cannons built in and Khorne is fucking scared of this guy. He is constantly entombed in Artificer Terminator armor, not in order to protect himself, but to protect enemies and allies alike from the sheer RAGE he outputs unchained. He is never seen without the Angry Primarch's heirloom; an adamantium cigar that none but the living embodiment of the Imperial middle finger can smoke.

It is believed by many imperial citizens that Temperus Maximus is the holy equivalent of a daemon prince since his anger is beyond even the Emperah's comprehension.

Records say that an entire World Eaters Warband ran like little pussies just by the sight of this angry beast and it is unknown how old he is but he's been around for quite a while though, His main goal is to teach the World Eaters just who is the angriest space marines around.

Primarch:

Rachnus Rageous

—————————————————————

Name of Chapter:

Angry Marines

Chapter backstory:

https://1d4chan.org/wiki/Angry_Marines

The Angry Marines, the Emperor's angriest sons, have brought their anger to this part of the Calixis Sector, establishing a foothold near those FUCKING CUMGUZZLING ORKS at Falcon's Fall Gamma. They'll do their job just as they always have, as angrily as possible, and their goal is to SERVE THE MOTHERFUCKING EMPEROR AND WIPE OUT ALL THESE MOTHERFUCKING HERETICS, XENOS AND MUTANTS! KILL 'EM ALL! ALWAYS ANGRY! ALL THE TIME!

Homeworld: Falcon's Fall Gamma

Controlled Worlds: Falcon's Fall Gamma

Chapter Strength: 200

—————————————————————

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7cef6e No.47990

Dice rollRolled 22, 56, 18 = 96 (3d100)

>>47989

FUCK SHIT PISS I FORGOT THE GODDAMN DICE

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fd5347 No.48001

Chaptermaster Name: I'rin Zh'tash

Current wounds: 25/25

Backstory: Chosen to lead this branch chapter and the expedition in general, the trait which most defines I'rin Zh'tash is "The Emperor's Foresight". Some claim him a Psyker, though any Librarian will clearly tell you this is false. Instead, I'rin Zh'tash, even for a space marine, shows an aptitude for assessing, analyzing, and adapting to any situation given to him. Wisdom is not the state of having knowledge, but knowing how to act when one is lacking in knowledge.

Working with Planetary Defense Forces, the Imperial Inquisition, and his own Space Marines he aided in the cleansing of several worlds of insidious threats as Chaos and Genestealer Cults, suppressing Ork infestations, and other threats. Thus he was chosen to lead this new expedition into the unknown and unexplored Calixis sector.

Primarch: Vulkan

—————————————————————

Name of Chapter: Fiery Aegis

Chapter backstory: War is not just conquest, it's also occupation. The Salamander Chapter cannot always remain in one place to secure a territory after it has been conquered. Created somewhat Adhoc, the Fiery Aegis were explicitly tasked with the duty of maintaining and protecting the Imperial citizenry. Where other armies like the Imperial Guard would have seen this as either humiliating, boring, or a respite, the Fiery Aegis adopted their task with typical Salamander enthusiasm. Like their parent chapter, the Fiery Aegis show a care for the lives of the Emperor's citizens and faithful, more so than most chapters, tempered still with unwavering duty as both Space Marines and the Emperor's Space Marines. They would never place the lives of citizens above their mission, but neither would they ignore them if given the chance.

In the many centuries since their founding, having guarded the Imperial planets and worked alongside their PDF's, the Fiery Aegis have fostered a cooperative spirit among the Imperial Guard, particularly those in the sectPost too long. Click here to view the full text.

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fd5347 No.48003

Dice rollRolled 54, 46, 83 = 183 (3d100)

>>48001

1. The reason we are here is to aid in the facilitation of a new colony, one which will be the beginning of a new recruiting world for the Salamanders.

Coordinate with Chapter Command and see how the plan is going.

2. Locate and find any local imperial forces, particularly any of the Imperial Guard.

3. Orbit the planet and look for a good location for a defensible base of operations on the planet.

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File: 6534fd858a265fa⋯.jpg (1.2 MB,1800x1400,9:7,first.jpg)

515258 No.46807 [Open thread][Last50 Posts]

"An exiled god is sent by the greater divines for one last quest to prove himself and join eternity. His mission takes him to a forsaken realm where civilization has just sprung. The god must shape balance and harmony between the fantastical races of the realm, yet he is soon to find out how ambitious, power hungry, and defying mortals may be…"

> straight forward and aggressive approach! The game should end in about 15turns(+-5)

> Its not exactly a builder, its a "Game-y" game with competitive elements and strict rules, Civ-Board game hybrid

> Don't need to track your sheet after creation! I have a program that does it automatically

> Sociability is key, I need 6 active players who are willing to negotiate and talk in the discord channel too

Sheet to create a fantasy Nation(5 nations): https://pastebin.com/RJerY4ET

* Please make sure you have not picked a location someone already took.

> Possible Actions: https://pastebin.com/pVhDseLZ

* This is the actions you can make each turn once the game starts.

God actions (you can't pick god, reserved): https://pastebin.com/RYwzfA0e

How to win

> "Supremacy": Be the first nation to own 7 cities

> "Unleash Hell": Conquer the portal tile by fighting an NPC army of 20,000 strength representing the guardian army of the god.

> "Ascend": As the god, reach 400 power before any nation finishes the "Unleash Hell" objective

227 postsand93 image repliesomitted. Click reply to view. ____________________________
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63f7cc No.47606

Dice rollRolled 2 (1d4)

>>47475

rollin

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63f7cc No.47614

Dice rollRolled 29, 83, 82, 3, 11, 11, 94, 85 = 398 (8d100)

>>47475

'Faith Keepers ' Information:

Nation Perks: Druids, Theocrats, Humbling-Heretics, Demon-Bane, Imperial

5080.0 Population (+800/t)

315012 Gold(+243840/t)

6122 Army strength ( 6/7 Elite Armies. 9 Total Armies)

12085/22000 Progress (+10700/t, Level 7)

13 Faith

'Warriors of Bobius ': 672 Strength (Elite, War-Clerics, Heavy-Armor, Two-Handed)

'White-apple Guard ': 796 Strength (Elite, War-Clerics, Heavy-Armor, Two-Handed)

'3rd Banner of the Faith ': 428 Strength (Elite, War-Clerics, Heavy-Armor, Two-Handed)

'The Arc of the Beast ': 1030 Strength (Growing-Hunger)

'the Redeemed Tribe ': 596 Strength (Elite, Agents, Heavy-Armor, Two-Handed)

'Temple Guard ': 436 Strength (Elite, Agents, Heavy-Armor, Two-Handed)

'The Sleeper ': 740 Strength (Siege, Quake)

'Heretic Hunters ': 628 Strength (Elite, Agents, Heavy-Armor, Two-Handed)

'Berserk Lords ': 796 Strength (War-Cleric, Light-Armor, Two-Handed)

1 Build Mine

2 Masterwork Weapons Warriors of Bobius

3 Masterwork Weapons White-apple Guard

4 Masterwork Weapons 3rd Banner of the Faith

5 Masterwork Weapons The Redeemed Tribe

6 Masterwork Weapons Temple Guard

7 Masterwork Weapons Heretic Hunters

8 Free Prayer- "We wish once more to ask for the Underground River. Our armor is too heavy to cross the great plains and raid the elves in their forests."

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9372bc No.47892

File: fd35122c3d05976⋯.jpg (462.99 KB,1272x719,1272:719,1ie4cu.jpg)

GOD TURN

The Lord of Order frowns as he looked down on the world to see that the Serene Khanate, who he had all too generously granted one last chance at mercy and peace to, had foolishly broken their pact of non-aggression and attacked the eastern druids. He would not be so foolish as to grant mercy again. Though the Order of the Emerald Mantle had grown prideful, sinful and decadent, spitting in the face of order, they were not the true problem right now, and so the Lord of Order issued his proclamation: "Followers, to arms! The Serene Khanate has rejected my simple terms for mercy and is now laying waste to the eastern forests, summoning many demons and greatly disturbing the order we all hold so dear. It is now time that they learned the true price of such treachery! If they will not listen to order then I call upon you to bring order to them, by force if necessary! Though it pains me to do so I order the subjugation of the Serene Khanate!"

Prayer: Grant Morgoth's prayer

Action: C R U S A D E

Commandment: Give a commandment to the Enveloping Kingdom of the Membrane to attack the Serene Khanate, regain their lost honor and help to restore the order to the world

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9c0fce No.47895

Do we post now?

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0dbd37 No.47995

>>47895

soon, probably sunday. sorry got shit ton of work right now and barely any free time. I'll update soon as i'll have the time to do so

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File: 0a6e1a1953cfe3e⋯.jpg (155.4 KB,1132x706,566:353,download (2).jpg)

9a583b No.47291 [Open thread][Last50 Posts]

It burns. It feels like an eternity of agony as all you once were burns away. Your crimes, your sins… what were they again? Memories of family, friends, your mortal life; everything burns away in the fires of hell. The pain increases and you feel a rush and thud as you land on something hard. You open your eyes and see yourself. Small, weak, and stupid. You, and many other sinners, have been born again in Hell as the bottom of the food chain; the imp. You hunger for power and the world around you becomes a feeding frenzy as imps attack each other to devour their essence and become stronger. You, however, hold an advantage; claws, horns, magic, and more. Will you survive to grow stronger or will your ambitions lead you to become prey to something stronger?

App:

Name: Your true name. If someone knows this they can command you as they please.

Rank: Imp

Attributes:

-Size- 1 How big you are 1 is tiny (standard imp, about young child size), 2 is a small, 3 is adult human, 4 is a bear or horse

-Body- 1 Strength relative to body size as well as durability

-Mind- 1 Intelligence. 1 is animalistic, 2 is monkey, ape, child, or very stupid human level, 3 is human level.

Traits: evolutions beyond base stats, such as wings or claws.

Abilites: Magical abilities.

Skills: Need Mind 2

Weaknesses: None

Followers: None

Evo points: 10 These are spent on changing stats and gaining or upgrading Traits and Abilities.

Essence: 0/10 Gained from eating other infernal creatures or souls.

Health: Size * Body + Anything from traits. At 0 you will die without help. This is your current and max health.

Gaining Essence: You must kill and eat a creature to gain essence. Lesser Imps, the most base creature, gives you 1 and all others give 1 + half their evo points. Splitting a corpse split the points.

Evolving: It takes an action to evolve as you find a safe place to focus. You can spend evo points on AttributePost too long. Click here to view the full text.

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aab0bb No.47519

Dice rollRolled 62, 44 = 106 (2d100)

>>47518

Appearance got cut off, should be Born from the soul of an evil Indian man, Bra'ap is a demon made entirely of corrosive, caustic shit. He skulks the shittiest dankest places of hell for prey and has many ways of killing its prey, from its toxic fumes to corrosive feces to powerful tentacles. It absolutely despises clean things and will make every effort to eradicate such abhorrent beings. Its ultimate goal is to make hell (and later the world) as filthy as humanly possible.

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c10dbe No.47520

Dice rollRolled 92, 27 = 119 (2d100)

>>47506

Name: Azgaralz

Rank: Imp

Attributes:

-Size- 1

-Body- 2

-Mind- 2

Traits:

+ [Goat Skull Head] - 1d4 per success +Size + Body bludgeoning damage.

+ [Tail] - You may use your tail to aid your balance. You have a +5 to rolls to balance and other creatures have a -5 to have you lose your balance or knock you prone.

Abilites:

+ [Stronk] - You may use a reserve of magic to enhance your strength. When used your Body counts as 1 higher and you gain an extra +5 to strength based checks. Recharges 3 turns after use.

Skills:

Weaknesses:

+ [Sonic Attacks]

Followers: None

Evo points: 0

Essence: 0/10 Gained from eating other infernal creatures or souls.

Health: 2/2

1/2. The imp bows as best as he can, though the weight of his bead causes him to stumble a small amount.

"Whatever Service-service this Imp can be of, oh humble demons"

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aab0bb No.47525

Dice rollRolled 72, 19 = 91 (2d100)

Fixed character sheet for Randomperson:

Face Name: Bra'ap the Unclean

True Name: Rankus Dankus Stankus

Appearance: Born from the soul of an evil Indian man who was shot dead by UNICEF for refusing to poo in the loo, Bra'ap the Unclean is a demon made entirely of burning, caustic shit. He skulks the shittiest, dankest places of hell for prey and has many ways of killing its prey, from its toxic fumes to corrosive feces to strong tentacles. Bra'ap absolutely despises clean things and will make every effort to eradicate such abhorrent beings. His ultimate goal is to make hell (and later every other plane of existence) into his designated shitting street, making it as putrid and disgusting as possible.

Rank: Imp

Attributes:

-Size- 2

-Body- 1

-Mind- 1

Traits:

-Slime Body lv. 2 - Bra'ap's body is made of gelatinous feces that constantly reform and thus make him very hard to hurt normally.

-Tentacles lv. 1 - Strong and long tentacles that Bra'ap uses to capture its prey

Abilities:

-Noxious Fumes lv. 1 - One of Bra'ap's most potent weapons are the toxic fumes he produces which resemble the fumes from a chemical weapon such as mustard gas or the like. Of course Bra'ap is immune to his own brand but most other things aren't…

-Caustic Shit lv. 1: To make things worse the fecal fluid that Bra'ap is made of is comprised of burning, corrosive liquid that can quickly burn through tough armor and the like. Bra'ap can toss this or shoot it at enemies for great effect.

-Puddle Form lv. 1: Bra'ap can liquify his shitty form for a limited time allowing him to move quicker and sneak into all kinds of tough spots but only temporarily

-Regeneration lv. 1: Being a blob Bra'ap's foul form slowly regenerates itself as he produces more of the shit that he's made of.

Skills:

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e212a9 No.47536

Dice rollRolled 9, 84 = 93 (2d100)

>>47506

Name: Ovinnik

True Name: Anatoly Byvyrchev

Rank: Imp

Attributes:

-Size- 2

-Body- 1

-Mind- 2

Traits: Thickened Skin - Ovinnik possesses a thick, calloused hide of ribbed maroon skin. - Lv. 1, +2 HP

Abilities:

Molten Blood - Ovinnik's "blood" is a viscous high-temperature, high-pressure soup akin to cooler magma. Lv. 1, creatures that deal damage take 1 fire damage.

Force - Ovinnik possesses control over raw force in a limited capacity within a short rage. Lv. 1, physical attacks can count as magical.

Pyromancy - Ovinnik possesses the ability to conjure and control fire and high heat. Lv. 1, 1d2 per success+mind fire damage.

Skills:

Weaknesses: Blood - The blood of mortal life deactivates Ovinnik's Abilities and dulls its more potent traits.

Followers: None

Evo points: 0

Essence: 4/10 Gained from eating other infernal creatures or souls.

Health: 4

1/2. Scour the forest for imps. Ambush them and kill them.

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dc5740 No.47551

File: 472f2535ce3ad55⋯.png (229.78 KB,375x523,375:523,1517243186099591.png)

>>47291

Name: Neith

True Name: Ashtoreth

Rank: Imp

Appearance: Neith is a gaunt, almost skeletal imp. At first glance the bony structure of the imp is ice, but a closer inspection reveals it to be more gem-like in nature than actual ice.

Attributes:

-Size- 1

-Body- 1

-Mind- 2

Traits:

Claws Lv 2 - Excessively sharp

Sapphire Skin Lv 1 - a "crusty" skin of blue crystal helps resist physical and magical blows.

Tail Lv 1 - long and whip-like

Abilites:

Mirage Lv 1 - Using some energy, can "displace" their image briefly from reflections off of the Sapphire Skin.

Skills:

Weaknesses: N/A

Followers: N/A

Evo points: 0

Essence: 0/10

Health: 1

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File: 4a9d13dbb03246b⋯.jpg (169.08 KB,640x270,64:27,327b83816b870f65276b829daa….jpg)

File: 97a53d4a3c86767⋯.png (153.66 KB,1295x903,185:129,Fapmap.png)

957f28 No.46838 [Open thread][Last50 Posts]

What is this? A generic fantasy nationbuilder in a generic fantasy world at the start of it's Iron Age? Welcome to Generia! Do enjoy your stay! All joking aside this world is a mostly blank slate for the players to enjoy and develop a story of their civilization!

—-

Fill this out and mark a spot on the map or describe it to join!

Nation Name: [Name]

Race: [Decides a bonus]

Background: [Decides a bonus]

Location:

—-

Rules here: https://pastebin.com/z2nD36G4

—-

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a95a19 No.47290

File: b9181d5b33295c4⋯.jpg (8.24 KB,257x196,257:196,download (1).jpg)

File: 5783d6626fa1a7d⋯.jpg (82.07 KB,1280x608,40:19,df-intro.mp4.jpg)

File: 17aca906bd5606c⋯.jpg (227.9 KB,1328x1300,332:325,0a2bd10cc8d7907b5a5d06f9dd….jpg)

Dice rollRolled 59, 87, 79 = 225 (3d100)

Nation Name: Duthnur Onol

Race: Dorfs

Background: https://pastebin.com/UhjuGsrv

Location: Dark gray house symbols

Pop: 16 +2/turn [Cannot exceed food or housing (Minus 2x #turns when above food)]

Food: 24 +4/turn

Housing: 95

Resources:

[Materials: 14 (+2/turn)] [Thunderstone: 1 (+1/turn)]

-Settlements:

Sakrithsarvesh Zugobissunoloniton Aral (Blazefurnace) [Hamlet, Capital]

-Infrastructure:

[Blazefurnace]:

Hunting Camp

Underground Farm

Thunderstone Mine

Quarry

-Defenses: Base Defenses [1]

-Military:

Urist McAxe [+3] [Penetrating] [Inspiring] [Hero]

-Magic: None

-Technology: [Hunting I] [Ironworking I [Metallurgy I] [Underground Farming I] [Battle Axes I] [Armor I] [Masonry I]

-Society Bonus: [Mountainborn] Always count as being [Armored] while within a mountain tile

-Race Bonus: [Craftsmen Supreme] +5 to research metallurgy tech

-In Progress: Earth Magic (4/6)

1. Alright now lads, finish up yer earth magic so we kin move on ta other prospects. (Progress: 4/6)

2. Next we'll learn ta do what we do best even better! Study up on yer minin', we'll be needin' iit fer expandin' ouer homes an' buildin' new ones too!

3. The Greybeards are thinkin' of another magic that kin be of use to us, somethin' about magic symbols that store magical energy an' allow us to do all kinds o' things, like usin' 'em to enchant ouer weapons an' gear and puttin' 'em on surfaces ta make fer some mighty Post too long. Click here to view the full text.

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7ac27a No.47293

Dice rollRolled 51, 57, 80 = 188 (3d100)

>>47279

Nation Name: Empire Of The Red Bog

Race: Fensworn

Pop: 16 +2/turn [Cannot exceed food or housing (Minus 2x #turns when above food)]

Food: 16 +4/turn

Housing: 60

Resources:

[Materials: 12] +2/Turn

[Bloatoad](Untapped)

Settlements:

[Starting Hamlet]

-Infrastructure:2 Foraging Post, Lumberyard (+2 materials per turn), 1 Bloodoak

-Defenses: Base Defenses [1]

Military:

Magic: [Dark Magic I]

Technology: [Foraging II][Ironworking I]

Society Bonus: [Cthonic Brood] Every fourth unit created is a Scion and gains the [Inspiring] tag but have double the base upkeep (Does not count towards total tags)

Race Bonus: [Dark Purpose] +5 to research offensive magic

1. While individual fensworn possessing remarkable magical talents are not unknown, as a whole the creatures have little formal refinement of their foul inheritance. That changes. Improve Dark Magic [6/8] +5

2. More Fensworn means more food must be found. Foraging III 4/8

3. The Fensworn have an innate urge and desire to build things, though for the most part this is limited to glyphs, fetishes and simple stPost too long. Click here to view the full text.

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ed4ce5 No.47313

File: d2610cbcc829222⋯.webm (3.6 MB,620x300,31:15,surprisingly good (pol) m….webm)

Dice rollRolled 85, 83, 73 = 241 (3d100)

>>47279

Nation Name: Freyr, the Last City

Race: Humans

Background: https://pastebin.com/SgahnmDY

Location: The plains right before the mountain range on the central island, preferably the one right in-front of the top row of mountains.

>Stat Sheet

Pop: 18 +2/turn [Cannot exceed food or housing (Minus 2x #turns when above food)]

Food: 18 +2/turn

Housing: 45

Resources:

[Materials: 16] +4/turn

Settlements:

[Starting Hamlet]

-Infrastructure: 2 Farms, Iron Mine, Lumber Yard

-Defenses: Base Defenses [1]

Military:

2 Levies [+1]

Magic:

Technology: [Agriculture I][Ironworking I][Construction I] [Training I][Weaponsmithing I] [Fishing I]

Society Bonus: [Last Bastion] Units gain double the bonus from defensive infrastructure

Race Bonus: [Innovative] + 2 to technology research

>Other Buildings

+ [Runic Gate]

>Research and Construction:

+ Lumber Yard 3/4

+ Training 1/6

1. If we must expand to finish our current projects, then expand we shall.

2. Now that we have remembered how to fish, lets build that wharf now then.

3. Our smiths are to forge proper weapons and armor for our levies, the standard fair of our people. Strong spears, leather and steel armor, and a large shield.

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a2b712 No.47320

Dice rollRolled 48, 62, 57 = 167 (3d100)

>>47279

Nation Name:

Nyarnia

Race:

Catpeople

Background:

Deep inside of the forests on the isle of Meowvalon lies the villages of Nyarnia. The Nyarnians are a very secluded and secretive people who have always been wary of outsiders and protective of their own. They view their villages like families and that the safety of them are of the upmost importance. It is unknown when the first village was founded but they are an old and proud people ruled by a collection of elders from each of the villages, furthermore each elder has a council whose purpose is to aid them in ruling over their respective village.

They do not worship any particular deity but instead worship the land and nature itself along with its spirits and things of more fantastical nature, for example the golden apple that is said to grant great power and wisdom to any who take a bite from it, however if one is to take any more than a single bite then that gift is lost as they have proven to be unworthy through their greed. Respect and kindness is very important in Nyarnian culture, as hunters they must treat their prey with dignity and honour. While when they are foraging they must be thankful to the forest. They believe that if they hold the forest in high regard then it will in turn reward them.

Much of Nyarnia myth focuses on spirits and fantastical animals, although they are rarely threatening and seem to reinforce the positive relationship that the Nyarnians have with the forest. A Nyarnian is seen to be blessed if they are visited by a fairy and if one were to become their companion then they are destined for greatness.

Location:

Top Left Island on the FoPost too long. Click here to view the full text.

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b8aced No.47455

I have been attempting to post for some time now. my Internet is not working correctly

test

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File: d1c39f9913cff3c⋯.png (61.73 KB,2955x1661,2955:1661,001.png)

File: 1f3bee373c3541c⋯.png (46.99 KB,2000x1000,2:1,Mudar.png)

0e9ed7 No.46741 [Open thread]

between 1860 and 1940, the US acquired 8 "colonies": Panama, Cuba, Puerto Rico, Guam, the Philippines, Samoa, and Mudar. Mudar is in the Philippine sea and was once a Spanish colony but after the Spanish-American war of 1898, was taken by the US. Since then it was a military base, but deep underground, the US secretly had a testing facility underground for biological, chemical, and nuclear weapons. During the Cold War, the USSR began developing the same weapons that the US were working towards under Mudar. In the 60s, the US and the USSR came to the agreement that developing these weapons would only complicate the war further and, through the UN, development of these weapons were outlawed, however the damage was already done to Mudar. The military base was shut down and the island became dominated by civilians who drank the polluted water and ate food grown in the disturbed soil. It was only after 60 years that the effects of the testing were comprehended as third generation Mudarans began showing signs of super powers during particularly stressful situations.

Secret Identity: (What appears on your birth certificate?)

Age: (How many years ago were you born?)

Race: (Which race do you belong to? Mudar has a 2/5th population of Hispanics and a 2/5th population of Anglo-Saxons, however, all other races exist within the 1/5th that hasn’t been covered)

Gender: (What do you identify as? This could vary from “male” to “female to mentally handicapped golf caddy trans”)

Origin Story: (What other fluff do you have to offer? Please include the stressful event that caused your powers to develop. It could range from a car crash to witnessing a robbery to being beaten by your dad)

Current Location: (Where are you? To begin with, you must be in Mudar somewhere. See the second image for a map of Mudar)

Powers: (What powers have you developed? Powers are divided into 6 lists: AAA, AA, A, B, C, D. An AAA list power will cost you 6 power points, a D list power will cost you 1 power point. You can choose your own powers, such as Super Strength [A list] however the specificity can only be determined by testing your powers and will be determined by me, the GM. Increasing a power by 1 rank requires you to spend 1 power poinPost too long. Click here to view the full text.

17 postsand6 image repliesomitted. Click reply to view. ____________________________
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142b58 No.46910

File: 4276d364ca5e62c⋯.jpg (57.17 KB,292x370,146:185,Thaddeus_Ross_(Earth-616)_….jpg)

Secret Identity: Bradard "Bombardment" Thatch

Age: 42

Race: Caucasian

Gender: Male

Origin Story: A veteran of the Vietnam War, Bradard was a colonel leading the 1st Marines at Khe Sahn on the DMZ. An active supporter of the Rolling Thunder bombing campaign, he lead his men through the horrors of the siege, with the enemy having dug trenches and crept so close to his men he was compelled to call in numerous danger close strikes. The enemy would be repulsed, but often with casualties from his own men. He constantly had to stress over calling in supplies and resources, having to make sure enough planes got through with enough supplies to keep them alive.

Current Location: Military Base

Powers: A Specific Reality Warper

General Thatch is a general of the US Army. He is, otherwise, an average human being with no noticeable powers. But even he himself is not fully aware that he does in fact have a power. A power hidden even from him.

He is a reality warper, and his power is geared toward ensuring he gains the supplies, resources, and technologies needed to defend America from threats. Disproportionate amount of funding and manpower is sent his way, to a tiny island in the Pacific. This he believes is due to the works of a mysterious shadow organization in the American Government, a so called National Security Council, operating as a hidden amendment in the constitution. These members have the power to influence every member of government from the President, to Congress, to the military. They pull strings, and send funds and technology his way.

And they have never actually existed. They are in fact, manifestations of his power and belief in them. One day everyone in the highest echelons of government suddenly received messages about this secret council, and were tricked into believing they have always existed and that everyone had known about it but never spoke of it and only now revealed themselves to them.

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Post last edited at

8f3093 No.46924

Dice rollRolled 4, 18 = 22 (2d100)

>>46793

Secret Identity: Pip Simon

Age: Mid 20s

Race: White

Gender: Male

Origin Story: Pip Simon was once an ordinary man from a small town in Wisconsin who joined the Army at 18 and served overseas for a number of years in the Middle East before eventually being assigned to recover some things from the abandoned military base in Mudar. However, as most abandoned sites go, the place had long since fallen into ruin, and as he wandered deep beneath the depths of the facility he was separated from his colleagues as the floor gave way from underneath him. That was the day Pip Simon "died", though it wasn't the end of his tale. Indeed, his fall was broken by a pool of glowing liquid that tasted very familiar…indeed, it was Pepsi! But no ordinary pepsi, it was magical pepsi, perhaps changed by all the testing done by the U.S., or perhaps it was magical all along, being some secret locked away power source left by some unknown precursors…either way, Pip Simon emerged a changed man, his DNA had fused with the pepsi, giving him the ability to create and manipulate Pepsi at will! In addition, the caffeinated kick of Pepsi surged through his veins, giving him increased speed like nothing seen before! Indeed, Pip Simon is no more, for now he is PEPSIMAN, Earth's Greatest Carbonated Hero, and he has a thirst for justice!

Current Location: The Sacred Pepsi Grotto deep below the testing site ruins

Powers: B-list Pepsimancy, D-list Super Speed

Health: Healthy [10/10]

Reputation:

Power Points: 0

Skills: Military Training

Inventory: Body Armor, Rifle

Team:

1. Egads! A wild dog! I'd better call the pound on this one, it might have rabies and me and my Pepsi moral code won't hurt a poor lost animal!

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b460de No.46926

Dice rollRolled 7, 33 = 40 (2d100)

>>46848

Secret Identity: Greg Goodman

Age: Sufficiently Old

Race: White

Gender: CIS White Male

Origin Story: Greg used to work with the coast guard. One fateful day during a test flight the helicopter Greg was in was hit by an unknown object sending it crashing into the sea. Trapped in the wreckage descending rapidly though gravely injured by twisted pieces of metal Greg managed to retrieve the pilot, make it to shore and perform life saving CPR. Afterwards Greg quit his job and is now inbetween things.

Current Location: McKinleyton

Powers:

Health: Healthy [10/10]

Reputation: -

Power Points: 0

Skills: C-Healing, D-Resurrect, D-Endurance

Inventory: (Things of importance go here)

Team: (These are the people you work with. They could be sidekicks or simply just partners)

1-2. While Greg had little interest in reliving the traumatic events he had undergone he did need to go find a new job, so he would put on that jacket and look around McKinleyton for any promising job offers. Or any job offers at all.

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ea34e8 No.46972

Dice rollRolled 50 (1d100)

Secret Identity: Neil Breen

Age: 17

Race: half white, half tibetian

Gender: guy

Origin Story: An unknowing superhero, Neil was always a prankster, always on the lookout for ways to put the egg on someone else's face. Whether it was the ol' bucket of jello on top of a door, or mayonnaise in the pudding cups, practical jokes were his life. But at some point in the past couple of years, he realized that he was a little too good. If his prank required someone to, say, open a spring-loaded can of peanuts, then they would be sure to do so when he was watching, almost as if he could will them to fall for it. Even when he was having an "off day", his marks would still fall for even the most obvious pranks, as if the piece of tape, or the water bottle was just…unnoticeable.

The turning point was when, one day, he was walking along the streets of Legazpi one say when he heard a scream. Turning to look, he saw a woman chasing a purse-snatcher–directly towards him. Thinking quickly, he made the circle on his thigh, and, even in the middle of his headlong dash, the robber looked, and Neil took the momentary pause to pop the thief in the nose, sending him sprawling. As he handed the purse back to the lady, suddenly the craziest idea occurred to him–what if he used his pranks to fight crime?

He started going around at night, and using various baits and lures (including himself, dressed as a girl), to entice potential criminals, then dispatching them one way or another–cinderblock to the head of a rapist, sticky handlebars and no brakes on a bike, firecrackers in a purse. The local superheroes even started to appreciate him as a minor, powerless superhero.

Current Location: Downtown Legazpi

Powers: mind control [D-list], telekinesis, [D-list], predictive ability [D-list] and disguise [D-list]

—- don’t fill this out —-

Health: Healthy [10/10] (If you reach 0 hp, you die. Total health can be increased with Powers

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8f3093 No.47236

Ded, classic Nimble

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File: 08ceb6e25f0ef3f⋯.jpg (86.99 KB,1024x576,16:9,portal.jpg)

af3309 No.47108 [Open thread]

You sit in your home going about your normal routine when a strange feeling comes over you. You immediately stop what you are doing and go about packing whatever you can grab. You know that you are going some place far away, a world beyond your own, and will never return. You continue to prepare; not questioning how you know this or why. You also know that you have a single wish as long as it is not too powerful or breaks the rules of the world you are being brought to. After an hour you walk through a rip in the air and snap out of your trance with the others around you.

Character Sheet:

Name:

Backstory:

Inventory: (Fill out with stuff you believe this character could get in an hour, I will look over this and may veto some stuff)

——Don't fill out—–

Health: Fine

Skills:

Thirst: 0/4 +1/turn How long it has been since you last drank anything hydrating. 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 get a penalty to all rolls equal to half this number rounded down, and at the cap you die.

Bonus:

—–Rules—-

You can take as many actions as you want, being a d100 each, multiples of dice number*10 means more successes. So 2 dice 1 success is 20 and 2 is 40, below 1/2 the roll needed for a success is failure with penalties. You can take an extra, working through the night, and take a penalty of - number of dice number*10 cumulative until you do sleep. Eating and drinking is free as long as you have food and water.

- You can use an action to train a skill, getting you an increase to the skill equal to 1/10 of what you rolled. You also get 1/10 the difference between what you rolled and what you needed for the next result for failing an action based on that skill.

- Fluff for your actions may help or hurt you.

- Good rolls will not save you from stupid actions.

____________________________
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0772ff No.47111

File: efcd1703db675c8⋯.png (128.55 KB,680x404,170:101,9a6.png)

Name: The Wizard

Backstory: Deep in the underbelly of the city of Detroit, in the basement of a basement of a basement, there dwells a soul of what once was a man cursed with untold levels of spaghetti and autism, to the point that it crippled his everyday existence, until he one day snapped and transcended to a new state of being - that which can best be described as "wizardly". He has abandoned his rage and angst at not being able to find a girlfriend, for he has learned a powerful secret - a V-card ages like a fine wine and, when 30 years pass without submitting to earthly needs and desires, a spark ignites within a man, a reward for rejecting the temptations of mortal flesh. Now the Wizard, as he is known, no longer has mortal wants or needs, devoting himself not to such simple motivations that have trapped the rest of his species but instead to unlocking the secrets of the universe itself and transcending this mortal shell into a being of pure power, from which none may stand against.

One night, while contemplating the universe's machinations the Wizard heard the call to go to the new world, and this was one temptation that he did not fight off, for the Wizard knew that it was his time to awaken to his true powers and ascend to godhood!

Wish: To gain complete mastery over the forces of the world

Inventory: The Wizard's Tome of Knowledge (a vast and comprehensive collection of knowledge of history, mathematics, science, etc. that the Wizard has collected over the years), a katana, a Box of Sustenance (Cheetos and Funyuns), the Robes of the Wizard, a pair of magically-acquired Yeezys, his golemfu

——Don't fill out—–

Health: Fine

Skills:

Thirst: 0/4 +1/turn How long it has been since you last drank anything hydrating. 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 get a penalty to all rolls equal to half this number rounded down, and at the cap you die.

Bonus:

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1201fc No.47114

File: e1b448eece06a28⋯.jpg (47.17 KB,700x525,4:3,Gadget Cult.jpg)

File: 4bef8d7a820ea20⋯.jpg (129.64 KB,736x1021,736:1021,13823869350845.jpg)

>>47108

Name: Wayne Philips

Backstory: Darius was just an occult nerd playing with his Tarot cards, arranging them in strange and esoteric patterns while listening to the Darkest Dungeon narrator read Lovecraft novels. Dressing robes and attending gatherings of other people who liked to dress in robes, sometimes leather sometimes armor, and often in heavy makeup. He was hoping to discover a circle of well connected, wealthy individuals who shared his interest in the occult and "enlightenment" but his jobs as a museum attendant and restoration apprentice never managed to give him the map to such a place. He kept what he could in a small house by a park in the city. He kept some rocks and talismans of dubious history as well as a few cultural artifacts that were part of his duty to maintain in his workshop. His exercise regiment consisted of sprinting through the park until he got that metal taste in his mouth and yoga to activate his chi.

When the call came he was very excited and moved with purpose. He scooped up his deck of cards which he believed had called the being and could lead him further. His best robe was needed but it was at the dry cleaner's so if he was lucky he could grab the best of his collection before the dry cleaner went out to lunch. He would need to leave 15 minutes to get there before the door opened so he ran in his more militant looking cult attire to be ready for anything. He started running faster whena pair of officers on patrol started chasing after this suspicious looking person.

Inventory: He tried to grab his Tarot cards, his favorite lore of the occult, the best and least offensive piece of armor, his steel dagger with a gilded handle of entwining snakes, a pocket watch from his grandfather, his lucky silver dollar, a meteorite rock, and a cavalry saber on loan to the museum which was said to have been at the Battle of Little Big Horn. Hopefully he didnt drop anything on the run to the dry cleaners for that robe.

——Don't fill out—–

Health: Fine

Skills:

Thirst: 0/4 +1/turn How long it hasPost too long. Click here to view the full text.

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612ee7 No.47121

Name:Lars Balmer

Backstory: The Magnificent Balto is a stage magician doing 5 shows a week in vegas in one of the tertiary event rooms of a major casino and spends most of his income on gambling or gambling debts so he is all too happy to live in a fantasy world and not get his knees smashed in by his bookie.

Inventory: Top Hat, Suit complete with hidden pockets and bowtie Suitcase full of props, bag of fruit & Veggies, Jug of water from the convenience store, Plastic Wand

Wish: To make his magic real

——Don't fill out—–

Health: Fine

Skills:

Thirst: 0/4 +1/turn How long it has been since you last drank anything hydrating. 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 get a penalty to all rolls equal to half this number rounded down, and at the cap you die.

Bonus:

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4382d3 No.47235

File: 83935dbbeb4df56⋯.png (129.06 KB,223x541,223:541,cleric boy 1.png)

Name: Torvald McKindley

Backstory: A boy too cute by half, Torvus never felt at home in human company, and spent his free time in the wild, among the trees and animals, where there was no one to judge his appearance. He'd briefly brushed with some kind of LARP group, just long enough to get himself a costume, but he found it just wasn't his thing, and resigned himself to his woodland solitude, wishing he could leave this world with its cruel people forever.

Then, he found that wishing for something hard enough could make it happen. The rift opened. Whether it was his kindness to injured creatures, or his daily greetings to the trees, he didn't know, but now his dreams had come true. He was headed for somewhere better. A quick note that he was leaving, and he was off, for better or for worse.

Inventory:

backpack

sheath knife

first aid kit

space blanket

flashlight

matches

granola bars

——Don't fill out—–

Health: Fine

Skills:

Thirst: 0/4 +1/turn How long it has been since you last drank anything hydrating. 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 get a penalty to all rolls equal to half this number rounded down, and at the cap you die.

Bonus:

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