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The King Is Dead; Long Live The King!

File: d25002549d6591f⋯.png (3.03 MB,1620x1080,3:2,Apoc Academy.png)

b69885 No.44106 [Open thread]

It's been six years since the destruction of the Central-Euro Apocalypse Academy, and the world now sits in greater ruin and disarray than ever before. Within a few months after the academy's fall at the hands of the Artificial Angel, 'Colin,' subsequent angel attacks began to occur at an accelerated rate. Shortly after these attacks, bishop invasion rates proceeded to skyrocket across central Africa. Even with the improvement of anomaly detection equipment, the numbers proved too great to be handled and what little remained of Africa's infrastructure quickly collapsed in its entirety. In this newly barren African wasteland, large numbers of witches began to produce their lairs in a massive chain now referred to as 'The Nest'. The only threat to lessen in this time has been the daemonic incursion, which sits at a standstill as their infantry struggles to find proper foothold among much larger threats to humanity.

Today in the year of 2046, mankind's territories continue to shrink rapidly as it is made abundantly clear that despite its best efforts, humanity remains in decline. With limited resources and shrinking support from the public, several Apocalypse Academies have already proven unable to stay operational. Despite this, many of the brave souls occupying these spaces have been enlisted to assist in running a newly recreated Central European Academy and surrounding city built upon the former site of the old academy. This new facility now houses some of humanity's brightest and most talented in the hopes of training and properly equipping those humanity believes will be its salvation.

You are a first year student recruited to the academy's cause, enlisted to make use of your powers and to ensure mankind's future. You and your fellow students are the last line of defense in a dying world. Good luck.

—————————————————————-

To be filled in by the player:

Name:

Gender: (Welcome to the world of pokemon. Are you a boy or a girl?)

Race:

Age:

Fluff:

Archetype: (choose 1 from below)

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70f22d No.44272

Name: Sigmund Erlach

Gender: Male

Race: German

Age:17

Fluff: In this day and age, most people fight to live. Sigmund, however, lives to fight. Ever since he was handed a gun at age 6 he's been honing his skills, preparing to fight the good fight. He was expelled from school for constantly fighting the other boys. The ever increasing threat to mankind was a dream come true for him, and he rushed to the academy to get his hands dirty. Despite his aggressive attitude, he is also a capable leader when he needs to be. Regardless, it is evident Sigmund will fight until he dies.

Archetype: Badass normal

to be filled in by GM:

Status: [Health: 10] [Ego: 10] [Edge: 10]

Powers/Enhancements:

Reputation:

Equipment & Things: [Personal Quarters - Spartan]

Bonuses/Eccentricities:

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1020d9 No.44281

File: bcfa13f0c6a5c06⋯.jpg (38.65 KB,424x600,53:75,RMoJsf5rfBI.jpg)

Name: Großbürger Walter Berenberg, Prinz von Hamburg

Gender: Boy

Race: Caucasian

Age: 16

Fluff: Walter Berenger, Grand Burgher, and Prince of Hamburg. He has many other titles, quite a long list and not worth actually spending the time to mention in his opinion. In ancient times, the title of Grand Burgher was a special position, neither part of the German nobility nor aristocracy but above that, acting as a supreme Magnate over the kingdom states and subordinate only to the Emperor. The duties were akin to a Seneschal, and would provide to the Emperor all his magics and industry to help him run the affairs of state. Many of the Grand Burghers were legended for their ability as conjurers, some summoned up mountains of gold to fund the Kingdom in times of bankruptcy, others summoned mountains of Iron and Weapons to arm the soldiers of the Emperor, the greatest and most powerful even conjured up entire armies of men to fight for the Kingdom.

Empires and Kingdoms come and go, but the nobility remains. Indeed even in the modern age, the Grand Burgher was still considered a useful individual, though instead of mountains of Iron it would be rivers of Oil, fleets of Tanks and planes, divisions and regiments. The last Grand Burgher who served in the 2nd World War was said to have defended a whole region by himself and his own conjured soldiers.

Walter Berenger was born son of Karl Berenger, the previous Grand Burgher and pretender to the Throne of Hamburg, thus inheriting both titles as well as all the minor ones his father kept with him. From a young age, and due to the dire situation of the world, such high hopes were placed upon him, wondering if he would live up to the names of his ancestors. At the age of 14, he was asked by a group of soldiers to conjure up some great miracle. Focusing his all his untrained magical powers he thought very hard and created. . .hamburgers. Sodas. Warm food and cold drinks. It wasn't the reinforcements they were hoping for, but in consolation, the soldiers still appreciated.

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1cd98b No.44437

>>44107

Status: [Health: 10(10)] [Ego: 10(15)] [Edge: 10(15)]

Powers/Enhancements: [Skilled Mecha Pilot]

Reputation: Obvious Loner.

Equipment & Things: [Personal Quarters - Spartan][1st Year Uniform][CCCP Issue Plug Suit]

Relationships:

Bonuses/Eccentricities:

-Academy is Vacation - You survived the Gulag and those bastards after it. Reduce all damage to your Health by 1 per turn. Reduce all damage to EGO and Edge by 2 per turn.

-Victory or Death - You've been conditioned to win, and to fail is the ultimate suffering. You may freely enter a berzerk state in or out of a mecha, greatly increasing your attack power against a single target. In this state, you'll fight to the death and refuse to yield an inch.

-Back in the USSR - These fools do not know how lucky they are. They'll never understand you, and you'll never trust them. How could you? They're here to hurt you! Noticeable penalty to social interactions.

-Not The First - Ever since your arrival at the academy, things have seemed… familiar. While at the academy, certain actions may cause severe deja-vu inflicting EGO or Edge damage.

>>44108

Status: [Health: 10(10)] [Ego: 10(15)] [Edge: 10(15)]

Powers/Enhancements: [Magebomb][Enhancement Spell: Target Lock]

Reputation: Unknown

Equipment & Things: [Personal Quarters - Spartan][1st Year Uniform][CAD Mortar Tube]

Relationships:

Bonuses/Eccentricities:

-Zero Fucks - You are literally unable to give any fucks. At all. You take reduced Ego damage and gain 1 additional point of Edge whenever Edge is gained.

-Class 2 Techno-Mage - You’re classified as a Class 2 Mage, be prepared to be looked down upon by those in Class 1.

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1cd98b No.44438

>>44130

Status: [Health: 10(10)] [Ego: 10(15)] [Edge: 10(15)]

Powers/Enhancements: [Honk of the Clown Style][Concentrated HONKWAVE Energy Blast]

Reputation: Unknown

Equipment & Things: [Personal Quarters - Spartan][1st Year Uniform]

Relationships:

Bonuses/Eccentricities:

-Disaster Artist - As a clown, you are a master of pranks and trickery on and off the field. You gain additional Ego when ‘pranking’ others. When rolling to prank you may expend your Edge to boost your roll or gain additional Ego.

>>44165

Status: [Health: 10(10)] [Ego: 10(15)] [Edge: 10(15)]

Powers/Enhancements: [Shapechanging][Organic Weapon Formation]

Reputation: Unknown

Equipment & Things: [Personal Quarters - Spartan][1st Year Uniform]

Relationships:

Bonuses/Eccentricities:

-Invariably Inhuman - You were built with purpose, but are lacking in humanity the other students have. You gain Ego and Edge at a lower rate but take reduced Ego and Edge damage.

>>44166

Status: [Health: 10(10)] [Ego: 10(15)] [Edge: 10(15)]

Powers/Enhancements: [Energy Wave Absorption][Energy Wave Expulsion][Soul Gem - 15(20)]

Reputation: Unknown

Equipment & Things: [Personal Quarters - Spartan][1st Year Uniform]

Relationships:

Bonuses/Eccentricities:

-Need For Release - You’re really good at holding everything in and letting out some at a time. You may release all presently absorbed energy at once to double the output power.

-Doom of Magical Boys - All MaPost too long. Click here to view the full text.

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801ad6 No.45536

>>44281

Oh don't bullshit us. That's clearly a fanart of Leon Scott Kennedy.

>brown jacket

>grey shirt halfway up neck

>brown hair split on left side

>blue eyes

>similar jawline

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File: f5cb6f943e0e3f3⋯.jpg (108.54 KB,1024x512,2:1,Gang builder.jpg)

bb98e8 No.44182 [Open thread][Last50 Posts]

This is a continuation of the last thread. As of right now, I want all returning players to post their last stat block, and a link to their last action from the past thread. That way I know who to update. The link to the last thread is here; https://8ch.net/builders/res/34885.html

I would also like for people to give me a brief run down of what was going on with your gang before the thread died out.

Name:

Faction Name:

Fluff:

Faction Fluff: See Faction name

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

Leader & Heroes: Important Individuals

Henchmen: Your followers

Inventory: What items and resources you possess

Skills: What abilities you possess

Bonus: Determined by fluff

Connections: Relations to other factions in the city

– Other things may be added as necessary –

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f40cb8 No.44611

Dice rollRolled 16, 31 = 47 (2d100)

>>44534

Name: Kazuo Takami

Faction Name: Akatora-Gumi

Fluff: A poor immigrant from the east, Kazuo found himself lacking a job upon arriving in the Industrial District. Meeting with several fellow of his countrymen in this foreign land, they determined to make a living no matter the method. Forming a gang, these men honed their already remarkable fighting prowess, and set out into the world, ready to face anything.

Faction Fluff: Named to exemplify their ferocity, the Akatora-Gumi will stay loyal to their contractors, that is until the gold ceases to flow, of course. They will act as enforcers, guards, and have even been known to carry out assassinations. And to cross them means death, the authorities failed to recognize the corpse of the last man to make that mistake.

Leader & Heroes:

Kazuo Takami[1.35][Fast]

Henchmen:

4 Shatei[1.10]

1 Kyodai[1.3]

1 Kaikei[.75][Assistant]

Inventory:

$20

3 Knives[+.1]

1 Submachine-gun[+.25]

1 Ancestral Blade[+.2]

Resource:

Basic Protection Racket[+10$/turn]

Advanced Protection Racket[1/8]

Skills:

Basic Poisoning

Basic Legal ability

Advanced Assassination

Basic Training[1.10]

Bonus: The Losing Hand- You come from a long line of cheaters, liars, and dirty buisnessmen. If you infilitrate a opposing gang in any way, shape or form, you may at any time after they have rolled and done their actions, re-assign their actions to their rolls. Essentially, you mPost too long. Click here to view the full text.

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2fb028 No.44636

>>44534

Leader & Heroes:

Anziani Giovanni[2.75][Fast]

Henchmen:

2 Remade Men[2][Classy]

Inventory:

290$

2 Tommy Guns[+.2][Fast]

Resources:

The Blood Sucker[+25$/turn]

2 "Call Girls"[+10$ a turn per girl]

2 Basic Drug Caches

Lady's of the Night[1/4]

Skills:

Basic Vampiric Powers

Basic Loan Sharking

Bonus:

A lovely night, isn't it?: On every night(1st turn), you get a +10 to all rolls as your vampiric nature helps loosen some gears. You also get [.20] to your overall combat when engaged on those turns. But every other turn, you get -5 to all your rolls, and [.20] subtracted from your overall combat score.

Connections:

None

Location: Archival, 1st level, 22nd street.

1,2) During the day the vamps stay home and keep feeding the girls. +0 day, Vampiric powers

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2fb028 No.44637

Dice rollRolled 17, 43 = 60 (2d100)

>>44636

now with dice

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982cf8 No.44638

Dice rollRolled 73, 19 = 92 (2d100)

>>44534

Leader & Heroes:

Georgie[.7][Man Behind the Mask]

Henchmen:

Monster[4.5][Horrifying][Controlled][Mechanical][Slow]

Andy[.75][Mechanic]

2 Springtrap[2][Disposable]

Location: Botany District, LVL -4, Thanos Parkway

Resource:

Basic Drug Lab[+.5 Drug Cache/turn

Inventory:

4 Basic Drug Cache

1 Machinery Cache

1 Pistol[+.15]

Skills:

Basic Drug skills

Basic Mechanic skills

Bonus: Lets find out who this monster Really is!- Your gang is a small one, kept afloat by mad dreams and daring schemes. You may add +10 to any rolls involving drug creation and any that involve really outlandish plans. As long as Georgie is still alive, you can add his combat rating to your Monster's, even if he is not in combat.

Connections:

[Botany Gangs]-This kids got spunk.

1. There's treasure in these hills somewhere keep digging [continue looking around the lower levels for some people to loot the gear of 1/2]

2. Andy just needs some inspiration instead of making the same old boring things over and over again. See about putting together what he can from the mechanical parts to make a vehicle of some kind so we aren't walking everywhere and figuring out what we'll need to make it into what we need if we are missing anything [Mechanic]

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f6c2f6 No.45400

Dice rollRolled 25, 4 = 29 (2d100)

>>44534

Name: Jack

Faction Name: Akumetsu

Fluff: Jack once hunted the streets in the name of justice, killing any wrongdoer that might cross his path. That was until he killed the son of an important gang boss, as they started hunting him they started piecing his identity together, The hunt eventually caught up with his friends and family. Stricken with madness and rage he wandered the streets for days on end evading capture, until he stumbled into an abandoned cloning facilty. Spending several days making clones, They all came out eventually with nothing but rage against the world in hand.

Faction Fluff: Made of clones of Jack, Nothing worth mentionting aside from the fact that the clones maintain the cloning facillity

Leader & Heroes: Jack[2]

Henchmen: 4 Jacks[2]

Location: Botanical District, lvl -4, St. Meiers medical facility.

Inventory: Basic Cloning Machine(+1 "Jak"[.5])

1 Axe[+.1] 4 Basic Hand weapons[+.1]

Skills: Basic Cloning

Basic Justice

Advanced Purpose

Bonus: Undying Justice: As long as your Gang lives, Jack will return in 2 turns after his death. However, if Jack dies, he will no longer be able to produce any new clones.

Connections: Relations to other factions in the city

Action 1: DELIVER JUSTICE to this gangsters!

Action 2: Create more jacks!

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

ed06b9 No.44433 [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 two d100 and check the rollchart for relevant info https://pastebin.com/uSdeu4iV

————————–

Race:

Crime/Class:

Bonus:

Equipment:

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d32b35 No.44440

Dice rollRolled 76, 40, 41 = 157 (3d100)

>>44433

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1a5049 No.44442

Dice rollRolled 28, 84 = 112 (2d100)

>>44433

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d38a6d No.44466

Dice rollRolled 9, 61, 87 = 157 (3d100)

>>44433

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d38a6d No.44467

Name: Bazrabones

Age: Who knows

Backstory:

Even for a Goblin Bazrabones is deranged. Wearing the bones of his own family as a reminder of his own insanity Bazrabones is always looking to make new friends, who somehow keep ending up bleeding out in some gutter.

Most other Goblins avoid Bazrabones so the victims he seeks are newcomers of other races, coming to Black Water thinking they are tough they often end up dead quicker than anyone could predict.

Whenever he isn't putting on the front of a loyal servant or ally Bazrabones can be found skulking through dark alleyways, whispering of his visions and foresights, of muskets and automatons.

————————–

Race: Goblin

Crime/Class: Murderer +10 to combat

Bonus:

Equipment:

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905215 No.44886

Dice rollRolled 26, 49, 42 = 117 (3d100)

>>44433

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File: f5cb6f943e0e3f3⋯.jpg (108.54 KB,1024x512,2:1,Art Deco.jpg)

c8c265 No.34885 [Open thread][Last50 Posts]

The year is 520 A.C. and the place is unlike any other: Parties rage across the roof tops, technology continues to climb, and the city grows, as it dominates the entire world, thanks to the advanced military might of the once city-state. This city, of course, is the illustrious and vibrant New Moirai, heart of the whole world. It is in this city's streets and neighborhoods, that humanity has built itself a throne, worthy of all the splendor of mankind, and reflecting of our own greatness. Indeed, many consider New Moirai to be a testament to mankind, and in turn, those who say so could not be closer to the truth. For while the city of New Moirai does exemplify the heights of what humans can achieve, it does just as well to show to darkness that lurks within us.

Between the extravagant parties, and beneath the research labs of the worlds finest minds, lay the petty squabbles of power among those who dare reach for it. Gang wars run wild through the streets, as the rich party themselves to a slow, hedonistic death behind the finest guards that their never ending money can afford. Meanwhile, the poor eek out rough, violent, and mostly short, lives as they fight. And it can only get worse from there, as the city continues in what seems to be a inescapable downward spiral. Separated into four distinct districts, New Moirai city was once considered a paradise, but that is now clearly not the case. Never the less, the four districts are as following:

>Core District

The beating heart of the city, and home of only the most highest profile individuals, it is here that poverty is a non-factor. Indeed, it is rumored that only in the core, has no one ever gone to sleep hungry. Whether or not this rumor is true is uncertain, but it cannot be denied that the Core is the wealthiest of the five districts. It is here, amongst the Golden Spires and heaven scratching Skyscrapers, that the mortal gods of the city play, hosting unimaginable parties and, to their amusement, engaging in whatever entertainments that they wish. Although now steeped throughly in decadence and hedonist tendencies, it remains the base of the City Council, and the Core District Guards, the most powerful, and ruthless of the citie's protectors.

>Maritime District

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b9b074 No.44173

File: af3d9e93d951aac⋯.jpg (11.48 KB,236x410,118:205,ebb602a3bcf8d6b494d3a6a4c1….jpg)

File: f938e382e663e5d⋯.png (111.37 KB,510x500,51:50,LogoClanGiovanni.png)

Name: Anziani Giovanni

Faction Name: Giovanni Clan

Fluff: Charming but ruthless and cunning Anziani leads the small band of vampires, most like the last remains of the mighty giovanni clan. With the mafia critically weakened, he moves to fill the void of procuring all kinds of vices and services for the denizens of the core district. His charm and vampiric beguilement surely helping him dealing with the upper class.

Faction Fluff: The remains of the giovanni clan only remember bits and pieces from before new morai. Their clan decimated, their patriarch put to the true death, they were captured and put to sleep in sarcophagion board of prisonships. Washed into the city by the scourge their sarcophagi remained sealed and undamaged until someone foolish enough managed to open the one containing Anziani. While finding the rest of this brethren, a slow and ardous search, as they seem to be scattered amongst the districts, Anziani managed to take over a (relatively) fancy nightclub, the current base of operations of the giovanni clan.

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

Leader & Heroes: Important Individuals

Henchmen: Your followers

Inventory: What items and resources you possess

Skills: What abilities you possess

Bonus: Determined by fluff

Connections: Relations to other factions in the city

– Other things may be added as necessary –

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b3339e No.44175

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c786df No.44177

>>44133

>Name: Jack

>Faction Name: Akumetsu

>Fluff: Jack once hunted the streets in the name of justice, killing any wrongdoer that might cross his path. That was until he killed the son of an important gang boss, as they started hunting him they started piecing his identity together, The hunt eventually caught up with his friends and family. Stricken with madness and rage he wandered the streets for days on end evading capture, until he stumbled into an abandoned cloning facilty. Spending several days making clones, They all came out eventually with nothing but rage against the world in hand.

>Faction Fluff: Made of clones of Jack, Nothing worth mentionting aside from the fact that the clones maintain the cloning facillity

>==============================

>Leader & Heroes: Jack[2]

>Henchmen: 2 Jacks[2]

>Inventory: Basic Cloning Machine(+1 "Jak"[.5])

1 Axe[+.1]

>Skills: Basic Cloning

Basic Justice

Advanced Purpose

>Bonus: Undying Justice: As long as your Gang lives, Jack will return in 2 turns after his death. However, if Jack dies, he will no longer be able to produce any new clones.

>Connections: Relations to other factions in the city

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b82396 No.44178

>>34885

Name: Kazuo Takami

Faction Name: Akatora-Gumi

Fluff: A poor immigrant from the east, Kazuo found himself lacking a job upon arriving in the Industrial District. Meeting with several fellow of his countrymen in this foreign land, they determined to make a living no matter the method. Forming a gang, these men honed their already remarkable fighting prowess, and set out into the world, ready to face anything.

Faction Fluff: Named to exemplify their ferocity, the Akatora-Gumi will stay loyal to their contractors, that is until the gold ceases to flow, of course. They will act as enforcers, guards, and have even been known to carry out assassinations. And to cross them means death, the authorities failed to recognize the corpse of the last man to make that mistake.

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

Leader & Heroes: Important Individuals

Henchmen: Your followers

Inventory: What items and resources you possess

Skills: What abilities you possess

Bonus: Determined by fluff

Connections: Relations to other factions in the city

– Other things may be added as necessary –

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60266b No.44187

For all players, please post in this new thread so that I may know to update you.

https://8ch.net/builders/res/44182.html

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File: 01363b2099e6d2e⋯.png (21.53 KB,1200x800,3:2,World map.png)

File: 2cf369393067d1c⋯.png (33.59 KB,1484x558,742:279,The Known World.png)

8e3fd9 No.43366 [Open thread][Last50 Posts]

You are one of the remaining peoples of this world. A world ruled by the creatures of the dark, you and your family eked out an existence here among the remnants of civilization. To the West, the splintered remains of the Kingdom of Faldrun, In the north a young dragon conquers the fringe state of feldun and stops trade from entering from the Western states by sea. In the South, the two princesses fight over who should inherit. To the East the Guardians, Worshipers of the River goddess Elanduin push back the encroaching decay in a large scale military campaign against. Far to the East the Three cities of Balros continue to decay, their Splendor a beacon in the darkness now a ruin beset on all sides by beasts.

Give me your Name and tell me about yourself: (The Towns and villages are frequently lost and liberated many having no name other than a few major cities, if you want to start somewhere specific please inform me.

Given Depending on your backstory:

Health Points:

Stamina: (lowers max with carry weight)

Skills:

Traits:

Gear:

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5d4dd1 No.43656

>>43655

better hope that demonic constitution saves you from shitting yourself in your travels.

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a01c03 No.43657

Dice rollRolled 38, 65, 25, 25 = 153 (4d100)

>>43631

>Name Malacai Thredar

Health Points: 3/3 [3]

Stamina:40/40 [40]

Mana: 10/10 [10]

Skills:

+ Mana Burn (lvl 1): A technique developed in desperation, strengthening the strengthen the body while destroying it from within [Cost: X Mana] [For the next [Cost] rounds all stamina costs are negated and damage is increased] [increase x1.5] 3% XP

+Unarmed Strike (lvl 1): A strike with your fist [Cost: 10 Stamina] [Accuracy: 90] [ Damage: 1] 15% XP

+ Dodge (lvl 1) A side step or roll to avoid an attack [Cost: 10 Stamina] [Accuracy 65] [Avoids all damage]

+ Hand enchantment (lvl:1) – [Cost: X mana] [For the next [Cost] rounds all damage is increased] [increase x1.3]

Gear:

Bone Knife [4/5]

Wolfs Pelt

——

1,2,3) Try to extend the enchantment to the rest of your skin, making you tougher.

4) Time to go hunt again.

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771033 No.43658

>>43655

Is it not possible because you don't want to or because you think it's not? Nevermind, you are a dumb dumb who didn't see to read my character sheet so I don't you with me anyways now.

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8254c4 No.43954

Dice rollRolled 77, 6, 92, 9 = 184 (4d100)

>>43629

Health Points: 6/6 [6]

Stamina: 140/140 [140]

Mana: 4/4 [4]

Skills:

+ Spark of FIre - an enchantment gifted by the dragon, a spell that empowers your strikes. [Augments an attack] [ Cost: 1 mana / 2 Durabilty] [Damage: +1] can cause burn dealing 1 damage per "round" for up to 3 rounds

+ Veil of Ice - an enchantment that slows the foes you've struck. [Augments an attack] [Cost: 1 mana / 1 durability] [Causes the creature to lose its remaining actions this round]

Traits:

<Strong Body>: You muscled body and years of work have left you fitter than most > Baseline [HP: 6] [Stamina: 140]

<Mana Affinity>: You naturally draw power from the earth, a talent you no doubt were gifted by the dragon > Baseline: [Mana: 4]

Gear:

Iron Longsword - [Gifts the blade and longsword abilities from the chart] [Durability: 40/40]

Items:

8 small coppers

——————————————————————————————————————–

Missed turn

The training never ends for Draco. He begins to train his enchantments once again. Eternal practice under the eyes the dragon.

1. Fire 17.4% 2.ice 1.6%

3. Helping the farmers is personally rewarding but maybe it is time to move on to greater things. I will say thanks for the jobs and the dragons blessings be upon them all may they forever prosper. (Say goodbye to the farmers in a polite manner. I am a representatPost too long. Click here to view the full text.

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8254c4 No.43955

Dice rollRolled 70, 32, 29, 3 = 134 (4d100)

>>43954

Bleh

Current turn

The training never ends for Draco. He begins to train his enchantments once again. Eternal practice under the eyes the dragon.

1. Fire ??% 2.ice ??%

3. The journey is proving to be traitorous already and draco’s ignorance shows but he is learning. He attempts to purchase a skinning knife, a small tent, and flint so as to be able to setup his camp sights regularly and not die to simple things like the elements or hunger while journeying to the mountains.

4. He continues to move towards the mountains.

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File: d10e85e9574d6f7⋯.png (413.56 KB,1624x1200,203:150,ud12.png)

d08770 No.43483 [Open thread]

New thread, last one got too long and messy.

## TURN 12

> Global Events: Sloth

After gaining so much power, the nations have turned sloth and apathetic towards the things that once set spark in them. Blood sports are no longer of interest around these parts, the taste of death grows stale in your mouth… All you are left with is empty greed for more, and a vivic dream of the overworld and the taste of new, fresh, mortal blood…

* Blood wars are no longer an option for the rest of the game.

Remember -

> Actions: https://pastebin.com/euCrVmUj

> You can only make an amount of actions that equals to your nation level

> First to comment is to first to take action.

> The Redeemed have lost their leadership! Their demons scourge through their lands aimlessly, defending what once was a great empire.

> If one of your actions becomes invalid then that action will be wasted (for example - upgrading an army you have lost in a previous action)

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87bf0c No.43530

Dice rollRolled 2, 51, 47, 15, 82, 63, 12 = 272 (7d100)

>>43529

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8243cc No.43535

Dice rollRolled 62, 38, 70, 5, 18, 9, 13 = 215 (7d100)

>>43483

'City of Dis' Information:

Nation Perks: Lawful, Lords, Chains-That-Bind, Foundry

6760.0 Slaves (+780/t)

620858 Obsidian(+343732/t)

12992 Army strength ( 6/7 Demonic Armies. 7 Total Armies)

37868/91395 Glory (Level 7)

Visions: [Hellforged Defense of Iron] (123/200)

'Adamatine beasts': 1845 Strength (Demons, Monstrous, Upgraded)

'Brass Demonguard': 2425 Strength (Demons, Chained, Upgraded)

'Bloody Erinyes': 2045 Strength (Demons, Winged, Upgraded)

'Brass Immortals': 2040 Strength (Demons, Hellspawn, Upgraded)

'Reaving Tempests': 2120 Strength (Demons, Brutal, Upgraded)

'Ebon Praetorians': 2205 Strength (Demons, Shadowguard, Upgraded)

'Storm crushers': 312 Strength (Siege)

1. Recruit Shadowguard Army,

2. Equip it with Infernal arms

3. Conquest the Skuragogt's stain slave pits adjacent to me. Apply chains that bind.

4-5. Study Hellforged Defense of Iron, we need to be prepared for more attacks, and this will do so. we're close and if we make great progress we can shift on to other pursuits.(123/200)

6-7. A new vision in the Violet Flames of Hell appears to the city of Dis.

Name:Sovereign Skystrike Spires

Vision: An upgrade to City of Dis fortresses doubling their current cost. The cost for current fortresses will be applied retroactively(taking 120k Obsidian out of my coffers for this) . These spires let the forts do two verPost too long. Click here to view the full text.

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d08770 No.43553

Will update tomorrow probably, just letting you know im not dead. weekend wasn't free enough for me and this game is not so easy to update.

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d08770 No.43600

>>43529

BB since you didn't choose a reward i'll just hook you with 50k obsidian and revive the police

>>43500

ugh can you send a picture or define the blitz direction?

Also

An honest question:

Since it is really hard to run this game i'll just bluntly ask - are you guys having any fun? Is it worth keep running?

I think the game was heading to a good direction and kind of flopped, it was boring without the visions and it became unmanageable with the visions.

The problem is that this game is a board-like game which means things like fluff shouldn't matter, yet we have visions. They make it more fun, but also less balanced and less game-y in a game that should be just game-y and therefor kindof ruins it.

I already have better ideas for games, I made this one in just 3 days, and I feel like I have a better understanding now on how it should have been running this… I do tink that this game's premise is good but could be better executed. The overall concept of making an offensive strategy game is still something id like to do. Yet, it took a hell more effort to run this than to create.

Speak your mind, id appreciate it.

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73b562 No.43684

Alright i guess that's an answer.

Thanks for playing anyhow. It was nice to try this out

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File: 06a1228f8e6eef1⋯.png (208.52 KB,1624x1200,203:150,Base Map.png)

6dbb30 No.42949 [Open thread][Last50 Posts]

> The reboot, now we play slower and can do visions. Weee

> straight forward and aggressive approach! The game should end in about 50 turns(+-20)

> Its not exactly a builder, its a "Game-y" game with competetive 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

> I intend to take 5/6 players

Story: The humans have trapped your great nation in this Infernal dimension so long ago you can barely remember how their flesh taste, and they barely remember why they should fear you.

You have fulfilled the darkest prophecies and performed the most vile rituals just for this moment to arrive - The portals to the overworld have appeared once more.

Yet you are not alone! There are other demonic nations who wish to take their vengeance on the mortals yet only two portals stand to allow passage for two nations… Thus the infernal race for power begins, only the two nations most vile and worthy shall rise to the overworld and bring down the human race.

> Sheet to create your Nation: https://pastebin.com/ut4HehZH

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

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

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

Map Information:

Barren Tiles: Barren tiles give +1 Obsidian and +20 Slave growth.

Slave Pit: +0 Obsidian and +100 Slave growth.

Hellsprout Tiles: +1 Obsidian and +20 Slave growth. Attackers take 30% mobility penalty on this tile.

Obsidian Cliffs Tiles: +3 Obsidian and +20 Slave growth. Attackers take 20% fortification penalty on this tile.

Fortress Tiles: Don't exist at the beginning of the game. +2 Obsidian and Post too long. Click here to view the full text.

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424ab3 No.43438

Right so i think we got things cleared out.

I did some mistakes which I admit. Yet i'm going to work on fixing them.

I will re-calculate everything and load back the scenario and re-do the battles. Probably in a new thread because this got messy.

I have little time this weekend so I might only post update on sunday, but saturday might happen too c:

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33a800 No.43481

>>43343

Catching up with thread, shouldn't Diabolic Stronghold have activated in this instance?

Going to make my turn was I hear back and see what everyone else spent the turn doing

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492566 No.43482

>>43481

We are going to restart the turn, i accidently messed it up. Alot of things did not work as planned.

I will probably post the new turn in a new thread because my cellphone can't load this one in less than 2 minutes, its also getting really messy in here.

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492566 No.43485

https://8ch.net/builders/res/43483.html#43484

new thread, post there.

Oneman If you want to change your reply I will allow it, since you posted 20 seconds fter anniria and couldn't take into account that she failed her blitz. Your call.

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492566 No.43486

>>43481

And the diabolic ability should have worked. Ah god, I think I accidently have set it to be on defensive batles only. Since alot of time has passed since I don't think i can track back that long. I will compensate you and resurrect the prostitute police, and also let you have an extra free use of chains that bind that you can spend whenever you want in addition to the regular use.

Hope that settles it, if you think it doesn't or have a better idea just say so.

I just can't track back so long, well I can but its gonna take me a few days to recover all data.

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File: 04f1037c45b4753⋯.jpg (871.8 KB,1024x768,4:3,Map (2).jpg)

2cc640 No.42729 [Open thread][Last50 Posts]

in this builder you attempt to rule a nation in the middle east/north Africa type area of the world. this game is set in the modern era, and there will be no magic, however I am willing to take scientific liberties for the sake of keeping the game interesting. you will start with actions per turn, however you can, like in a certain other Builder, Crush 50 points in bonuses to gain another dice. you may also struggle with Extremism, Corruption or rebellion, these can heavily, or even take away one of your dice if you do not sort out the issue, giving you incentive to keep your people in check

to begin, fill out this sheet.

[Nation Name]

Nation Focus: (Scientific, Economic, Military, Cultural, Religious, other)

Nation Ethnicity:

Brief fluff on nation:

Finally mark your starting location on the map. you can produce 3 major cities on each hex.

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1b0e25 No.43188

Dice rollRolled 75, 12 = 87 (2d100)

[Yuurtria] (pink)

Bonus': [Anonymouse army: hired Mercenaries attacking other nations will be labeled as extremists/bandits]

Nation Focus: [Economic]

Nation Ethnicity: Phoenician

Resources:

+6 Militia

+2 Armored Jeeps

+5 Commerce

+2 Construction

+3 seafaring

+2 Yuurtrian Culture

+3 New Constantinoplian Culture

+3 Diplomacy

Resource: Tin

Resource: Copper

1. modernize our cultural purity laws

"With our new empire comes new challenges. Once we were able to ensure a system of citizenship that enabled us to survive over 1000 years of independence, but now we must worry about things outside of the city. The old system worked like this, foreigners were those that came to do business, but were not allowed to own any property in the city and had to be sponsored by a patron to do business. Immigrants were those that wanted to stay in the city, but had to spend their lives as servants and were also not allowed to own property, they instead were to live in their patron's home which could be anywhere from a small house to one of the nobility's mansions. Serfs were the children of those immigrants and were allowed to buy property and run their own enterprises in certain parts of the city. Citizens are the 3rd generation inhabitants of the city and are given full rights except for matters of voting, they instead are allowed to petition. The merchant nobility is the highest level in the Yuurtrian social/political structure and they are the ones allowed to vote on city matters and can patronize foreigners that wish to do business, if a family has fallen out of favor then a new position for a family dynasty appears. This has caused stability drops which Yuurtria's enemies have taken advantage of over the centuries, but the new family who achieves the position has always been effective for restoring Yuurtrian prosperity. Post too long. Click here to view the full text.

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e1789b No.43190

File: ddee025bab79f84⋯.jpg (57.84 KB,736x372,184:93,53690cf61aab4955d918da065b….jpg)

File: 30554e5d41941e1⋯.jpg (23.29 KB,425x228,425:228,e102d09ec82cc20c4525932315….jpg)

Dice rollRolled 89, 15 = 104 (2d100)

[New Constantinople] (blue)

Nation Focus: (Cultural)

Bonus': [Gate way to the north: if your culture bonus' from both the north and the East are within 3 points of eachother it will be all be considered new Constantinoplian Culture

Nation Ethnicity: Various Caucasian.

Brief fluff on nation:"New Constantinople" is a relatively new nation, and called the great "political experiment".

It is a nation created by the investment and citizens of dozens of northern powers from the "Union of Northern Nations" to the north, designed primarily as a "gateway" to the Union. It is an effort to create a singular face and power in a region that the northern nations refer to as the "Hot Zone". It is called this partly because of the geological climate (being closer to the equator and with desert regions), but also because of the political climate as the region is fractured among various independent powers which often go to war.

The challenge of New Constantinople is this: it is to receive minimal to no support from the Union. New Constantinople must prove that it can stand as its own power and on its own feet, and be able to interact with the nations in the "Hot Zone" on its own terms. Whether in peace or at war, it must act to preserve its ideals of freedom, democracy, and decency by itself.

The eyes of the world are on this fledgling nation, whether it can rise up as a power and truly be the gateway to the north, or if the endeavor will fail and be swallowed up by conflict.

Culture:

+9 New Constinipolian

+8 (SHARED!) New Constinipolian

>+2 Maizistan

>+1 Palästinalied Culture

>+3 Yuurtrian culture

+3 Northern

Infrastructure:

+7 Construction

+3 Seafaring

+10 Commerce

Resource:

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

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456388 No.43191

Dice rollRolled 73, 27, 25, 86 = 211 (4d100)

>>42948

[Socialist republic of Sufar] (red)

Bonus': [Industrial-Military complex: Mining towns and Citadels are replaced with Stonecrops, which act as both]

Nation Focus: Economic

Nation Ethnicity: Subsaharan African with many minorities

Brief fluff on nation: The Socialist Republic of South Sufar was founded after the collapse of colonial control over the region during the Cold War. A socialist aligned nation they saw plenty of investment in plundering their mineral wealth and the creation of military bases. The people are quite diverse with a Subsharan African majority but a mix of various over western people and tribal from colonial times. The one party government has in recent years after the collapse of the Cold war has liberalized it's economy hoping to attract foreign investment.

—–

Resources:

[Resource: Emeralds]

—-

[+6 Construction]

[+6 Citadel]

—-

1-2. Construct a small arms factory

3-4. Prospect for new metals within our lands

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70d0f0 No.43192

Dice rollRolled 96, 15, 100 = 211 (3d100)

Nation Name: Palästinalied Liberation Crusade

Nation Focus: Religious Military

Nation Ethnicity: European

Brief fluff on nation: Though the people that live in the region known as the middle east have infact lived there for thousands of years, they have lost the way and become lost in wickedness. No longer do they honor the one true God but merely a pretender, who has lead these one noble people down a path of evil. Thus it comes to the true believers, from a far off land, to restore order to this world and take JERUSALEM!

Bonus': [Holy Warriors: when rolling to train or create new military technology, you may add your religious stats to the roll]

>Resource:

+ [Pink dye]

1/2. A barracks is needed, and after that, an army!

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a84761 No.43232

Dice rollRolled 37 (1d100)

>>43158

druglord roll

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File: 675d76bfcce4d07⋯.png (31.2 KB,1357x628,1357:628,World Map.png)

cad453 No.42996 [Open thread][Last50 Posts]

World News - December 1st, 2017

Brazil: Bright lights spotted over Salvador

England: Naked Londoner found in car with 10 stolen watches, claims to have had no control of his body

Manchester man on the run after being accused of filming neighbours bathroom

India: Elephant terrorizes New Delhi before being shot by police

Russia: Moscovite is seen on fire, police still searching for victim

South Korea: 10 high ranking members of government have been found dead with severe radiation burns in Seoul

USA: Small tremors in New York scares locals

Trump Towers Las Vegas temporarily closed after security scare, perpertraitor in police custody

As you can see, the world 6 days from now is not much different in this alternate world. Or atleast, it doesn't seem much different to the naked eye however, if you know where to look, you can find a change that might be the most influencial event that human history has ever experienced. Superhumans. Even those who are blissfully unaware will soon find out and their world will change forever as well.

–Character Sheet–

Secret Identity:

Origin Story: (How did you get your super power? Are you an alien/human hybrid? Did you get exposed to gamma radiation while trialing a possible alzihmers drug? You have not exposed yourself to the public yet, you haven't had the opportunity to stop a bank robbery or escape from a government testing facility yet)

Baby's first superpower: (This is the super power you start out with. This is the only superpower you're allowed to choose)

Age:

Country of origin:

Colour: (for map purposes)

Preferences: (List the powers that you want next. You're twice as likely to get these on a power roll)

–Don't fill out the following–

Powers: (Possible powers listed on the google docs spreadsheet, sheet 3)

Post too long. Click here to view the full text.
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eb3d23 No.43176

Dice rollRolled 52, 68 = 120 (2d100)

>>43130

Activate enhanced speed and proceed to kick their ass.

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eb3d23 No.43177

>>43176

Secret Identity: Jack Nelson

Origin Story: A proffesional mixed martial artist and avid practioner of mindfulness meditation. An extremely disciplined and obsessionate man his lifestyle of obsessive training and discovery of his own mind led him to connect with something bigger.

Baby's first superpower: Enhanced Speed

Age: 32

Country of origin: USA

Colour: Whatevers not taken

Preferences: Enhanced strength, Cyclone Spinning, Enhanced Jump.

Powers: Enhanced Speed I

Skills: Martial arts, Meditation

Inventory: Wallet ($49,800), East Flatbush Apt. Key

Forgot sheet.

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bbdc71 No.43187

Secret Identity: Mahmud Khalid

Origin Story: Mahmud felt numb, not in that he couldn't feel the stone in his boot or the glass digging into his knees where he kneeled. Instead, the presence of the extremists and his own eminent death didn't bother him. The man behind him was shouting something, french Mahmud thought, too bad I don't understand it. he never heard the gunshot.

The next scene was veiwed by senses Mahmud never knew he had. His cells were repairing the damage. Something much bigger than his world, somehow bigger than the world as it can be known speaks with ideas, images, emotions, but not words. Still, Mahmud knows he is it's brother, it's son and it's father. He is it's appendage upon the Earth. But it is not any god as is taught on Earth. The last not-word was "awake"

Mahmud awoke, there was an echo from the gunshot. His own blood hadn't finished splattering on the floor. Rather than marvel at his own power, he is simply annoyed that the stone is still in his boot.

Baby's first superpower: regenerative immortality

Age: 24

Country of origin: Iraq

Colour: red

Preferences: shape-shifting, enhanced anything, pcionics

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c64489 No.43201

Dice rollRolled 35, 35 = 70 (2d100)

=Ron Harold=

-Age: 21

-Country of Origin: USA

-Colour: Yellow

-Powers:

>Explosive Touch

-Skills:

>Journalism

>Charm

-Inventory:

>Wallet ($250,000 Debt)

>Dorm Room key

>Black Hoodie

>Charred Journalism Textbooks

>Photo of Marcus

1. It was pleasant to find a picture of his friend Marcus in the rubble. The one friend he felt he could still truly rely on after this whole ordeal Evan had caused. It occurred to Ron to ask, "Have you experienced anything strange since the explosion? Like, changes?" He expected confusion from by roommate on the matter, though he with the events as they had unfolded, he was prepared for anything.

2. Ron stretched, slipping the hoodie on and moving to aide in Evan's search for any components of the machine that had caused this mess before he had to face the issue of housing for the night. With any luck, Ron could catch a break and stay with Evan for the night.

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0c7898 No.43231

Secret Identity: Bradshaw Finch

Origin Story: As a young child, Finch often sat in thunderstorms and imagined that the world boomed only for him - it was when he nostalgically attempted to replicate the experience as an adult that a bolt of lightning forked through the sky, leaving him badly burned but imbued with the ability to change the weather when his emotions surged.

Baby's first superpower: Weather Manipulation

Age: 22

Country of origin: America

Colour: Light Blue

Preferences: Flight/Cold Manipulation/Heat Manipulation

–Don't fill out the following–

Powers:

Superhero Identity:

Reputation:

Skills:

Inventory:

Side-kicks and Henchmen:

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File: 1452949939969.png (335.66 KB,637x679,91:97,InVictoryAndDefeat.png)

1f1fc4 No.22011 [Open thread][Last50 Posts]

The first weeks if not months have passed since you made your way from the cold East towards the city of Weissstadt. The #Nation Family has found itself in the employment of various different key figures, quickly asserting its position within various factions. Although some of your family members have been swallowed by the city, their re-emergence unlikely at best, many more of you have distinguished themselves as leader of men, ferocious fighters, knowledgable scholars, faithful zealots as well as a number of less traditionally prestigious things such as unrecognizable spies, relentless wrestlers, proficient manwhores and experienced drinkers.

The state of the realm is dire, the old King having been murdered by his younger brother, seizing the throne with the help of the Western lords who now seek their much promised independence, as all attempts to thwart the continue Uhlmannen fail, though needless to say some of the heroic members of the Nation family are engaging the issue at this very moment.

Villages have been plundered and smaller cities burned, the path of the Uhlmannen warhorde inevitably heading for Weissstadt. Their mission unknown but their intent self evident it remains to be seen whether the city will be able to withstand the horse lords' brutal onslaught.

Between the beautiful daughter of the Whitecastle family giving birth to a bastard son, iron and food prices climbing to staggering heights and the formation of a church organization planning to bring faith to a city in dire need and the constant sabre rattling of the competing noble families it is up to you to ensure your own family's survival in these turbulent times.

>All Members of the Nation family add: (yes this means everyone)

Family Trait:

+ [Principality of Dirt] Some tendencies exist, however no clear family traits have emerged as of now. Still people have grown more accustomed to you and the rapid ascension of your family has lend weight to your claim of nobility. People will treat you with more respect now, even though it Post too long. Click here to view the full text.

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f1fafe No.42574

Dice rollRolled 79, 44 = 123 (2d100)

Name: Oo'ka B'aa

Fluff: A medicine man from a place to the southeast, where the hot sun watches over the Gazelle, the Lion, and the Elephant.

When he arrived believe him to be a giant, and in a sense they are correct.

The people of his region had skin dark as the bark of blackwood, and were already taller than the "pale men". But tribe were known as the Ae'bweya, in their language "The Tall Men" for their great height, towering over their own kin. They lived in a "castle" of stone and mud baked by the sun, on a great mound built by their ancestors long ago.

Perhaps this explains why ever since his arrival the only men he could speak to without looking down were on horse, and why he must bend his back to navigate the short roofs of the cold grey stone of the pale men.

With the Uhlmannen came the end of the tribe, they tore down the catles of their ancestors, and those who survived fled, as he did. Over great distances he lead them, seeking to flee the "Horse barbarians" as far as the ends of the world. And that's where they seem to have ended up in. A strange land, with strange people and strange tongues, and the sky is bitter and cold, and the nights long.

All they have left of their former life is held in the hands of Oo'ka B'aa, their greatest artifact, a chieftans great club of strange black metal.

Believed it to be magic, it given to them by by the first man of their family many generations ago, and legended that he wrested from the Pharaoh of the lands of sand, who himself was gifted it by the gods, for through generations it neither rusts nor tarnishes.

>Inventory:

[Black Steel Club] - The Cock of Osiris

+ 4 Healing Herbs

+ Some Sticks

+ Several Reefs

+ 1 Dose of Sedative

+ Rock

>Skills:

+ Construction (50)

+ Medicine (100)

+ Searching (6)

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e4786f No.42576

File: a5d9243ac8a39f6⋯.jpg (66.57 KB,450x600,3:4,whysocute.jpg)

Dice rollRolled 12, 80 = 92 (2d100)

>>42561

Name: Aiska Nation

Fluff: Born with different eyes and hair, Aiska was presented to the "barbarians" at a very young age as a peace offering between our people. Raised as one of them, but always at an arms length, Aiska is almost unrecognizable between them. Quickly growing up to be one of their most talented soldiers, when news came that they had destroyed his lands and slaughtered his family, he quickly ran away from his trusty spear and went to the closest kingdom that would be fairly safe from his "family". Now, he seeks a new purpose in his life and career..

>Inventory:

+ Spear of Terenation

+ Fine Clothes

+ Flexible Reinforced Leather Armor

+[14 Silver; 7 Copper]

>Holdings:

+ Staying with Smith (-1 Silver/turn)

>Skills:

+ Polearms (105)

+ Riding (53)

+ Insults (4)

+ Dodge (24)

+ Intimidate (5)

+ Honor (5)

+ Scouting (10)

+ Charisma (18)

+ Stealth (13)

+ Barter (4)

+ Whitecastle Respect (40)

+ Influence [Weissstadt] (5)

+ Trainer (4)

>Job:

>Trait:

+ [House of Tough Love] Gain +3 to all rolls when Cooperating with other Family Members (NPCs), +8 if Cooperating with another Player. (Does not Stack)

>Flaws:

+ [Unfortunate Past] Cursed being both hunted by the barbarians yet being almost indistinguishable from one you will have to take shit from both sides.

>Bonuses:

+ [A Woman'Post too long. Click here to view the full text.

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511139 No.42628

>>42522

You try to find something important to do, however oddly enough you know no important people in this foreign city. You head towards the family home belonging to Sigurd, an old dog like yourself he greets you with open arms, however he too has no task for you.

It would certainly be best for you to practice your crossbow, however you only manage to get two shots in before you hear horns sounding in the distance. Seems like the Uhlmannen are up to something.

>Skills:

+ Crossbowry(1)

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5f3a14 No.42630

Dice rollRolled 99, 77 = 176 (2d100)

>>42628

>Name:

Uncle Tarn Nation

>Fluff: Tarn Nation is a veteran of old wars, long before the Uhlmannen began threatening the kingdom. He was a particularly skilled crossbowman, and with his trusty crossbow Betsy he became known as "Dead-eye Tarn", a legendary crossbowman that some say could hit his mark from a mile away. Well, those are just rumors, and old Tarn is now in his late 40s, but he's still got it (or so he thinks). Tarn has just come back from an extended trip to (insert the world equivalent of Africa here) hunting exotic wildlife and is finally ready to settle down with the family and take it easy for a while…but what's this? Barbarians? Murderous nobles? Demons and hellfire? I guess a soldier's work is never done…

>Skills:

+ Crossbowry (50)

+ Tracking (25)

>Inventory:

+ (Cross)Bow of Betsalamel

>Flaws:

+ [Old Man Tarn] You perform less admirably when it comes to physical activities than your equally skilled but younger counterparts.

>Bonuses:

+ [Sharp Eyes Old Man] You gain a bonus to hitting stuff with ranged weapons.

1-2. So the bastards wanna get cocky, eh? Alright then, I guess I'll show 'em what ol' Eagle Eye can do. I'll find my brother Tacitus, he's probably in charge of this shindig, and help him with whatever he's plannin'.

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30b98e No.43137

Dice rollRolled 30, 38 = 68 (2d100)

>>42562

Name: Eric Nation

Fluff: Eric is a tall and lanky young man, standing a full head's length above your average person. Not that you'd notice it. Ever since his birth He's just sort of blended into the background. People see him, they just don't recognize he's actually there. Many times in his life he's walked up to people in full view and nearly given the heart attacks by speaking to them. It's not something he does with intent, it's just that he's so unassuming and unimportant in most people's minds they don't recognize him being there. The fact he was also 7th born son to his father, along with his own nature of being beneath notice meant his schooling in matters politic and in arms was lacking. However when the invasion came he was handy enough with his Grandfather's dagger to surprise and kill several soldiers before ditching his clothes for peasants rags and blending into the horde of refuges fleeing the land.

>>Inventory

+ Grandfather's Ornate Dagger (Sharpened)

+ Grandfather's Dagger (No Ornament, Flawless Copy)

+ Plain Clothes (in closet)

+ Servants Clothing (wearing)

+ 226 Copper

+ Lilith's Iron Flower

+ 1 Practice Board

>>Skills:

+ Spotting (8)

+ Daggering (41)

+ Noble Customs (62)

+ Sneaking (53)

+ Stealing (6)

+ Running (58)

+ Haggling (6)

+ Climbing (3)

+ Disguise (2)

>Flaws:

+ [Forgettable] You were made to be forgotten. While guards will often forget your face and you can get lost in large crowds easily this is horrible for heroic speeches, begging or finding true love.

+ Enemy [Blueberry Tom]Post too long. Click here to view the full text.

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File: 1439257886427.jpg (2.37 MB,1920x1080,16:9,1437234455851.jpg)

686b16 No.7969 [Open thread][Last50 Posts]

The Eridnus sector, on the fringes of known space, all that lies in it have remained unseen by mortal eyes, and what glorious wonders lie within its expanses? This is where you come in, whether you are an explorer from Signus-7, a Y'thignrll Smuggler from Nova Angelos, or just some random schmuck from some galactic by-water looking to find his fame and fortune out among the empty expanses of Eridnus, it matter not, because in the end, all that lies between every crew and the cold embrace of the void is a few feet of hull.

>Fill this in

Name: (what name shall be sung in the bars and taverns of Eridnus's few space stations?)

Origin Fluff: (Where did you come from, how did you get here?)

Ship Name: (She's keeping the void at bay, at least grace her with a name)

Ship Fluff: (Every ship has a story, how'd you acquire it, does it have any quirks?)

Ship Type: (See below, beginners are restricted to Corvettes/Frigates )

Corvette: Smaller quicker ships

>Crew:Up to 200

Frigate: The most common ship type in the galaxy, fair mix of speed and armor

>Crew: 300 - 600

Cruiser: A heavier ship, common in militaries around the galaxy, trades armor for speed

>Crew:1000 - 2000

Capital Ship: The heavies, these babies are often the flagships of fleets, good luck getting one.

>Crew: 5000 - 7500

Titan: These things are the combined might of dozens of capital ships, they can often conquer whole systems unsupported, if you see one, you most likely are milliseconds away from becoming atomized

>Crew: No less then 10000

>Don't fill this in

Ship Health: (based on ship type)

Crew: (fucking d'oy)

Weapon systems:(Number of and what Type, based on fluff/ Lasers/plasma/projectiles)

Engines: (Number of and what Type, based on fluff)

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686b16 No.34567

>>34566

>>34565

"There we go, Probe class R3E0 recovered and damaged data stacks repaired, prepare for war situation data transfer."

Remove: [Degrading Programming] - Dubs cause your knowledge matrices to corrupt and fail even more. Rolling any dubs increases this counter by one (Ex. 66, 44) , rolling quads will kill you (Ex. 66,66.)

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686b16 No.34745

Dice rollRolled 38, 7 = 45 (2d100)

>>34304

FIGHT ROLLS

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bdd999 No.42767

-Name: Chet Mach Algernon

-Origin Fluff: Chet Mach Algernon is head of the Progenitor Capital's Ship's weapons systems and crew, acting as the present Master of Arms on the High Council of the ships' inhabitants. With an inflated ego and pure machismo, Chet is willing to do whatever is necessary to achieve his goals.

-Health: 20/20

-Bonus: [Master of Arms] - You are good with gun and light-blade, and adept at commanding men. +5 to combat and +10 to command rolls

-Flaw: [Blowhard] - You can be seen as compensating for something, and when you fail, you breakdown crying, thus removing the aura of machismo you work so hard to uphold

[Providence]

Ship Health: 500/500

+Port Plasma Batteries (1d150)

+Starboard Plasma Batteries (1d150)

+PDS: (1d100) (only effective against fighters and corvettes)

+Precursor Macross Missile systems (6d50)

+Wave Motion Cannon (1d500) - Can only be used once per combat, have to get two rolls above 60 to charge it, 3 turn cooldown.

+Inventory+

-4 Units of Nanny Material

1,2. Algernon lowers his bark to a growl, looking to his marines to signal readiness. To do what, he isn't quite sure. "Identify yourself, and who's salvation are you talking about? 'Our'?" He made a small motion for his marines to be ready to open fire should the group prove threatened in any way.

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bdd999 No.42768

Dice rollRolled 62, 68 = 130 (2d100)

>>42767

(My bad. Forgot 8ch had the options dropdown.)

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ad0a33 No.43030

Name:Yuliana Bogomolov

Origin Fluff: Born to wealthy parents aboard a high class space station. One could say that space was Yulianas home without a doubt.

Her parents had always had big intentions for her.

Intending to send her off on her own once she reached the venerable age of sixteen. They certainly did and as such she found herself here. With a corvette and missing almost all of her personal possessions.

It appears they will have to survive on their own merit from here or die tryin. It will certainly be hard for someone so used to having their every need tended to.

Ship Name:Juliana

Ship Fluff: Bought and acquired by her parents from a auction of sorts. This ship is rather small overall and is designed for maneuverability and speed over any sort of protection or weaponry. It sport's little to no visible weaponry and if it has any weapons at all said weaponry is…mediocre at best.

It is a vehicle meant to be improved. Meant to be something one work's on to make impressive one supposes or discard for a better ship when the opportunity arises.Her parent's bought it to make it hard on her and it appears they will be very successful in that regard.

Ship Type:Corvette

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File: 06a1228f8e6eef1⋯.png (208.52 KB,1624x1200,203:150,Base Map.png)

7892ce No.42858 [Open thread]

> Fast casual game straight forward game! Will end in 3 weeks if we play daily

> Active players only who can comment daily

> This game is NOT a sandbox and as specific rules and goals for victory.

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

> I intend to take 5/6 players

Story: The humans have trapped your great nation in this Infernal dimension so long ago you can barely remember how their flesh taste, and they barely remember why they should fear you.

You have fulfilled the darkest prophecies and performed the most vile rituals just for this moment to arrive - The portals to the overworld have appeared once more.

Yet you are not alone! There are other demonic nations who wish to take their vengeance on the mortals yet only two portals stand to allow passage for two nations… Thus the infernal race for power begins, only the two nations most vile and worthy shall rise to the overworld and bring down the human race.

> Sheet to create your Nation: https://pastebin.com/ut4HehZH

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

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

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

Map Information:

Barren Tiles: Barren tiles give +1 Obsidian and +10 population growth.

Slave Pit: +0 Obsidian and +50 population growth.

Hellsprout Tiles: +1 Obsidian and +10 population growth. Attackers take 30% mobility penalty on this tile.

Obsidian Cliffs Tiles: +3 Obsidian and +10 population growth. Attackers take 20% fortification penalty on this tile.

Fortress Tiles: Don't exist at the beginning of the game. +2 Obsidian and +20 pPost too long. Click here to view the full text.

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a82e44 No.42936

>>42935

Giving all my remaining shit to Ash, I'm out

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15a8a9 No.42937

K this game seem to not work. Wondering if i should quir entirely or reboot

Is anyone left interested in a reboot? If 3 vote yes i'll do it

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71d4c6 No.42940

>>42937

I think you should add more things to do. Like, raid other players for obsidian and slaves or something. Only having 5 things I can possibly do triggers me.

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7892ce No.42941

>>42940

I added another type of action, I think it answers your request in a thematic sense

https://pastebin.com/MD9xaDPn

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7892ce No.42942

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File: 4779a21a5da8e32⋯.png (57.76 KB,1450x1000,29:20,Map.png)

0081f2 No.42422 [Open thread]

The city of San Dymphna, for most, is a dystopian nightmare. Authorities have a profile on all the citizens and poverty is common place.

The city is divided into 7 smaller areas.

Downtown is made of hundreds of cramped, dingy sky scrapers that are seperated by sprawling shanty towns. A majority of the population of San Dymphna can't afford houses elsewhere so they reside Downtown

Beachtown is on the other end of the spectrum. Consisting of the richest of San Dymphna, all the houses are large and luxurious. Most of the people that live here are corporate lawyers, CEOs, or plastic surgeons.

Westside is a place of poverty however it isn't considered as bad as Downtown. It shares many similarities with Harlem and Compton and is the home to a majority of non-whites.

Before poverty destroyed the city, The Beach was one of San Dymphna's biggest tourist attractions. A massive beach that spanned most of the coast and hosted countless surfing and volleyball competitions throughout the year. Most of this area is commercial.

The Marina is the largest man made harbour on the east coast, second only to Marina Del Rey in Los Angeles.

Lakeside is where the majority of the ever fleeting middle class lives. Now, the upper class owns most of the area as investment properties.

The Hills is the home of the stars. All those that are considered even the slightest bit famous live in the hills, from soap opera actors to stars of the silver screen. Best known for having the largest collection of soundstages in North America, they're most often used when the soundstages in Hollywood aren't available.

Progress in battery technology has opened many doors in technological fields. Cell phone batteries last longer and many things that couldn't be created before due to battery portability have been created now. New, compact batteries are much, much more expensive however.

Smart homes became so popular, they began being installed in every new home. Soon a law was passed allowing the government to access the smart homes and it became a felony to not have a smart home or to purposefully damage a smart home system. Smart homes allow and deny access toPost too long. Click here to view the full text.

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7b0ded No.42837

Dice rollRolled 57 (1d100)

>>42685

That should read silk worm. My bad.

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f38afe No.42846

File: 3e9c45e2fa3b499⋯.jpg (62.13 KB,480x320,3:2,mediumhellskitchen(vincent….jpg)

>>42682

You approach the car as the man begins to stand up. You slam your foot against the window. The window shatters but doesn't fall apart, instead the door slams on Bray, his head knocking the window away which dazes him.

Unable to pull him out of his car, you reach in through the window and take his gun away. A semi-automatic pistol.

That's when you hear sirens. The smarthouse would have contacted the police when big Theodore first kicked in the door.

>>42685

You very quickly buy a building from a local business owner for more than what it's worth. Once news gets out, your stocks begin to drop but you don't care too much. The building is worth it.

Inventory: Downtown Office key

You begin going around, personally advertising your silk worm food but it doesn't seem like anyone in this town is interested at all. Once news gets out that business isn't exactly booming, stocks drop even quicker. Soon you might have to rely entirely on Rabbit Foods.

Feeling a bit bummed, you sit in one of the towns many mega malls, security cameras blinking at you from every direction. A man sits on the bench next to you. After a quick conversation you find that he is an unemployed man living on his inheritence which is quickly depleting and he's bored with his life, just sitting around. He wants a high paying office job.

>>42687

You continue with your practice. You can feel yourself getting better at target practice. Skills: Marksmanship+

You go on patrol. Not much happens but then again that could be considered a good thing. Fran seems to think so as she vocalizes your thoughts. You spend most days with her, it's no wonder why you think alike.

That's when you see it. A man wearing a ski mask and a pair of tighty whities being tasered by an automated police drone next toPost too long. Click here to view the full text.

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362a60 No.42868

Dice rollRolled 22 (1d100)

>>42846

Character Name: Louis C. Rabbit

Age: 57 but still young

Sex: M

Fluff: Louis is the CEO and founder of Rabbit foods™, a company that sells "ethical, efficient food©" His company has been the #1 source of foodstuffs for the lower class since it over took Tyson 20 years ago. Now Mr. Rabbit is looking to market slightly altered versions of his products to the wealthy elite here in Beachtown.

————

Health: 10/10

Skills: Economics, Marketing

Inventory: Beachtown mansion key, Quadcopter key, Cellphone, Laptop, downtown office key

Companions:

Bonuses: [Not From Around Here] (You have a large, multibillion dollar corporation which, unlike the assets of other players, won't be affected by everyday life in San Dymphna. Your corporation building can't be attacked and you'll continue to be funded in your ventures throughout the game)

Current Location: Mega mall

————

1. Hire the man, he can start by organizing that building into a new Rabbit Foods ™ factory.

2. Improve the recipe for high quality silk worm paté

3. Improve marketing for the silk worm paté

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362a60 No.42869

Dice rollRolled 66, 90 = 156 (2d100)

>>42868

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0b8e88 No.42873

Dice rollRolled 14, 14, 70 = 98 (3d100)

Character Name: Saul Bartkotske

Age: 40

Sex: M

Fluff: Saul Bartkotske is a shrewd businessman indeed. Known far and wide for his megacorporation "Bartkotske Housing" which manufactures the very smart homes the people live in, Saul was a man who started at the bottom and rose to the top. He graduated with honors with degrees in civil and electrical engineering, but was doomed to sink into the pit of mediocrity and dragged down to the pits until he was given a small loan of a million dollars from a mysterious benefactor which he turned into the leading smart-home manufacturer, and the more well-known leading smart-home repair company (specializing in plumbing, electrical, carpentry and more). Now he's making big money baby, and he wants more.

—- Don't fill out the following —-

Health: 10/10

Skills: Economics, Civil Engineering, Electrical Engineering

Inventory: Beachtown mansion key, Sports car key, Quadcopter key, Downtown office key, Cellphone, Laptop

Bonuses: [Lifestyle of the Rich and Famous] (You're a very powerful man. You are owed favors by people in both politics and the entertainment industry)

Current Location: Beachtown Mansion

1. Guess I'll wait for Jacky-boy.

2. Can't neglect the smarthome business. I'll just get with R&D and we can start rolling out our new smarthomes with "extra security features to keep you and your family safe in a troubled world". Can't let some mooks break up our little monopoly with some breakout hit product now can we?

3. Well the private security business is started, let's see if we can roll up some contracts before Jacky-boy gets off his fat ass to get here.

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File: ef7b28b9515416e⋯.jpg (235 KB,1600x900,16:9,Frostpunk.jpg)

File: 4fe2b80d28659b0⋯.jpg (582.63 KB,1920x1070,192:107,frostpunk-promo-art-01.jpg)

e71400 No.42351 [Open thread][Last50 Posts]

The world didn't end in a bang, or a massive battle to decide the fate of all nations. Instead, it ended in the first snow of the winter of 1888, when the first flake fell just north of Brisbane, and then in London, Washington D.C., and Cape Hope. It didn't stop, it snowed and snowed and snowed and snowed until the whole world was covered in blanket of white. Crops failed, people starved, and millions fled to the equator to try and find some warmth; they only found chaos and death and famine.

In the far north, unexploited by the hands of men, the Empire of Britain attempted to build heat-generators, so that some may survive this seemingly endless winter.

They ran out of time.

Now your group, as far as you know, is all that's left, with the only known operating generator in god's know where, you must survive.

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e942e3 No.42773

Dice rollRolled 93, 47, 50 = 190 (3d100)

>>42716

Name: Michael Collahan

Fluff: Michael is a miner. He ain't the brightest man, but he is determined and strong. Those two things are what got him through the snow and to the colony. If you ask him he would say he was a simple man. Still prays despite everything, willing to work hard to earn his food, and willing to do the right thing when he can. Now he just hope that will be enough.

Age: 25

Don't fill this in

Health: 8/10

Hunger: 5/5

Inventory: + [Pick-axe] - Steel and wood, simple but effective. + 5 to mining actions and to hand to hand combat.

Bonus:[Dig-Dug] - A life in the mines has given Michael an eye for gems and ores, and made him as strong as a mule as well. + 10 to mining rolls and you can carry twice as much as the average man.

1&2. Gather more coal for the furnace.

+20

3. As well, gather some more wood to build with.

+20

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20a487 No.42778

Dice rollRolled 3, 32, 85 = 120 (3d100)

Name: Gregor Blyatskanov

Fluff: Gregor is big, strong man from Mother Russia, who went with Brits to build generator. He was member of engineer in Russian army, and learned to build many things. Gregor build houses, work with the metals, shooting gun and more. But then Russia went gone and now Gregor work with Brits in order to survive. They accept him because of skill, and Gregor does best to help out. He is no stranger to cold, as Russia was this way long before ice age. If only there was vodka to warm Gregor's belly, he would into the happy here in snow and ice.

Age: 35

Don't fill this in

Health: 10/10

Hunger: 5/5

Inventory: Mosin-Nagant rifle - Ammo: 69 rounds, allows ranged attack

Bonus: [The Bear} - Gregor is tall and hairy, a beast of a man who could be mistaken for a bear in clothes, which isn't helped by his poor English which comes across more as growls. Immune to Frostbite, in addition you receive a + 15 to hand to hand combat rolls.

1-2. That was of close call. Ship is very dangerous, we should not of stay here long. Gregor will try to get remaining supplies and venture back to surface to look for lost person. He of not in the here, I think.

3. Before go, Gregor no is doctor but at least can try to relocate the shoulder using Russian bear strength. Best of not using it too much though.

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78fc83 No.42812

Dice rollRolled 48, 74, 11 = 133 (3d100)

>>42707

Name:

Alexei Emmet Johannes

Fluff:

There are many words to describe Alexei, a tinkerer, a creator, an innovator. But in truth he is a humble young man from a farm in Texas. He was always an active youth and was always working on something with his hands, whether that be art, sports, taking apart and fixing bikes or even his dads motor vehicles. Alexei grew up to be an accomplished mechanical engineer. He does not see his job as work but instead a hobby.

Age:

24

Health: 7/10

>sore back

Hunger: 5/5

Inventory:

+ [Swiss Army Knife] - Contains: toothpick, can opener, comb, three kinds of knives and a small nail clipper. + 5 to tinkering actions

+ + [Mecha Transformer Odysseus] - Able to traverse most weather conditions and keep occupants from freezing to death, can carry 100 units worth of shit

Bonus: [Aspiring Engineer] - All things mechanical come naturally to Emmet, and as such people will look to him when something enivitably breaks in this snowy hell. + 15 To working on the generator, + 10 to rolls involving the construction or utilization of machinery, does not stack with previous bonus.

————

1. I shall go and help with the mining of the coal, I may have upgraded the generator but these people don't need an even heavier burden because of me.

2. I will also help out the people exploring the new area that has been opened up by the generator.

3. And finally I will spend the rest of the time trying to improve the area that is no longer cold in anyway I can. Perhaps making it a bit more relaxing/comfy or start to make a farm.

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391cae No.42851

Dice rollRolled 83, 60, 62 = 205 (3d100)

>>42716

Name: Marshall Law

Fluff: When the winter first came, things weren't that bad, initially atleast. But his father a wise man taught him about the nature of man, they're cowards who will do anything to survive, now with the world dead, he found his purpose. Keep the law

Age: 30

Health: 10/10

Hunger: 5/5

Inventory: [Billy Club] - So what if you enjoy it, they are criminals after. + 10 to non-lethal personal combat, + 5 to to-kill personal combat.

Bonus: [I AM THE LAW] - Ol' Johnny law has come to town. When people steal rations or supplies you are given a chance that same turn to intercept and stop them, in addition to this you can have some clout in the colony as a source of authority, as people will tend to listen to an established authority figure , giving you limited reign to command people.

Action 1-3: "I'm gonna track that old fucker down!"

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11047d No.42854

Dice rollRolled 3, 98, 29 = 130 (3d100)

>>42758

Name: James Bruce Stuart York

Fluff: James joined Her Majesty's Army right after finishing schooling. He had grown up in the north on a farm, so he had been around and used guns all his life, which got him noticed quickly. Known for being a crackshot in his regiment, he was stationed from Ireland to Cathay, and everywhere else for that matter, having participated in several wars through his 10 years of service. Sent with the Colony to keep it secure and assist in building operations when necessary.

Age: 28

Health: 5/10

>Crushed Windpipe: Difficulty breathing, - 15 to heavy labor and/or physical activity for 3 turns

>Dislocated Shoulder: Best relocate this, - 15 to actions involving arms until relocated, after that - 5 for 2 turns.

Hunger: 5/5

Inventory:

+ [Lee-Metford Rifle] - Ammo: 60 Rounds, allows ranged attack

Bonus: [Regular Army O'] - A decade in her majesty's service changes a man, often for better, sometimes for worse. In James's case it made him a smart, well-traveled man, good with his gun and with his rifle. + 10 to ranged combat, able to use any gun with relative ease.

1; Bloody hell… I'm gunna need a drink when we get back. Better get this arm relocated, looks like the Russian's gunna help.

2-3; Try not to harry myself too much, but help gather some supplies and then get the fuck outta this bloody ship

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File: 553ce2a50c6fa95⋯.png (309.26 KB,4648x3208,581:401,The Loch.png)

bc0d61 No.42308 [Open thread][Last50 Posts]

Very much a serious parody…

The drying of the Sahara left hundreds of thousands displaced and rift in the peoples of the world and those of Africa. This divide is only dramatized when instead of climate change its caused by Ethereal forces drawing the very life of earth's surface away to feed their growing power.

Slumbering after their feast, the once lush forest and open Savannah's are a gaping hole in the ground that was slowly filling with water. This Oasis among the sands was a refuge to those that had survived as well as a breeding ground for spirits, creatures fueled by the Ethereal power that saturated the Oasis.

Nearly Two Thousand years later the Sahara lay dead and the blood shed of war was dying it's sands red. The growing Roman Empire was waging war with Egypt, refuges of the conflict caught between 3 enemies fled west to certain death across the Wastes. Only… they returned wielding the power of spirits and new techniques they liberated Egypt from occupation and began to genocide the Nubians that had turned them away just years ago.

The power wielded by the new rulers of Egypt however had people looking away from the bloodshed, towards the Sahara and the secrets it held. You and many other like you had made a journey to this Oasis, this bizarre place full of monsters and spirits in search of something. Only time can tell if you'll find it…

Character Sheets:

Character Name:

Age:

Sex:

Lore: (How did you end up in the Caravan to the Oasis)

Athletic Score: 10

-Health: 10/10

-Carry Weight: 0/100

-Stamina: 5

Affinity Score: 0

-Mana: 0/0

Give yourself basic possessions in accord with your lore, these possession (if notable) will be given stats by me if need be.

Skills:

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

105 postsand21 image repliesomitted. Click reply to view. ____________________________
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48a901 No.42592

Dice rollRolled 41, 100, 89 = 230 (3d100)

>>42587

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ba7dba No.42593

Dice rollRolled 8, 56 = 64 (2d100)

>>42587

Rolls

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fbfdfe No.42600

Dice rollRolled 45, 13 = 58 (2d100)

>>42587

I'll pay 7 silver denarii for each worker, 10 if they have a beast of burden to help carry the load

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f2ada9 No.42603

Dice rollRolled 5, 57 = 62 (2d100)

>>42587

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81d0f9 No.42608

Dice rollRolled 35, 13 = 48 (2d100)

>>42587

Tansen - Flavius

Weekly Rolls:

1. Befriend the fisherwoman

<35: She want you to leave her alone

>55: She has become an acquaintance

>80: She has become a friend

2. Track the beasts

>15: You get a waterskin

>40: You find their nesting grounds

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