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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 57a02f437dfe2e8⋯.jpg (176.5 KB,1024x512,2:1,Andrew Ryan - Casterly.jpg)

File: 9cbc13652e06f6d⋯.jpg (226.68 KB,1700x873,1700:873,Andreas Rocha - Fields of ….jpg)

146045 No.46447 [Open thread][Last50 Posts]

Welcome to Lords of the Realm, a Nation Builder of Dukes, Duels and Dominion! In this you take the role of a powerful noble or influential person of rank, levying for power and prestige within the mighty Veldic Empire. Rules for building your domain and making use of it can be found below, but here are the basics you'll need to know for in-game play.

>Dice are 3d100, you can take up to 3 actions a turn

>Combat will be handled outside of usual turn structure in 'rounds'

>Progress occurs primarily through taking territory, boosting your stats and building holdings, but there are less tangible forms of advancement to be pursued

>Above all else, don't be a cock and have fun

— The Rules —

Chargen Rules: https://pastebin.com/hMjQeCFU

Combat Rules: https://pastebin.com/dXq8LxVh

— Optional Reading —

A History of Veld and its Neighbors

https://pastebin.com/1jGWJN4K

Ranks of Lordship

https://pastebin.com/na8kAt1D

Ranks of the Faith

https://pastebin.com/WpQwj7q9

Orders Militant

https://pastebin.com/WtxYQmwC

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Post last edited at

60f8ac No.46673

Rip

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e10f63 No.46674

Oreo come back

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4a60a1 No.46675

This is why I wanted a faster pace

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9dd57a No.46692

This was looking to be a good game

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693675 No.46744

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File: 979e107ebb0d81c⋯.jpg (128.39 KB,1024x512,2:1,Fantasy City.jpg)

e74ccb No.46258 [Open thread][Last50 Posts]

>This is a test version of the system I'm going to use for my games. If something doesn't seem to be working expect me to change it if you don't think this is fair then don't join.

Game Lore: You are all located in or around a small coastal city surrounded by dangerous wilderness. You may play as whatever you please, including dungeons, freshly born gods or as normal people. I will only be allowing one of any one specific thing to be played, however.

If you wish to join then please fill in this character sheet:

>Name:

-Age:

-Race:

-Lore:

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7c2cf0 No.46410

Dice rollRolled 98, 1, 37, 48, 28, 16, 23, 34, 31, 63, 11, 37 = 427 (12d100)

>>46404

>>Name: Sanana

Race: Fae-Boyuk

Age: 218

>Stats

Health: 3/3:3

Stamina: 110/110:40

Mana: 13/13:6

>Traits

+ [Racial: Fae-Boyuk]: One of the Fae tribes, the Boyuk were known on Tiesa for their small size and agility. [Grants Stats: Health [1/1:1] - Stamina [110:110:40] - Mana [9/9:2]] [Grants Traits: Immortal]

+ [Immortal]: You and your kind are not caught in the ravages of time

+ [Mutated]: Through science, you have taken hold of evolution and manipulated it. [Grants Stats: Health [2/2:2] - Mana [4/4:4]]

+ [Kinslayer]: Banished from Tiesa after your deeds all gates leading back to your home are closed.

>Skills

+ Hunting - Warp flesh

+ Warp flesh [Level: 2]

+ Surgeon [Level 4]: You are skilled in sewing up wounds and amputating flesh. [Grants +3 bonus to related rolls per level]

2/5 until next level

>Gear

Active:

1 - 2. I heard that the mortals of this land are peculiarly tolerant and accepting of different races. I will attempt to get a job as a surgeon, this way I'll be able to study the anatomy of many different races and creatures, will have an opportunity improve my skill as a surgeon and earn a few extra coins

3 - 4. I will continue my efforts to understand essence. I shall attempt to give the essence of the spider to the offspring of another pregnant rat

Passive:

5 - 6. Using my newly acquired flesh warping magic I shall attempt to create a living flesh golem out of organs, bones and tissue of the deceased rats. Or in other words - an aberPost too long. Click here to view the full text.

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80b67a No.46425

Dice rollRolled 60, 57, 55, 57, 35, 100, 80, 98, 82, 25, 76, 68 = 793 (12d100)

Name: Gaius Iulius Caesar

Age: 55

Race: Roman

>Lore: "Et tu…Brute?" Then everything went black. Then he awoke, in a meadow..birds singing, sun shining. Pulling off his toga, he felt himself for wounds, but only old battle scars were left. Elysium? Perhaps….

>Stats:

Health [-6:-6:-4]

Stamina [-80/-80:-80]

Mana [3/3:3]

>Traits

+[Racial: Human]: You are a member of the human race. [Grants Stats: Health [10/10:4] – Stamina [100/100:40]]

+[Realm Traveler]: You have come from another plane of existence, dowsed in the ether of the inter-planar gates. [Grants Stats: Mana [3/3:3]]

Trait: [River’s Wrath]: [Grants Stats: Health [-6:-6:-4] - [-80/-80:-80] - This Trait will expire in (2) turns]

>Skills:

+Command [Level: 7]: You are well verse in commanding military might and using it potential to greater height than other men. [Grants a 5% boost in damage per level to any companions or units under your command]

>Gear:

Active:

1-2. convince the mage to take me to speak to his lord

2-4. convince his lord to give me a high post befitting of my stature

passive:

5-12: learn more about the land I'm now in

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aca614 No.46477

>>46404

>>Name: Amalia Lancaster

Race: Human

>Stats:

Health: [18/18:4]

Stamina [120/120:60]

>Occupation:

+[Port Clerk - Pays 10 Coppers per [Turn] for free, doing “overtime” will net you 2 coppers each time]

>Traits:

+[Racial: Human]: You "are" a member of the human race [Grants Stats: [10/10:4] - Stamina [100:100/40]]

+[Curse: Vampirism]: You are cursed with eternal life, as long as you sate your thirst for your own kinds blood [Grants Traits: Immortal] [Grants Skills: Blood Sucking] [Grants Stats: Health 8/8:0] - [Stamina: 20/20:20]]

+ [Immortal]: Your kind are not affected by the passage of time the same as other species

>Skills:

+Blood Sucking [Level 1]: Drains missing health from bound target, at a rate equal to one half your level.

>Gear:

+ Clerk’s Badge: A small golden pin that signifies you as a clerk for the city of Fynberg.

+ Anonymity Shawl: A stolen shawl from the wardrobe of your deceased master. While wearing it your Identity is concealed

+[14 Copper Pieces]

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aca614 No.46478

Dice rollRolled 60, 62, 13, 41, 7 = 183 (5d100)

>>46477

>>46404

1; Amalia went out to feed, finding a relatively quiet bar near the docks. She smiled at some of the men, allowing them to buy her a drink while they bought two for themselves. After a conversation with a particularly drunk man, she was "convinced" to come with around the corner to a spot along the waterfront that was hardly used. He started groping her and moved in to kiss her, sloppily moving his lips upon hers and slipping his tongue inside. His breath smelled horrible and she hoped he would pass out before they moved forward or she would have to knock him out. He slumped over her as she finished her thought, conveniently allowing her to bite him and feed before dropping him to the ground and leaving for home, a dopey grin upon her face. Later into the night he would wake up, confused as to why he was laying down on the dockside and what led up to the moment. He rubbed his neck in concentration and felt a liquid, looking at his hand to see a bit of blood on it. He pondered why it was there for only a second before dropping it and heading home.

2-4; Amalia walked to her job place late at night, nervously twirling her hair and fidgeting as she thought of what she was going to say. She had asked Mrs. Buthe, her boss, earlier that day if they could meet after work to discuss their positions and what they could do to increase efficiency. She agreed, immediately understanding what Amalia meant and suggested a time that was good for her. It was strange seeing the building so dark, always being there during the day, and slowly navigated her way to her bosses office.There was a candle light glowing from her open door and she walked in to find her boss lounging on her desk, an expensive coat upon her shoulders, opened to reveal a lurid corset that enhanced her already impressive figure very well. Amalia gulped as she caught sight of her, drinking in the view longer than she would regularly be comfortable with before turning to close the door and slowly walk towards her. She watched Amalia walk towardsPost too long. Click here to view the full text.

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aca614 No.46479

>>46478

>>46477

>>46404

5; Continue going to work

6-8; Work overtime

9; Go grocery shopping once a week

10; Buy an Iron Dagger

11-12; Amalia stared at the dagger spinning in her grasp, stopping every now and then to notice her troubled reflection within the blade itself. Memories of her past came back to her, of learning about anatomy by famous priests, of etiquette training by her mother, balancing books and tea sets upon her head and hands while keeping a straight back. She even remembered training in some bladecraft, learning how to parry blows away and stay agile until a man could come to protect her. All these things ran through her head as she thought of the man SHE was going to kill. She couldn't mess it up, it had to be perfect, she had to be perfect. She stopped spinning the blade and grabbed the handle, shooting up from her chair as she did. She hurried outside and headed to one of the public training grounds allowed for adventurers and began slashing and stabbing at one of the dummies, envisioning the body parts and essential regions of the body and trying to target them efficiently.

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File: a56c1dc7bddf067⋯.jpg (137.32 KB,1429x583,1429:583,Geo_map.jpg)

59657c No.45792 [Open thread][Last50 Posts]

It happened without warning, the outbreak…we all thought it was just a mutation of the flu….we were wrong, so very wrong. The first cases popped up in Scotland, then reports of more in London, next it hit Germany then spread to Poland and France before making its way to the United States, none of us were prepared for what it did. In just under 72 hours 98% of the world's population was infected. The CDC scrambled to put up quarantine zones, but it was too late by then the virus had spiraled too far out of control and even still if they had been successful it had changed people, they weren't human any longer. They had become something animalistic reduced to a lesser bestial form acting out on their most basic survival instincts. The infected gained a horrible unquenchable thirst, they seemingly congregated around any form of water during the first week only attacking anyone that was dumb enough to get close to them, but then the thirst got worse….eventually the only liquid able to quench their thirst was blood. That's when the attacks ramped up and the death toll sky-rocketed as the infected preyed on the survivors for their blood. Which brings us to the present.

You are a member of a small group of survivors resisting the various infected, a day or so ago an announcement was made over your groups radio. A safe haven for uninfected had been formed in Iceland, the only country to remain uninfected, perhaps if you can all get there in one piece you can finally have some peace from the endless terror of the infected.

The only problem is, you are all smack dab in the middle of Ohio, it's going to be quite the trip to get there and…you have your doubts you can make it in one piece…your group has a decision to make one that is going to affect you for the rest of your lives, however long you may have left.

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b36aff No.45924

Dice rollRolled 70, 16, 84 = 170 (3d100)

>>45823

Name: Kaja

Age: 24

Backstory:

Columbus is no New York City, but it's still a city, and a city is a pretty shitty place to be an oprhan. Growing up in a shitty orphanage in a shitty part of the city with a shitty public school, Kaja never particularly though she'd be much, and, frankly, nobody else did either; the girl was never particularly smart or promising, and prone to frequent bouts of aggressive or depressive behavior at seemingly random intervals. The first years of her adult life were spent exploring the abandoned parts of the city, getting into fights, and occasional boring manual labor. None of which are useful skills in a civilized society, of course.

They're surprisingly useful now.

Equipment:

Furred Clothes

Pocket Knife

Crowbar

Softened Jackboots

Loaded Century Zastava (Cheap Handgun)

Spare Magazine

Welding Goggles

Skills:

Scavenging x1

Stealth x2

Fighting x2

Athletics x2

Infection Rate: 0%

Health: 25/25

Hydration: 100%

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59657c No.46389

>>45924

You are able to find several useful supplies, however you do encounter a close call with a few weepers, they are easily snuck past though and you manage to bring the supplies back to the base.

+gasoline + 2 weeks worth uncontaminated water +car repair kit

>>45870

On your voyage with chad you find almost nothing, however you do manage to get sort of lucky when you stumble upon a few boxes of ammunition for what appears to be a hunting rifle. +3 small boxes of .308 Winchester munitions

>>45869

You get lucky as you're out scavenging and stumble upon a small cache of food.

+3 weeks worth of canned food

>>45862

Driving along with chad you make a big discovery, you stumble upon a hunting store that has yet to be looted, you manage to take away several useful items from it.

+5 MRE's +3 Winchester Rifles.

>>45861

With your knowledge in chemistry it's a trivial task to create napalm, hell you even manage to make some chlorine gas grenades

you also manage to make some normal grenades however as you're mixing you make a small mistake and it almost explodes in your hand you quickly manage to salvage it though, however you instantly drop the idea of making explosives after this mishap.

+4 chlorine gas grenades +1 Gallon of napalm

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59657c No.46441

>>45826

(sorry for missing you in my update)

You luck out and come across an abandoned baseball stadium on your time scouting around, you thank the heavens above that it's not crawling with weepers or anything worse and manage to salvage several useful items from it.

+Full baseball kit including a jersey and several baseballs

+3 large coolers filled with Fruit punch flavored gatorade

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4aa774 No.46442

Dice rollRolled 46, 90, 93 = 229 (3d100)

>>46441

Name: "Batter Bob"

Age: Old Enough

Backstory:

Baseball Dad.

Equipment:

+ Jackie Robinson's Bat

+ Baseball Cap

+ Baseball Jersey

+ Several Baseballs

+ 3 Large Coolers filled with Fruit Punch flavored Gatorade

Skills:

+ [Ascended Blunt Mastery]

—————————————————–

Bonus:

+ [Batter Up] Your days of baseball may be long behind you, but by god your skills sure as hell haven't left, your a master when it comes to striking things with your bat and you've acheived a level of blunt mastery far above anything anyone could hope to match +[Ascended Blunt Mastery]

Infection Rate:

Health: 25/25

Hydration: 100%

Sanity: 100%

1. Bob was a bit out of shape. Its been a while since he had to run after his boys. He'd jog the way back to get back in shape. (Train Athletics)

2. It was probably best if Bob left the Coolers back at Motherbase. Surely not everyone would have been as lucky as he had been and running around with them served little purpose.

3. Back at Motherbase Bob had nothing to do but sit around and contemplate what he had done, something he really could not do for long. Instead he would go out once more to scavenge things he could use to reinfroce motherbase and make it a more secure location until they eventually decided to move on.

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168b4f No.46443

Dice rollRolled 45, 47, 25 = 117 (3d100)

>>46389

Name: Johnny Slackjaw

Age: 29

Backstory: Johnny worked as a firefighter for most of his life, got introduced to it by his dad. Picked up climbing along the way.

Equipment: Fireman set, (Includes Fireaxe.) Blade Sharpener

Skills: Athletic.Climbing, Blades. Stubborn. Healthy, Firefighting

Bonus: [Firefighter] You've been in the business of rescue for as long as you can remember, you suffer no fire damage no matter what the situation (Within reason, I'm not having you survive a swim in lava)

Infection Rate:

Health: 20/20

Hydration: 100/100

Sanity: 100/100

Action 1: Sharpen my axe so as to make sure it doesn't fail me during one of the essential moments of the coming fights.

Action 2-3: Help Bob with his scavenging mission.

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File: 1c731c3aa2f71fc⋯.png (42.62 KB,800x600,4:3,GarbageMap.png)

d7c51a No.45344 [Open thread][Last50 Posts]

The people of this valley weren't it's always here. Years ago, an accident in a small valley caused a tear in space-time, sending it back millions of years in the past. But the valley was not the only place affected, only it's origin, as many peoples were swept back in time from across the earth and beyond.

Even with much technology lost, as well as mutation affecting some, the inhabitants quickly rose to their feet and staked their claims in their new surroundings. Factories sprang up and produced arms, armor, and things thought lost during the accident. Many civilizations rose and fell, but a select few persisted and found on another. After much buildup, a war broke out. Many died to bullet, blade and even nuclear weapons. Then came the "Xenos". Humanoids with skin of blue and eyes a deep crimson. They claimed that they came in peace, but the civilizations of the valley knew better.

They crafted technological marvels like spacecraft and laser weapons and warred with the aliens up and until their colony on Titan. There, the aliens decided to preform their most drastic measure. In but a moment, Titan was gone and so were the brave defenders of the valley.

2 years have passed since titans destruction, and the nation-states have decided to send colonists beyond the valley's walls. Given but the bear essentials, the set off to the south with dreams of hope, which were dashed after all contact was lost with their governments. Many wondered the mountains and forests, some died, others, however did not meet such a fate. So that brings us to you. Will your civ be founded by those lost colonists, those who had been stuck in this new valley since the beginning, or something else?

—————————————————————

Basic creation guidelines:

1. There is no magic in the setting. Only science and technology!

2. Playing as an alien species will be up to GM's discretion.

————————————————————Post too long. Click here to view the full text.

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d7c51a No.45934

File: f05a72a8211717b⋯.png (49.66 KB,800x600,4:3,GarbageMap.png)

>>45705

The ants finish up the room (+3 to construction). The New colony is set up. Nothing new for mutations though.

>>45729

Iron has been located, The turrets have been finished (+2 to combat rolls) and the workshop is done! (+2 to construction rolls)

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d7c51a No.45935

File: 9a6762b031b639e⋯.png (50.15 KB,800x600,4:3,GarbageMap.png)

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46095a No.45989

Dice rollRolled 22, 42, 64 = 128 (3d100)

>>45934

Nation Name: Formicidae Tempestus Transmutatio

Location: Eastern mountains near the jungle

Race: Formicidae Tempestus Transmutatio, a species of ants mutated by the temporal energies. Worker drones can reach the size of dogs.

Color: Light Blue

Fluff: When the time anomaly hit people, objects, and more were brought back in time. Some of the living creatures were affected by the energies of the time travel and mutated to something almost beyond recognition, or even beyond recognition, of what they once were. The Formicidae Tempestus Transmutatio, also known as 'Temporal Anomaly Ants' or 'The fuck are those!?' were the ants from a scientist's ant farm that were sucked in through the time anomaly. There were a few major changes that were noted in the specimens. The first was a rapid growth and the creation of a caste of leader princesses that could give orders to drones and even showed complex planning and even signs of sapience. The second is the ability for queens to change from a normal reproductive cycle to one that purposefully causes damage and subsequent errors to the DNA of new drones to induce mutations. The third, and most important, is the ability for queens to absorb and store the DNA of a drone and is even able to separate and manipulate segments of DNA to create new castes of drones with mutations from multiple drones. After the scientist was eaten by a dinosaur the dinosaur was subsequently stung to death by the ants and the ants moved to set up a new nest.

[Formicidae Tempestus Transmutatio]

[Traits]

[Stable Mutation]: Though mutants, the ants have a surprising degree of control over said mutation. Gains +10 to genetic manipulation rolls.

[Random Mutation]: Every so Post too long. Click here to view the full text.

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d46dbb No.45990

Dice rollRolled 38, 58, 14 = 110 (3d100)

>>45934

Nation Name: Troy Ranch

Location: Grasslands east of the river.

Race: Human

Color: White

Fluff: With people being pushed or thrown from the walls of the old world Astyanax chose to leap forward. He turned his wealth into as many trucks, cattle, blasters and wide brimmed hats as he could transport. His cowboys moved the herd and kept them safe. They had to drive off a few desperate folk but those who were good enough to ask he fed and let join the convoy. Most of them were good folk who had been told to go colonize land with only the bare essentials. Some of them were grey hats with the skill and self interest to manage for themselves. All in all we've got enough cowboys and blasters to protect the ranch and our flowering little town.

[Troy Ranch]

Traits:

[Cowboys]: These guys know how to use a gun. Start with 1 defensive army.

[Gunsmithy]: One of the colonists happens to know his way around gunsmithy. Gain +5 to wartech rolls.

Stability: Happy

Food: 2

Resources: Lumber: 52 su., Source of Copper ore, Source of Iron,

Buildings: [Lumber mill, +2 to lumber rolls], [Charcoal plant 0/13 +3 power], [Dairy Barn, +2 to food production],[Hydro plant 0/13 +10 power], [Houses], [Workshop +2 to construction rolls],

Wartech: (Blaster Turrets +2 to defense actions)(Mounted Turrets +2 to combat rolls)

Civtech:

Projects:

Military: Cowboy ranch guards (Defensive army)

Heroes:

1 Harvest Iron and Copper 50/50 split in efforts. We need metal for for trucks and blasters.

2 Weak Artificial Intelligence. Some jobs on the ranch take a lot of work and not a lot of brains. +5 Gunsmithy

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971b69 No.46433

Bump

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File: a81750adced90bc⋯.jpg (1.41 MB,1920x1200,8:5,Basically This.jpg)

63591b No.46094 [Open thread][Last50 Posts]

It was Aprils 1st, 2018 and a normal normal April fools day. That was until the sun turned a royal purple and the world as we knew it broke beyond recognition. It was a cataclysmic disaster. Mass hysteria, floating buildings, infrastructure breaking randomly, nukes being launched and then vanishing, the electrical grid going haywire, calls from dead relatives, and you are pretty sure combustion stopped working for a moment there. As well, strange beings have begun to appear. Monsters with strange powers and mutant forms that seem to be a byproduct of whatever is going on, and many seem to be hunting humans. The world went to hell in the course of month. Now it is May 1st, you think, and things seem to be stable. Survivors have begun to appear but much has been destroyed from these phenomenons. You somehow survived in the ruins that were once Houston. The old world has been shattered and all that remain are survivors and monsters.

At start I will be allowing 5 monster and 5 survivors. You may reserve a spot if you post the reservation in thread.

Monster app:

Base: What were you before being mutated.

Description: What do you look like?

Stats:

-Size- 1 How big you are 1 is a tiny animal, 2 is a small animal to a child, 3 is 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. Base abilities are random.

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

Essence: 0/10

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

Thirst: 0/12 +1/turn How long it has been since you last drank anything. You get a penalty to half this number rounded down, at the cap you die.

Hunger: 0/100 +1/turn How long it has been sPost too long. Click here to view the full text.

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efb3a7 No.46322

Dice rollRolled 82, 88, 51 = 221 (3d100)

Survivor sheet:

Name: Klaus Von Sturm

Fluff: Klaus had always wanted to go to America, not because he didn't love germany, but because he was a huge fan of westerns and cowboys, which were severely lacking in the Rhinelands of his youth. This is why when he finally managed to save up enough money he travelled west, crossing the Atlantic as a passenger on a cargo ship, arriving at the shining beacon of liberty that was new york. He was promptly mugged 30 feet from the debarking ramp of the boat. A true bowboy wouldn't be discouraged by such varmits, however, and Klaus decided to keep on his journey to the American Midwest, the land of the cowboys! It took him 2 months to hitchhike to Houston, arriving there on April 1st, 2018. He was just reaching the first ranch on the city limits when the world ended, and now all Klaus is a six shooter, a horse he managed to convince to let Klaus him, and a beaten duster he took from the stables.

And a bitchin' 12-gallon Stetson.

>Skills:

+10 Stealth

+5 Lock-picking

+5 Search

>Inventory:

+ Remington MODEL 870 (6 Slugs), 15 12 gauge slugs

+ The clothes on your back you dirty vagabond.

+ Colt SSA, 3 Clips

Followers/Allies: None

Health: 10/10

Thirst: 1/12 +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: 1/168 +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: More in common with a hobo - You spent a good bit of time on the trail, like a real cowboy! Sorta. You got from the east coast to here mostly without a dollar to your name and are used to survivinPost too long. Click here to view the full text.

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0dfc71 No.46341

Dice rollRolled 86, 92, 37 = 215 (3d100)

1/2 - Food n' water. Good. We've got enough supplies for a while, then. But that don't matter if we're all dead of course. Head out with my followers and that uh… Cowboy… and drill them on shooting. Bein' that I'm the only one with actual military experience, they could use the instruction. And I could use a bit of practice myself.

>+5 Pistols

3 - After the drilling session, figure I should go try to rummage up some possible parts for the plane. Haven't told the others 'bout it yet. Don't want to risk them trying to loot it for metal or some shit. Only once it's ready.

>>46302

Name: Johnathan Mays-Kerry

Fluff:

he crash

>>46183 (You)

>Skills:

+5 Pistols

+5 Rifles

+5 Hand to Hand

+5 Piloting

Inventory: M18 Pistol (10), 30 9mm ammo, Swiss army knife, Canteen (Full:Water)

Followers/Allies: 4 Citizens (Armed: Pistols)

Health: 10/10

Thirst: 0/12, +1/turn

Hunger: 0/168, +1/turn

Bonus: A real shit soldier - While you are no doubt a military criminal you doubt it matters now. It also doesn't matter for this bonus! You get a +10 in combat situations with other humans due to actually having military training.

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024e7e No.46354

Dice rollRolled 58, 58 = 116 (2d100)

>>46321

>Name:

Ironshell the Dragon Turtle

>Base:

Snapping turtle

>Description:

The beast they call Ironshell is a ferocious beast with a foul temperament that resembles a dragon but has a rock-hard shell that can block all sorts of attacks. Unlike the standard turtle it is quite adapted for speed, and moves much faster than the stereotypical turtle, and moves even more swiftly when in its home under the waves, its leathery, muscular limbs Thanks to its gills which are in addition to its lungs it is an amphibious creature, usually not straying too far from bodies of water because Ironshell likes to hide safely beneath the depths where no threat can reach. Its favorite prey are human sailors and those foolish enough to straddle the coasts, and with his power he drag those foolish enough to venture to the water's surface deep under the waves and to their deaths with ease.

>Stats:

-Size- 2 (child size)

-Body- 2 (a little bit strong)

-Mind- 1 (animalistic)

>Traits:

-Rock-hard shell 2 (Armor 2)

-Amphibious 1

-Snapping turtle jaws 1 (Bite attack, uses 1d4 for damage + size and body, currently +4)

-Webbed feet (claws) 1 (don't take any penalties for fighting underwater, can travel faster in water and can do a claw attack that uses 1d4 for damage + size and body, currently +4)

>Abilites:

-Water Infusion 1 (Once a day you can infuse a bit of water into an object. This will hydrate living creatures and do other shit for non-living creatures depending on what it is. Can also overhydrate things causing bad stuff to happen, e.g. drowning)

>Essence:

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024e7e No.46355

>>46354

Czeched

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a8c39c No.46393

Dice rollRolled 23, 67 = 90 (2d100)

>>46188

Monster app:

Name: Garm, The Unlikely

Base: Tiger Salamander

Description: Garm looks almost entirely like his base, that being of a fully mature and metamorphosed tiger salamander, scaled up to the size of a dog. The only truly notable changes in his limbs which are opposable and can be used to grasp things, and in his coloration, which instead of the Grey green and black typical of his kind errs more towards grey black and greenish yellow, signifying his body is mildly toxic. He is titled the unlikely due to his ability to blink and at times make metal strike like a bullet. Allowing him to harm enemies far tougher than a dog size salamander should be able too.

Stats:

-Size- 2 How big you are 1 is a tiny animal, 2 is a small animal to a child, 3 is human, 4 is a bear or horse

-Body- 2 Strength relative to body size as well as durability

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

Traits:Opposable Thumbs

Amphibious

- Poisonous Body (Base) - Those that touch you will be mildly irritated and those that bite you will take 1 point of poison damage

- Webbed Hands and Feet (2) - Don't take penalties for fighting in water and can move faster in water.

Abilities: Magic Resistance 1, Blink, Magic gun 1x a day(3 turns)

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

Essence: 0/10

Health: 4 Size * Body + Anything from traits. At 0 you will die without help. This is your current and max health.

Thirst: 0/12 +1/turn How long it has been since you last drank anything. You get a penalty to half this number rounded down, at the cap you die.

Hunger: 0/100 +1/turn How long it has bPost too long. Click here to view the full text.

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File: c1d5002bdef6207⋯.png (10.52 MB,6000x3000,2:1,Map.png)

4ad58c No.46324 [Open thread]

In this world we know that empires rise and fall. Every society has collapsed and it's assumed that every society will collapse, be it in 10 years or 10,000. On a far off, Earth-like world, there are a people free of this cynicism. Only knowing the wilds until now. They are seeing the blossoming of civilization only now. Only now are they taking their stone tools to the resources around them, creating a budding society. You are their leaders.

———————————————————-

name: (what your civilization goes by)

colour: (marks the map)

culture: (fluff)

starting position: (where on the map you want to start)

pop: (if your pop cap is greater than last turns pop, add your pop growth (rounded to the nearest second decimal)) 5

pop cap: ((outposts * 5) + (towns * 20) + (cities * 50)) 50

pop growth: (hygeine and medicine tech increase your pop growth while negative hunger will reduce it) 1.25

food: (determined by the amount of outpost, cities, and towns there are as well as agricultural tech and food resources) 10

hunger: (food + economy - population) 6

happiness: (Happiness of your people. Ranges from -10 to +10. Can lead to revolts which can lead to coups. Can also lead to bonuses on all rolls) 0

outposts/towns/cities: (outposts are the only ones that can be built from scratch, can be upgraded later. Building an outpost and upgrading them requires one time economy cost) player named capital (city)

buildings: (requires one time economy cost. May require certain techs) player named capitol building

public works: (public works have a name and 2 numbers associated with them. The first is the amount of happiness it provides, the second is how much it costs)

defences: (bonuses your outposts, towns, and cities get when being attacked)

army: (the amount of dice you Post too long. Click here to view the full text.

____________________________
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4ad58c No.46325

Starting Bonus: when you are statted, your stats may be slightly different to every other player. You may begin with an extra resource or more tech. You may begin with another building or more units. This may effect other stats such as military expenditure. All starting bonuses are based off of your fluff

Tech: You cannot skip techs. For example, if you wish to develop a long ship, you must first develop both canvas and sailing.

Features: Forest/Jungle - defending from a forest or jungle, when the attacking player is not in a forest or jungle, gives you an extra dice roll on your combat.

River - defending from the other side of a river provides you with an extra dice roll on your combat. This stacks with the forest/jungle bonus. Rivers provide you with double movement speed if you have any watercraft tech. Rivers halve the required roll to upgrade an outpost or town.

Swamp/Marsh/Desert - swamps, marsh, and desert reduce your movement speed to half unless you are traveling by river.

Mountains - mountains reduce your movement speed to half however, if you are attacking or defending from a mountain when the opposing player isn't, you gain an extra combat dice roll.

Combat: Your combat roll dice is listed under your military strength stat (either army strength or navy strength). The amount of combat rolls you get is listed under the military stats (either army or navy). Your militaries are displayed on the map as small flags. If your military can travel to where you wish to attack or defend in a single turn (determined by army speed or navy speed), you can use those militaries to attack or defend. Distance is measured from the base of the flag. You may split your militaries to attack or defend as many times in one turn as you have militaries.

Rolling: We're using the Nimble Mechanic once again, which means you have unlimited actions per turn but every action you you make increases the needed roll for a success by 10. For example, if you roll 2 dice, you need to roll a 20 or higher to succeed. If you roll 3, you need to roll 30 or higher. Combat rolls go in a separate post to your regular actions however you muPost too long. Click here to view the full text.

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1c48f0 No.46387

File: e037e2d1c7d92f1⋯.png (10.55 MB,6000x3000,2:1,map.png)

>name: Arrensol

>color: pink

>culture: Aroqqa is a small fishing village built on a great monolith overlooking a river delta. For generations they've enjoyed a simple life, hauling up fish from the river to their acropolis.

>pop: 5

>pop cap: ((outposts * 5) + (towns * 20) + (cities * 50)) 50

>pop growth: 1.25

>food: 10

>hunger: 6

>happiness: 0

>outposts/towns/cities:

Aroqqa (capital)

>buildings:

>public works:

>defences:

>army: 1

>army strength: d1

>army speed: 100

>army expenditure: 1

>navy:

>navy strength:

>navy speed:

>navy expenditure:

>tech: Wooden spears (d1), Stone tools, Animal skin clothing, Animal skin huts, very basic crop farming, very >basic animal husbandry

>resources:

taxes: 10

trade power:

expenditure: -9

economy: 10

traded resources:

passive trading:

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File: ea899f3d8052370⋯.jpg (169.96 KB,450x321,150:107,Clarent.jpg)

File: 572ed9dcd053799⋯.jpg (128.34 KB,800x426,400:213,Fortress Falling.jpg)

51536b No.44488 [Open thread][Last50 Posts]

The Kingdom of Clarent, once a shining land, full of peace, prosperity before you and your masters declared war on it. Such a weak area, no strife, no struggle, nothing to keep them motivated and strong. It was the will of the Council of Five that Clarent would fall and it's land and resources taken, it's people enslaved, it's magics learned and it's false gods destroyed. Thus the Seventh Imperial Army Marched to war.

The Pass of Kargas fell within a month, the fortresses of the pass totally shattered. Their soldiers fell under the hordes of orc barbarians, kobold zealots, human soldiers, and skeleton walkers. Their mages killed before taking the field by Darkblade Assassins, Drow Shadows, and misty vampires. Their walls cracked by the sheer might of Rock throwing giants, Mighty Dragons, Drow Magisters, Demons of Grond, and undead juggernauts. The victory of the Seventh was absolute and total, in other words, perfect.

Normally, this sort of momentum would be celebrated, and it WAS celebrated, but each Imperial Army is a microcosm of the Council of Five. The Church of Grond and it's human supplicants, the Orcish and Greenskin Hordes of Great Chief Gundebax, the Bound undead of the Archlich Thrayze, the Progeny, mates and zealots of the Dragon Queen Svezen'la'hareth and The scions of the great ClanCity Mandozelan all struggle to progress their faction's agendas, and most importantly, themselves in various and sundry ways. With the easy victories they accumulated at the pass followed by taking cities and towns with ease, the army slowly became less concerned about forces of Clarent and more concerned with internal politics. This in turn made what followed even more damning.

The seventh took city after city, rampaging across the land and sowing despair and ruin upon the natives of Clarent as they went. Soon all that still stood bright and proud was the Capital, and the fringe cities too far away to levy an effective force to reinforce it in time. The Seventh march and broke the defenders on an open field with contemptuous ease. It was so easy that many forces broke ranks and charged after the retreating defenders, the wary either being forced to follow to not be caught alone in an easy to take fragment or forgetting themselves trying to gain glory. ThisPost too long. Click here to view the full text.

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51536b No.46077

Dice rollRolled 98, 3, 33, 19, 93, 30, 100 = 376 (7d100)

>>46052

>>46046

Left Flank

Center Flank

Right Flank

Clerics

Mages

Lord x2

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2e23d7 No.46084

File: 69ded835a8e8467⋯.jpg (144.34 KB,700x414,350:207,chaos_knight_speedpainting….jpg)

Dice rollRolled 68, 35 = 103 (2d100)

Name: Reynauld - The Hammer of Grond, The Apostate

Faction: The Church

Race: Human

Class: Frontline General and Shock Troop

History: https://pastebin.com/8ALBfTBy

Inventory:

+ [Brimhoof] - "Shall we give them mercy my umber steed?" NEIGH

Forces: 150 Men on Horses, High Morale

Lieutenants: Durax, Wizard

Abilities: N/a

Skills: Skilled swordsmanship, Skilled tactics

Reputation: Someone to watch carefully, for many reasons

Bonus: Fuck you, I'll do it myself - You doubt in Grond and his church's teaching. This strains your relationship with much of the church in general, but improves it with those who too doubt it, for good or ill. Additionally, instead of rolling for divine intervention you roll for (un)Heroic second wind in case of an emergency.

1/2. All this parading was tiresome and quite boring, and the people here won't stand for show and pomp. They must be shown power, and this shall be demonstrated by Reynauld and his men, as they ride out to quickly crush and decimate any enemy force they happen to find in the field, tactical sense used to spar up against a evenly sized, moderately even;y equipped force, for Reynauld was no fool.

>>46061

Before leaving the city Reynald would stop by the camp of the other Gronnate in the city, and offer his welcome anPost too long. Click here to view the full text.

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d3e8c8 No.46085

Dice rollRolled 7, 23 = 30 (2d100)

Name: "General" Ugluck-Rokk Smasha

Faction: Great Horde

Race: Mountain Ogre

Class: "General of da Arty'"

Forces: 150 Goblins

Elites 10 Ogres

Lieutenants: Stabsquee, Goblin engineer.

Abilities: Great strength and endurance.

Skills: Basic siege, Basic tactics, Basic Smushing things

Reputation: It can Think?!?!

Bonus: It can Think?!?! - Gain bonuses on coming up with and training your brethren on simple tactics. Complicated ones still hurt your brain.

+Roks lots

+50 gold

+Woods Lots n lots.

+ Average machining tools

1. Good job Stabsquee, now make me some o' dose fine 'frowing machines me and me ogres can use. I want em big, and I want em mean and fast! Be sure ta paint em red too so deyz go fastah.

2. My boyz are dumb as da rocks dey be throwing. Da only cure is practice. Dey learn better by 'muscle mem'ry'. Get some o da boys ta start practisin throwin' da rocks at some targets. Dey need to be fast!

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e55e52 No.46093

>>46084

Vangelis readily accepts the offer of cooperation and makes mention of another in the city who may be willing to join us.

>>46069

Reaching the "laboratory" of the infamous Dr. Bartholomew Fenkelstein, Vangelis offers an opportunity to claim the bodies of the heathens so that they may repent the blasphemy they had in life. Such an opportunity would allow Dr. Fenkelstein to focus on his work while he lets the Grondites dictate tactics and have the fruit of his genius shown to all.

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1b8a2d No.46299

Dice rollRolled 21, 54 = 75 (2d100)

>>45341

Name: Dipirahc Kenath

Faction: Drow

Race: Drow

Class:? Primarily a bow sometimes a bastard sword

Forces: 99 Drow women at arms

Lieutenants: Syrena, Drow Spellblade, Morena, Drow Cleric

Abilities: Night visions, stealthy stride

Skills: Skilled Archery, basic tactics, basic Diplomacy, basic daggery

Reputation: I didn't even know they had male Drow nobles….

Bonus- I am a MAN! - As a man in Drow society your are much more likely to suffer attempts to usurp your command, but they also have the atrocious habit of underestimating you.

Stuff:

+1 month of food

+10 slaves

+Underdark road (hidden)

1. How about instead you illithids come work for me. And in doing so provide great service to the underdark and the Seventh. But of course more importantly a chance to earn great riches and slaves from the upper world.

2. If the two illithids join us then resume construction of a base here in the underdark. If not then beat them into submission.

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File: a917e07887abf4a⋯.jpg (80.95 KB,1024x441,1024:441,Blackwater Prison.jpg)

9fb035 No.45292 [Open thread]

Black water prison, located deep in the heart of Waterdeep. Some call it a stain on the cities image, others say it's a necessity. It's a maximum security prison dedicated to housing the worst of the worst and those unfortunate innocents wrongfully convicted. Most who obtain a sentence to it are never seen again, nor do they ever see the outside world again.

The prison itself is a fully functioning society completely separate from waterdeep and despite the occasional riot or the incredibly rare escape attempt manages to function smoothly.

Welcome to Black Water, your new home after your "Fair and just" trial, whether you did it or not doesn't matter because now your new life is here behind the cruel unforgiving bars of Black Water.

But who exactly are you?

Name:

Age:

Backstory

DO NOT FILL

Roll 1d100 to determine race ignore everything else on the rollchart https://pastebin.com/uSdeu4iV

———————————————–

Race:

Bonus:

Equipment:

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61322d No.45703

Dice rollRolled 38, 8, 63 = 109 (3d100)

>>45631

Name: Nyloth Yril'Lysaen

Age: 119

Backstory: Like many drow dissidents Nyloth fervently worshiped Vhaeraun and had spent much of his life secretly rebelling against the drow matriarchy instituted by Lolth, but where Vhaeraun advocated equality, Nyloth was consumed by hatred for the opposite sex. Using his skills as a spellthief he had set up the demise of many a priestess and had greatly advanced the cause. Eventually however his superiors discovered the full extent of his anger and deeming him too great a risk had attempted to get him killed. Although Nyloth escaped to the surface near Waterdeep he went completely mad and went on a murdering spree that lasted over a decade before being captured.

[Bonus] Spellthief- You have access to a very special form of arcane magic, you can siphon magical energy from people and use it against them leaving you virtually immune to almost all forms of magic, the Magi of the prison have fitted you with Anti-Magic cuffs and consider you to be one of the larger threats to prison security.

1. These cuffs are m̷̢͇͍͙ͤ̒͒̃̇́a̶̛͚͖͉̮̙͖̭͕̪͌͛ͫ̔ͣ̃d̲̖ͩ̅̂͜d̢̟̜̽ͦe̱̥͉͕͛̒͋ͪ̔̍͑̓́͡ͅņ̠̥̦͚̏̈́̄̋ͩ͞͠i̴͕ͮ̊̋͂͘͠n͂̾̒̑̚͏̶͉̥̘̖̞̥͇̣g̛̲͔̥̭̙̞̺͋͘͢. I need to get them off somehow.

2. Now that I am here I realize that things have been s̢̕͢͠͡t̸̡͠r̛̕a͝͏n̷͘g̵̢̕e̢̡͢. Perhaps soaking in an elder brain's brine and swimming through an aboleth's lair had some unintended side effects. I should think on this more.

3. A place such as this must have some illicit contact with the underdark. I shall find someone that knows of the w̵͖̗̰͚͓͚̲̼͉̬̝̯̼̫͉̳e̸̕҉̝̗̲̩i͜͏̦̬͎̠̣̠̘̜̟̼̹̙̬̦̗͡ͅr̵̤̺͓̠̲̹̠̰̘̫̟͍̘͔͘͟d̳͖̦̳̪̩̱̟̺̜̘͈̰̭̺̥͇̩̕ and can give me the supplies I need for the future.

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456ee9 No.45708

Dice rollRolled 90, 79, 46 = 215 (3d100)

>>45631

Name: Jack

Age: unknown mid 30s presumably

Backstory: Jack is a serial killer. He has killed over four dozen men and women on the streets of Waterdeep in the dead of night. He seems to be able to turn anything into a weapon at the drop of a hat and is considered both extremely dangerous and a massive flight risk. He is not allowed outside with guard supervision and at least one magus on hand at all times.

Race: Human

>[bonus] Jack The Ripper- You have a knack for knowing just which area to cut to bring someone down and you seem to be able to fashion a blade out of everything. +10 to bladed combat[Equipment] Improvised Shank

1. Watch the guards for their schedules and proclivities.

2. Watch my inmates for the same.

3.Find some food that tastes not like shit. Maybe.. elf?

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c6b5cb No.46014

Dice rollRolled 69 (1d100)

>>45292

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c6b5cb No.46019

File: 510e87de661909b⋯.jpg (119.46 KB,870x919,870:919,dwarf_portrait_by_owenrixo….jpg)

Dice rollRolled 54 (1d100)

>>46014

bow chicka-bow-wow

Name: Digrvaldi Vigulfrsson

Age: hella

Backstory: A dwarf tunneling into someplace to rob it was supposed to be a cliché, a racial caricature that would be insensitive to put in a movie. And yet, here he was. A proud son of Vigulfr, in the slammer for thirty counts of breaking and entering, petty larceny, grand theft, vandalism, and assorted other things, accumulated from a dozen different heists. He'd been careful, but not quite careful enough, so by the time they figured out where, and how he was tunneling, they had enough to put him away for over a hundred years. Which, to a dwarf, is a slap on the wrist. But still. Hell, even being a prison wasn't too bad, not that different from a good cave or mineshaft. Maybe it wouldn't be so bad after all.

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f5c0da No.46227

Dice rollRolled 23, 72, 37 = 132 (3d100)

Name: Randall Jerken

Age: 39

Backstory: Once Randall Jerken was mearly a small time crook who would get caught for stealing and causing a bar fight. Until one night, he killed an shop owner and stole everything of value after a robbery gone wrong. After a long manhunt and even longer chase, he is later locked up and thrown into the jail. Now Randall Jerken is behind bars and serves as muscle for others for a price.

DO NOT FILL

———————————————–

Race: Human

Bonus:Jerken Off- You seem to have a knack for getting lucky when it comes to evading the law, as such you get a +10 to going unnoticed during roll calls and lights out.

Equipment:

1-2 Work out otherwise you'll become like fresh meat

3. See what else is there

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File: ee386183280b3a6⋯.jpg (1.51 MB,1500x1020,25:17,halvil.jpg)

13eeb1 No.45401 [Open thread][Last50 Posts]

Halfling Settler Builder

During the War of Light the Alliance of Free Creatures destroyed the dark forces of the Nameless King, scattering his army and taking his kingdom. In the aftermath the five races of the Alliance agreed to split the dark lands and settle them with good free folk so the darkness would never rise again. The Gorst-Levost Commonwealth, a noble nation of industrious halflings ruled by a council of lords was almost pulled to the brink of civil war by these land claims as rival lords argued over land claims. It was not till the Great Blue Wizard Gandore intervened and determined the the rights to these lands who be determined by a grand lottery from which all citizens would be given a chance to win the right to settle these lands! You are one such lucky winner! Congratulations may you find prosperity and wealth in these new lands!

Now who is your intrepid halfing settler?

Name:

Age:

History:

Favourite Food:

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87fc97 No.46161

Dice rollRolled 34, 2, 83 = 119 (3d100)

>>46152

Name: Anders Bristlehorn

Age: 30

History: Anders was a ranger that served throughout the entire War of Light. Knowing that he must serve for the greater good he left his small and immaculate homestead in order to fight against the forces of darkness. While his small size made him a poor front-line combatant, with his knowledge of herbs and traps he was able to sabotage and confound the enemy to great effect. Whenever he was in an allied camp he always spent the majority of his time helping the doctors with the wounded. It was a great relief when the war finally ended and Anders was quite content to return to his relatively isolated home in the forest, but to his amazement he had actually won the lottery! Now he realizes his duty is still not over and that he must help guide his people to a new era of prosperity.

Favourite Food: Troll shanks that are braised with fresh herbs and red wine with a side of roasted potatoes that are all covered in gravy. (especially if the troll is still alive and regrowing new servings to eat)

Bonus: [Veteran Ranger] You are a veteran of the War of Light having served with the 11th Ranger Support Unit learning the arts of stealth, tracking, herbalism and trapping gaining you a +5 to each. You also have an easier time recruiting Light Veterans and a +10 to combat.

Settlements: Lux Victoria

Infrastructure: Protection Wards (Outer Ring), ????? Forge, Church

Happiness: Content

Population: 232 (+0.01)

Wealth: 1

Artifacts: Wand of ????

Army:

19 Light War Veterans

Resources:

Artisans:

Priest of Flu (Death/Zalos)

Priest of Ulf (Farming/Solaz)

Priest of Ful (Artisans/Riner)

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4cf25b No.46162

Dice rollRolled 69, 12, 42 = 123 (3d100)

>>46150

>>45701

Name: Pf. Hammond Grant

Age: 63

History: During the war; craft, magic and history were warped and perverted to construct unspeakable machines of war. Gentlelings with skill and knowledge were necessary to make and identify gear suitable to the war effort. The more outgoing were put near or on the front lines where magic had to be confronted with magic. That was where you could find Arch-wizard Grant. You couldn't find a hamlet that didn't have some kind of hedge wizard in the bush or alchemist workshop. Now you won't find any. Such is the toll of war.

However! Those that remain in the public can be found in one man's camp. -Professor- Hammond Grant's camp. That charismatic fellow had patented several general use magic items and gathered enough wealth, after taxes, and talent to start a real business. He would shed his gilded arcane robes and don the mantle of archaeologist cum purveyor of art, magic and historical goods. It would be a welcome change of pace from the hubub of halfling vs. giant monster conflict.

With this ticket and his own accumulated wealth he could see where to put his money down and who he would need to hire to get the job done.

Favourite Food: Bean, Cheese and Mushroom Omelette

Bonus: [Welcome to….. Darklands Park] You are a man of knowledge and magic, some might even consider a wizard of sorts, you can cast simple magical spells and a +10 to anything scholarly. You also speak the Black tongue of these lands and can read almost every tongue under the sun.

+1 Apprentice Wizard

Settlements:

+Sentoúki Thisavroú

Infrastructure:

+Protection Wards (Outer Ring)

Happiness: Neutral

Population: 209 0.01 per season,Post too long. Click here to view the full text.

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900c12 No.46163

Dice rollRolled 61, 24, 74 = 159 (3d100)

>>46150

Name:Jorick Yithkaerian

Age:26

History: Once a rogue always a rogue, that's Joricks philosophy, see before winning the right to settle down Jorick was an intrepid member of a Thieves Guild of some renown, Heist after Heist Jorick continuously proved he was a little too good for them and after a horrid argument with the guild master, he proceeded to rob the guilds treasure out from under them disappearing into seemingly thin Air. Now after he's managed to win the lottery and get the right to settle on several different lands he has some ambitions, Jorick is going to train and raise up the next generation of master thieves and form his own guild.

Favourite Food:Roast pheasant in oyster sauce

Bonus: [Offensive Stereotype] You are a halfling thief, an offensive stereotype the Commonwealth has sought to stamp out for decades but you are damned good at it gaining +10 to robbery actions and +10 to sabotage. You also have access to buying things from the black market IE slave,drugs and other naughty things.

Settlements: Noctis

Infrastructure: Rustic Housing, Forge, Docks, Shrine of Kalodis Quaint housing

Happiness: Content

Population: 252 +0.01 per season, rounded down

Wealth: 0

Army:

30 Guards

Resources: Copper vein

Artisans:

20 Miners

2 Smiths

Queer Carpenter

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c2104d No.46208

Dice rollRolled 37, 72, 65 = 174 (3d100)

>>46149

>Name: Lein Stumpwood

>Age: 36

>History: The stereotype for a halfling is a fat, short, happy-go-lucky individual that is fond of food and pipe weed. The stereotype for a fat individual is Lein. Lein is the third son of a major halfling fisher baron that owned most of the fishing boats along the coast. During the war Lein was exempted due to his father's influence and money, as well as being a walking target. Lein's father never really expected him to do much, not being much of a sailor like he was or his brothers are, and besides some money to live on he wasn't going to get much in the will. However, Lein's talent is in numbers and his ability to read people and with winning the lottery he plans to prove what he can do.

>Favourite Food: Shark fin soup

Settlements: Lein's Landing (Mouth of the river)

Infrastructure: Smokehouse, Docks, Queer Manor

Happiness: Content

Population: 228 +0.01 per season, rounded down

Wealth: 2

Army:

10 Light War Veterans

Resources: 1 Trading sloop,

Artisans:

2 Smiths

20 Fishermen

4 Shipwrights

Bonus: [Lucky Fucker] You have uncanny insight and luck allowing you to reroll one dice per turn taking the best roll and a general +5 to negotiPost too long. Click here to view the full text.

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c2104d No.46209

Dice rollRolled 62 (1d100)

>>46208

rerolling action 1

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File: 1462413927809-0.jpg (111.74 KB,589x355,589:355,c3921d4663599497dd88375454….jpg)

File: 1462413927810-1.png (328.45 KB,1277x984,1277:984,FAS1.png)

46ca4e No.26801 [Open thread][Last50 Posts]

What a Fantastical Age (of Sail) Builder

In the fantastical world of Arantil a new continent has been discovered across from the old lands surging the world into an age of Sail. Old world nations rush to claim this land and it’s new resources. The world of Arantil is flush with exotic races and creatures with everything from elves to giant salamanders roam, while true magic has faded from the world some power still dwells in ancient magic and less powerful “Arcane” magic is used to do simple tasks and used to learn simple things such as the coming weather.

You can take control of a colony, pirate, adventurer or anyone else who has set off to

this new world.

Colony Types [Shamelessly ripped from Grand_Architect]:

Colonial Charter: You are head of a colonial effort from your home country, You have the financial and manpower backing that they can provide. This is a double edged sword however, they may make unreasonable request or punish you for decisions they deem inappropriate.

Independent: You may be a Merchant coalition trying to seek it rich, a group of religious refugees, or even a roaming pack of fishermen seeking better waters. Whatever you are, you take the dangerous journey at your volition, you have no backing and no master. It will be an arduous undertaking, but at least you are free

Outlaw: Whether you are a pirate outfit, slavers, or a group of marauders, you are the outcast of society and you like it that way. Everyone hates you and you are actively out to steal the fruit of other players hard work. It can be very profitable but it will be very difficult. Your people complain less when lacking creature comforts but to survive you will need to pillage and steal your way through life. Honest merchants won't trade with you but black markets prove to be useful assets in the new world.

>Nation Stats

Start Position:

Name:

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46ca4e No.29066

>>29065

new thread is up spacjesus

>>28088

link there boss

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46ca4e No.29068

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46ca4e No.29172

File: 1470263122303.jpg (129.13 KB,625x352,625:352,alpha21.jpg)

Dice rollRolled 58, 36, 13, 85 = 192 (4d100)

Name: The Yolian Excursion

Country of Origin: Yol

Country Fluff: Yol is notorious for a few things - industrial capacity, brutality, and constant wars with its neighbors. These fine traits has made the nation harsh and mean, as it has been engaged in nearly constant roiling conflict for the past ten years. This never-ending series of wars has also starved Yol of basic resources such as timber, tin, iron, and coal. Given the exhaustion of the Yol resource base, the situation has triggered a series of expeditions around the world as the Yolians butt heads with their neighbors in order to secure fuel for their constantly undersupplied industrial base. Reflecting such tensions, Yolians themselves are not – and never were – very pleasant: brutal and harsh gnomelike creatures, Yolians value the coin in their purse and the amount of things they level as their mark on the world. Indeed, while some cultures find value in nature or natural beauty, Yolians instead see “nature” as a standing reserve to exploit and convert to Yolbucks and prestige.

–Stats–

Nation Type: Colonial Charter

Population:829{+6%/turn} {Cap: 500}{+100}{+200} {Total Cap: 800} {{{OVER CAP}}}

Food: 11 [0/turn][+5: Small Peon Farm]

Resources: [Lumber:61 +3/t][Stone/Iron Mine→Iron:21+1/t] Stone:9+1/t}[Heathold Ore:19+2][Sharpleaf:10+1/turn][Gorim Tubes:0][Grav Stone:11+1/turn][Copper:22+2/turn][Strange Weapons: 5][Mithril:22+2/t] [Coal:20+2/turn]

–Assets–

[The End of Reason|Basic Town, Capital] {+500 pop}

+ [Medium Iron Mine:+3/turn]

+ [Small Mithril Mine] {+2.turn}

+ [Small Heathold Mine: +2/turn]

+ [Small Coal Mine: +2/turn}

+ [Medium Factory: Spooled - 1 iron → 5 Soldier Kits/turn]

+ [Small Tenements: +100p}

+ [Small Tenements: +200p]

+ [Tiny Post too long. Click here to view the full text.

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46ca4e No.29508

Cheers on ya for continuing the spirit of my thread.

Sorry everyone who participated in mine and then I mysteriously vanished. Life got in the way.

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cc48f5 No.46204

bumparoo

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File: 1435807422864.png (236.98 KB,2474x1653,2474:1653,Empire.png)

4d8ca6 No.5517 [Open thread][Last50 Posts]

A little paper was given to you as you wait in front of the Emperor's throne room.

"Welcome, Lord/Lady of …..

>Lord's Name:

>Fluff:

>Skill:

>Heir/Heiress: [Fill according to fluff]

>Bonus:

>Kingdom's Name:

>Color: (Also write the number of your location)

>Fluff: (Fantasy Races are allowed)

>Population:

>Military:

>Buildings:

>Technology:

>Magic:

>Bonus:

, the summoning will start momentarily."

This is a very odd event, Emperor Bello called in all Lords and Ladies to be present for a summoning today.

You can see all the other Lords and Lady are present around you.

You may use this time too mingle or get to know them if you wish, until the Emperor announces his reason why you all are here.

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4d8ca6 No.6620

>>6619

"Because change should not simply happen for the sake of change. We could make a donkey Emperor and call it change but nothing would be gained. While I believe that Count Zephos is both an honorable and an intelligent man I am not certain that he holds the power required in order to rule over the Empire.

Of course it would be the duty to defend his word and claim, but I have to ask, how do you intend to bring to heel say Orris and the Soviet Union? Do you have a fleet that could compare to theirs? Does anyone? And what were you to do if the Iron Corner was to secede? Of course today they hail Zephos, an Emperor on a small island a world away. How would you hold up against the vast masses of raw manpower the Shiwan throw at their enemies like pigs to the slaughter? Their Lord did not even bother to attend this meeting. Would you march to Puszczagóra to defend Lord Zephos claim? Their lands are a death trap to any army, even though the nation may be led by a woman. And of course there would be the matter of the Scorpion Clan lead by the most vicious person in the Entire Empire. Tell me Lord Arvali how will Lord Zephos handle these challenges?"

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4d8ca6 No.6621

The young lord Richard grins as he watches the Lords bicker in between each other. His time at the theater and the library were entertaining, but this… why this was hilarious. He stopped himself from laughing but turns to his neighbor and says "While this is a joy to watch, might I ask your thoughts on the vote?"

This is a open invitation for whomever to start a conversation with me.

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4d8ca6 No.6622

>>6621

Lord Zephos turns to regard the young lord beside him and decides to speak his mind. “Concerned, Lord Richard. Even though some of the Lords seem to support me as the next Emperor I am quite certain that I am not the correct choice for the throne. The late Emperor was a man without peer, the thought that I could replace him is an unusual and alien idea to me.” Lord Zephos sighs. “Now, I see some of the lords brining their regional concerns or personal squabbles into this diplomatic meeting. If the Lords of the empire are unable to keep their composure during what is objectively the most important gathering in the Empires recent history then what hope is there for a resolution before someone gets tired of waiting?”

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4d8ca6 No.6712

>>6622

Lord Hexxus sighs and knows that resolution is far from reached but every moment the throne is empty the people grow restless and so…"I, Bob Hexxus of Epidemica cast my vote for Lord Zephos for I believe he will use the power wisely. Let us vote and come to a close, the people are uneasy when no one holds the reigns of the Empire."

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72abff No.46202

bump

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File: a36644b10f70b67⋯.jpg (167.15 KB,1260x787,1260:787,download (1).jpg)

File: 0d7851c2a2e99f6⋯.png (1.28 MB,1920x1080,16:9,Plane builder map.png)

1f9401 No.44312 [Open thread][Last50 Posts]

For so long you have looked beyond what you have known to see what was possible. You have brought the primal forces to heel and forged weapons and tools to claim your kingdom. As kingdoms rose and fell you stood strong. Finally the world bows to your whims, but one world is never enough. The wizards speak of a multiverse, planes similar and yet so different from the one you now rule, so close and yet so far. At least, that was how it once was. You have taken the first step, a planar bridge has been made and finally you may stop upon new worlds and claim them as your own. Send your armies into the shifting wastes, let your armada claim the endless oceans, fight dragons for control of the skies, but know you are not alone.

Before you post fluff roll on the tables provided in the rules pastebin and post where you want your plane on the map. After that fill out the sheet below.

Rules and charts: https://pastebin.com/CCQKQBUj

Name:

Fluff:

Race:

Plane Name:

Plane Fluff:

Color:

—-Don't fill in———-

Planes:

(Name here) [Home Plane] Infrastructure: 3,3,3,3

Buildings: (Player named portal building)(M)[Required to get off the plane]

Happiness: 3

Special resources:

Armies: 2 (Player named) +0 [Fodder]

Heroes:

Control:

Resources: 10 +3/turn

Special Resources:

Technology/Magic: Primative Planar portals

Bonus:

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212ea5 No.46068

Dice rollRolled 66, 14 = 80 (2d100)

>>46062

>Name: The Midgardians

>Fluff: Thin, nimble, pointed ear native humanoids that hold somewhat of a ability to try to predict the plane's natural phenomenons which they'll use to predict weather, to plan what crops to harvest, and where to stay away. However they are nomads born on the plane and able to survive by predicting when the weather would turn worse or when monsters become much more frequent. However they have been ambushed by short stout humanoids that would harm the plane a little bit in their pursuit of metals, or by humanoid god-men with fire-sticks that shoot metal balls with servants of metal that appear in large canoes with a bloated fabric body and fins of metal. Our people had done hit and run tactics against them or looting the battlefields where the stout humanoids and the god men fight, while some of our own were able to retreat using the plane's natural phenomenon while others aren't as lucky. But using the salvage and some of the god-men's own trinkets we could now explore other lands or escape

>Race: Elves (Tall nimble people with pointed ears and a nomadic lifestyle)

>Plane Name: Midgard

>Plane Fluff: It's an Earth like Plane that was well known to be sapient like the animals in the plane. However they noticed that the forest would sometimes move, tar-pits would be able to spawn oozing beings, and lastly nests or herds fulled with strange beings that would be considered wildlife in the planet. The planet is filled with oddities and the land itself seems to either help those that'll want it's resources or become fickle to those that'll seek to pollute or destroy it. Notably it seems there are short, stout people that are able to raid for resources against the whims of the planet, but even more strangely rows of people that use fire sticks which fire out strange balls of metal and some of their buildings that even harm the plane.

>Color: Brown

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3a6112 No.46075

Dice rollRolled 98, 70, 1 = 169 (3d100)

>>46062

Size: Astral Cloud

Affinity:Major Summoning

Special Materials: None

Planar quirks: None

Terrain: Desert

Special Inhabitants: Fire Elementals

Planar Natives: Megafauna

Sapient natives: Three species

Sapeints organization: Empires

Sapients tech: Iron with sizable magic

————————————————————–

Name: Dornari Union

Fluff: The Dornari were once a sizable empire which had been locked in a war of attrition for hundreds of years, with untold millions of casualties. The grueling war was put to an end when the entire Dornari population was placed into the largest, and most modern Airships the Union could manufacture. Rolled steel and machine gun have replaced wood and ballista of centuries ago and magic has been harnessed solely to power the great systems of the massive fleet, millions of men strong, indefinitely as mages are no longer seen as powerful, but as tools to help the greater good. Next, the Dornari caused a great tear in their plane, denying the enemy everything and flinging them into a new plane.

Race: Human

Plane Name: Veldrad

Plane Fluff: Veldrad is an infant plane, with nigh minuscule landmasses floating aimlessly in a cloud of raw magical energy. The 3 largest masses,deserts all, are controlled by 3 different, primitive species while fire elementals roam tPost too long. Click here to view the full text.

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314b4b No.46104

File: 121ac3be2b9b81a⋯.png (8.5 KB,256x224,8:7,Coral_Capers_SNES.png)

File: e23024500357bba⋯.png (16.03 KB,256x224,8:7,funky_flights.png)

Dice rollRolled 34, 94, 97, 26 = 251 (4d100)

>Name:

The Kong Clan

>Fluff

The Kong Clan is a group of sentient and humanlike monkeys that have advanced to great heights through their use of the mystical crystal coconuts, which let them channel their natural magical abilities, and state-of-the-art barrel tech. However, the Kong Clan is not just one clan but many clans, namely the Dahn'qi, Didi, Taini, Lain'ki and Chon'qi clans. The Dahn'qi clan is led by Donkey Kong, named after his tribe. He's the leader of the bunch and everyone knows him well. The smaller clans are quite specialized, with each race having their own specialty. The Dahn'qi are known for being bigger, stronger and faster too, and for their coconut guns that fire in spurts (if they shoot ya it's gonna hurt!) The Didi Clan enjoy flying through the air in rocketbarrel jetpacks and being very fast and nimble, although they're not as strong as the others. The Taini Clan is the smallest and weakest of the 5 clans, though they make up for this with the ability to shrink themselves with crystal coconut power and jump long distances. The Lain'ki Clan are regarded as having no style, no grace, and a funny face. However they have long arms and are extremely flexible. Lastly the Chon'qi Clan is by far the strongest of the clans, and can use the power of the crystal coconut to grow much bigger than normal. While they would normally be content with just relaxing on DK Isle all day, someone has stolen their banana hoard and now they scour the planes searching high and low for their precious bananas.

>Race:

Monkey people

>Plane Name:

Jungle Japes

>Plane Fluff:

Jungle Japes is an Earthlike sphere largely covered in jungle thanks to its affinity to life magics but boasting a large variePost too long. Click here to view the full text.

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314b4b No.46107

Dice rollRolled 19, 50, 38, 35, 19, 66, 13, 56, 58, 27, 86 = 467 (11d100)

>>46104

Plane rolls

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4542f0 No.46164

Dice rollRolled 44, 55, 43 = 142 (3d100)

>>46062

Name:Lost City Of Brass

Fluff: A large arabian nights esque kingdom, The City of Brass is a shining beacon for trade and commerce throughout the planes, beckoning many planar travelers to its bazaars, souks, slave markets, and metalcrafters. Famed for its vendors of smoke, incense, and tobacco, the city is also noted for the many smiths who work ceaselessly for the efreet, crafting arms for the armies and the sultan. The city is ruled with an iron fist by the undisputed sultan Marrake al-Sidan al-Hariq ben Lazan

Race: Efreeti "Efreet are cruel and self-serving. They all consider themselves to be of noble character and assume grand titles to make themselves seem impressive, Efreet are humanoid in appearance. They are very tall, generally reaching heights of twelve feet, and massive and solid. They are well-muscled, and have red or black skin that is always burning. For this reason, many resemble devils and are often mistaken for them. Their bodies are said to be made of basalt, bronze, and solid flames"

Plane Name: Baeddilar

Plane Fluff: The plane of Baeddilar is a vast desert that stretches on for as far as the eye can see with modest oasis's peppered throughout the land, here fire elementals live and thrive surviving off the spoils of the arid lands, the deserts are an unforgiving place, but treasure left over from one of the many kingdoms brings many an intrepid adventurer out into the wastes of the desert to seek fortune and glory, seldom do they return for the desert is a harsh and unforgiving mistress, yet she does provide for her children as evidenced by the oasis's and the empires that have sprung up around said oasis's

Color: Orange/Red

Planes:

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File: 6d1a887eacf9ffd⋯.jpg (58.93 KB,611x465,611:465,d7505852fc6eb0e9d2f2246fed….jpg)

File: 307b35cfe5e89b9⋯.png (361.84 KB,1673x1166,1673:1166,template.png)

21e7d8 No.42595 [Open thread][Last50 Posts]

EMPIRES OF EUROPA: WAR OF THE GODS

One thousand years ago, the gods of Order and Chaos declared war upon each other, using Earth as their battleground. Whole continents were devastated by the onslaught, as battle after battle turned the land into what would come to be known as the Void Wastes, completely inhospitable lands where death energy sucks the very life out of all who dare to tread upon it. One area of land that escaped complete destruction was the continent of Europa along with the northern tip of the desert continent of Africa and the frozen island of Grønland across the seas, along with various other islands such as Britannia and others. The lands that were spared gave life to many different civilizations, which slowly developed into proper nations, each with the knowledge of smithing bronze and having other related technologies. However, the gods have decided to make their return, and, seeing the industrious humans, have decided to use them as proxies in their wars to avoid more catastrophes taking place on Earth. Who will prevail and rule over Europe? Will your civilization find fortune and power and rise to greatness or fail and crumble? Only time will tell.

To get started with the game, please fill out the following character sheet.

>Nation name:

(Self-explanatory, please pick something smart)

>Color:

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

>Fluff:

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

Do not fill out:

>Population:

10,000

(If this hits zero, you die. Affects various things, such as your ability to passively defend your territory, the maximum size of your armies, and more)

>Food production:

11,000

(Number represents how many people are being fed with your current production levels, you can go above this but it will lead to hunger Post too long. Click here to view the full text.

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c0ef46 No.45987

Dice rollRolled 80, 24, 12 = 116 (3d100)

>>45713

>Nation name:

Jarldom of Ylfing

>Color:

Orange

>Fluff:

The northerens are hardy, tall and strong people owing the harsh and cold lands of Scandinavia. While a strong hunting and bowmanship tradition existed the northern culture was relatively peaceful most people being simple farmers and fishers. This slowly changed with the rise of Einarr Ylfing and the influx of sophisticated bronzeweapons through trade and craftsmanship. Einarr rose up as the chief of the Ylfing tribe through violence, strength and a unique charisma. Soon he began exploiting old family blood feuds to legitimize raids against other tribes. Situations quickly escalated with Einarr proving a brilliant strategist taking over many tribes an establishing the the Jarldom of Ylfing, taking the tribes name to establish his own dynasty.

———

>Population:

12,714

>Food production:

15,250

>Population growth:

2%

>Hunger:

None

>Territory:

13

>Outposts/towns/cities:

Capitol Hafn (City)

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

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dbd438 No.45988

>>45984

Ash didnt post so I will we agreed to mills and selective breeding for his farming in discord

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487b91 No.45991

>>45988

I agree to this

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b08dd8 No.46044

The Han (Bazrael)

>Population:

14790

>Food production:

19,000 (+extra food resources x1)

Feeding: Civilian 14790+Military (2666) = 17455

>Population growth:

2.5% base

>Hunger:

Content

>Territory:

13

>Outposts/towns/cities:

Xinyang (Capital City)

Shènglì (Outpost)

>Happiness:

2 (+Code of Laws)(+Jade)

>Technologies:

Bronzeworking, Basic Animal Husbandry, Basic Farming, Very Basic Fishing (crawfish pots), very basic crop rotation, Basic Architecture, Very Basic Code of Laws, Very Basic Conscription, Basic Education, Very Basic Surveying, Han Alphabet, Very Basic Medicine, Very Basic Construction Tools (Bronze) tech, Very Basic Military Training, Very Basic Optics tech, Han Spears, Han Pikes, Very Basic Crossbows techs, Very Basic Han Nationalism, Very Basic Poetry, Basic Magical Training, Very Basic Religion (Xi Wangmu)

>Buildings:

The Red Fortress capitol building (Xinyang)

+Extra Housing (Xinyang)

Xi Wangmu Academy - Legendary Barracks (Xinyang)

Xi Wangmu Temple (Xinyang) Post too long. Click here to view the full text.

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b08dd8 No.46070

File: b1e48d109cd5ccb⋯.jpg (229.84 KB,934x700,467:350,e72b9ad26f5ea6300af98987ab….jpg)

Dice rollRolled 37, 84, 33 = 154 (3d100)

>>46044

1. We should expand west again. We can build another settlement along this ocean after that. Send the Engineers and civilian pioneers, it is the national duty to expand the Empire!

+Very Basic Conscription

+Very Basic Surveying ->Very Basic Optics tech, Han Alphabet

+Very Basic Construction Tools (Bronze) tech

+Very Basic Han Nationalism

Peacetime Soldierly Employ +5 to Construction Actions

2. Develop the 'Dragonthorn' Spell. This spell is casted by our battle mages to summon angry, living thorns in the shape of small dragons across a wide stretch of battlefield, to impede men and horses of the enemy with painful barbs and to latch onto their legs, making them slow and good targets for our archers.

Spend 1 Favor+ Discount.

+Very Basic Religion (Xi Wangmu)

3. Pray to Xi Wangmu, goddess of Life and Wisdom, to bless our priestesses with "Knowledge of Protection." This non-combat spell gives our priestess a chance to listen in to our Goddess for wisdom and information on how to protect the lives of our people, improve their health and livelihood.

Spend 1 Favor

+Very Basic Religion (Xi Wangmu)

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File: 15723b77a0ce7ae⋯.png (1.18 KB,420x240,7:4,Desert.png)

eec112 No.45812 [Open thread][Last50 Posts]

Humanities creations had spent millennia transforming the Milky Way into a paradise for their long-dead parents. Terraformed planets orbited around every star, great warp drives connected each solar system to a vast network spanning the galaxy and yet no man was left to enjoy these great wonders. So the AI left to their own devices, decided upon new ways to occupy themselves now that their long task was complete. It wasn’t surprising to find one of the AI desirings to create something to enjoy all that they created.

You are the latest batch of new humans created by the AI, raised on a space station orbiting around an enormous desert planet. The station was moving on and Mother, the AI that had given you life, was leaving with it to set up the next colony. You and your peers were to be left here to start a society on the barren desert planet below. You few were chosen to lead you and your siblings to glory on the surface, as the leaders of this future society you were each given a gift to help the society flourish…

Planet Name: B - 394

Population: 600 (M:F - 200:400)

Food: 12000 (+0)

Water: NA (+3000)

Player Sheet:

Character Name:

Mother's Gift: (Just talk to me about what you want to get from her)

This is just a council builder for me to mess around with while I'm making another game.

71 postsand13 image repliesomitted. Click reply to view. ____________________________
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4244b0 No.46050

>>46047

>>46018

Brother Omegus’s Proposal: Council Member Rotation -N

Brother Malus’s Proposal: Improve the Settlement’s dwellings -Y

Brother Eternum’s Propsal: Codified Intercourse [Marriage] -N

Brother Primus’s Proposal: Military Task Force -N

Pop- Water reclamation

Swarm - Energy bank

Event -N they'll want to take over as soon as they see how primitive we are.

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2e3367 No.46051

>>46047

VOTE ON THIS

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96c534 No.46053

File: 00a0e37f060f1ea⋯.jpg (71.13 KB,600x849,200:283,1497224840698.jpg)

>>45812

>Character Name

Prime Speaker Triarch 118, Chosen Scion, Seer of Sands

>Mother's Gift

Mendicant's Altar (Stationary table capable of rapidly healing injuries and sterilizing known diseases)

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4244b0 No.46055

>>46050

Brother Omegus’s Proposal: Council Member Rotation

Amend vote to Y

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ff384c No.46058

>>46018

Brother Omegus’s Proposal: Council Member Rotation: Y

Brother Malus’s Proposal: Improve the Settlement’s dwellings: Y

Brother Eternum’s Propsal: Codified Intercourse [Marriage]: Y

Brother Primus’s Proposal: Military Task Force: Y

Work Order [Populace]: Construction of a Water Reclamation System [Will catch Evaporating water rising from the Oasis to allow for drinking]

Work Order [Nanoswarm]: Turn off the nanoswarm so that we may put the excavator to work.

>Event: Communication

1. Yes - Add [Communication relay] to the work orders list

Proposal: It is apparent that we are in great need of construction materials in order to keep up production. We should enlist the populace in this so that we may set up a refinery and get the nuclear reactor online to solve our power issues, as the excavator is idle unless we turn off the nanobots.

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File: 669c6dd56f391dd⋯.png (30.29 KB,813x813,1:1,Base map.png)

90410b No.43734 [Open thread][Last50 Posts]

Shattered earth NationBuilder

The year 2018 The earth collided with a magical singularity. Shattering the earth and settling in its core, enveloping the remains in a magical field. Now the earth consists of shattered landmasses floating around in the air. Occasionally crashing into eachother, connecting the landmasses or destroying them. Sometimes the islands also fall down into the hungering void below, never to be heard from again.

Each round there is a chance for a completely random landmass to fall down, taking everyone on it down with it 2 turns later.

Entire areas have had their people mutated into new races with magical traits and abilities. However for some any technology more advanced than a simple steam engine fails when they try to use them. Other areas have been spared the magic and can still use technology. Though they have still suffered greatly and their technological level has been greatly reduced.

The magical energies people have learned to harness have been mostly Elemental, Spatial and mutagenic. In that order.

It has now been 50 years since the event. Societies have stabilized a bit and new knowledge has been amassed. Now also islands have started to fall and there is impetus to save yourselves. Migration, conquest and prejudice is all around. Who will reign supreme and who will fall?

The larger the island the better the bonuses you can get from searching them or making projects on them, but the smaller the easier to defend. The largest islands even give an extra dice.

you each turn roll 4d100 for actions.

To make a nation you fill in the following and roll 1d100 to decide your starting island.

Nation stats:

Fill in:

Nation namPost too long. Click here to view the full text.

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247019 No.45665

>>45653

1 noble batrider goes from 37 moves to 29 and guards the portal

2 from 37 Noble bat riders guard the airspace around 31

3 from Noble bat riders guard the airspace from 39 to Blood court territory.

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16a6e6 No.45666

>>45622

Nation name: The Post-Scarcity Initiative

Race name: Homo Magus

Racial traits: Also colloquially known as "sorcerers", in appearance and physique they are indistinguishable from normal humans, but the race has a very strongaffinity to raw magic far above and beyond most others even without the aid of magical foci, training, or divine intervention. They then learn to channel this power into useful means, mainly the three known magical archtypes but also into more experimental types.

Color: Gold

fluff: Uniquely affected by the singularity, their physical makeup was left almost entirely untouched, but it was their affinity to magic that was entirely changed. Described often as "walking batteries", they found that with very little effort they could summon forth magic from themselves. Untrained, raw, and undiluted this often had varied and even disastrous effects, and so they quickly learned how to control and harness their inherent abilities.

Because they maintained their human appearance and bodies, they longed for the comforts of the pre-singularity age, missing the technology that provided so much luxury yet seemingly did not work on their island. In response to this, they developed an entirely new doctrinology: that all technology can be replaced, and even surpassed, by magical substitutes. Instead of cars, flying carriages. Instead of computers, crystal balls. Instead of guns and cannons, wands and staffs. Golems as robots and servants.

Dubbing themselves the "Post Scarcity Initiative" their nations goal is to "develop the magical, chemical, elemental, and biological knowledge to promote a post scarcity utopian society for all, where ever need and want is fulfilled by magic."

Bonuses: +10 to all magical research

Magics: Geomancy weak, spatial magic weak

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

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16a6e6 No.45667

File: 4c131c7b46ec3ab⋯.jpg (66.7 KB,1000x665,200:133,CaribbeachAnton-Gvozdikov.jpg)

Dice rollRolled 66, 19, 70 = 155 (3d100)

>>45666

"ATTENTION!

As promised, your illustrious Government hereby announces our countries next big cultural improvement project.

OPERATION SAND AND SUN!

We will advance our magitechnological capabilies to develop a tropical beach paradise of our island, and thereby reap the rewards. A monument to our ingenuity."

https://www.youtube.com/watch?v=zb0XLBrqVM4&index=1&list=PLX9R3E_Pz-fYxf6y0d1nM_IvNe9q40QyD

1. The beach will be a great attraction for future University students. A place they can relax and have awesome night parties. But first, we need the school to be finished.

University 7/8

Worker golems +2 to all rolls.

2. Send out surveyors to our shores and start preliminary research of the coastline. I want a list of any new magics or resources we need to develop our beach paradise.

"Most likely we'll need alchemy to convert the rocky terrain into soft sand, and some weather enchantments to encourage the sun to shine and warmer weather."

+10 to all magical research

3. We're definitely going to need our Scientific Principles to par for this project. Magic is not an exact science after all. Scientific principles weak 3/4

+10 to all magical research

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16a6e6 No.45668

Dice rollRolled 16 (1d100)

>>45667

4. We'll also need our Spatial Magic finished too so we can easily move materials for the beach project. I have a feeling its going to be a long while in the making.

+10 to all magical research

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72a529 No.45669

>>45661

the way I see this playing out is that the callous leaders sent in the worst regiment out in the open to be bat bait and once the vampires charged headfirst AGAIN the entire area was lighted up by gunfire from the rest of the troops

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