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/builders/ - Hero and Nation Builders!

A board for forum-based wargaming, collaborative storytelling, and salt.

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The King Is Dead; Long Live The King!

File: f2eafae648fb5f8⋯.png (365.52 KB,5616x2160,13:5,fertility 000.png)

File: c661475f858c662⋯.png (358.13 KB,5616x2160,13:5,regions 000.png)

96bcae No.42413 [Open thread]

This is a test thread for a possible Bronze age nation builder. Rules are likely to change and the thread may be abandoned fairly quickly

Name:

Colour:

Fluff:

Number of Green Territories: 0 (Adds 10 to pop cap each)

Number of Yellow Territories: 0 (Adds 5 to pop cap each)

Number of Red Territories: 0 (Adds 1 to pop cap each)

Pop Cap: 10 (The highest pop you can have)

Population Growth: 1% (The percantage your pop increases by each turn. Increases by a percentage with proper tech (NOT FOOD TECH))

Population: 5

Military: 15% (The percentage of your pop that will go to war. Each turn, this number will reduce by a percentage until it reaches 15%)

Military Strength: 0.75 (The strength of your military)

Unhappiness: 0 (Once this number reaches 50, there is civil war. This number increases (usually by 25) if you declare war, if you lose a battle, if you increase your military size, sharing tech with other players, and generally poor leadership)

Regions colonized: (How many regions you own a territory in. Each round, your unhappiness decreases by this number until it reaches 0)

Tech: Bronze (d5) (The more people that has a tech, the easier it is for that tech to be researched by others)

Choose 1 green, 2 yellow, a yellow and 5 red, or 10 red territories that are adjacent in the "fertility" image to begin with

____________________________
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4a194d No.42494

File: 68fa4c50e9ae11d⋯.png (467.79 KB,5616x2160,13:5,here.png)

Name: The Kingdom of Ghaleus

Colour: Blue

Fluff: The Kingdom of Ghaleus is a small but prosperous land in what would be France in our world that worships the sun god Altea, the moon god Lunea and the Earth (whole planet, not just ground) god Ghalea. They believe that the relationships between these gods, often told of in legends and folktales passed down the line, creates the fundamentals of how the world works. They have a proud warrior tradition, based in part around the exploits of the many various heroes and demigods told of in their legends, although they are not necessarily warlike and believe that cooperation through trade and agreements is necessary for prosperity.

Number of Green Territories: 1 (Adds 10 to pop cap each)

Number of Yellow Territories: 0 (Adds 5 to pop cap each)

Number of Red Territories: 0 (Adds 1 to pop cap each)

Pop Cap: 10 (The highest pop you can have)

Population Growth: 1% (The percantage your pop increases by each turn. Increases by a percentage with proper tech (NOT FOOD TECH))

Population: 5

Military: 15% (The percentage of your pop that will go to war. Each turn, this number will reduce by a percentage until it reaches 15%)

Military Strength: 0.75 (The strength of your military)

Unhappiness: 0 (Once this number reaches 50, there is civil war. This number increases (usually by 25) if you declare war, if you lose a battle, if you increase your military size, sharing tech with other players, and generally poor leadership)

Regions colonized: (How many regions you own a territory in. Each round, your unhappiness decreases by this number until it reaches 0)

Tech: Bronze (d5) (The more people that has a tech, the easier it is for that tech to be researched by others)

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39ce5e No.42563

File: 451b7044c31b653⋯.png (365.56 KB,5616x2160,13:5,fertility 001.png)

File: 87900679d4a9cb2⋯.png (358.17 KB,5616x2160,13:5,regions 001.png)

>>42494

2 actions a turn. 1d100 each action

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File: e0b0fcc5d518f2b⋯.png (329.58 KB,1024x588,256:147,world_map_with_county_regi….png)

f62d20 No.42017 [Open thread][Last50 Posts]

In the year 2020 a combination of economic hardship, social pressure, corruption, and a deceleration of war most assumed would lead to a nuclear war to encompass the world, lead to the an event of anarchy and revolution at a global scale known as the Collapse. War was averted before any WMDs were fired off but the chaos spread beyond all control. Cities burned, nations fell, corporations were ransacked, and multiple movements began and ended trying to push the masses to their agenda. The date is now March 8th, 2021 and while the fires burn they have begun to smolder. Can you pick up the ashes and forge a world in your image, or will you be part of another nation's history books?

3d100. Turns are about a month each.

100: Crit, instant finish. If less than 4 needed to finish you get a bonus instead.

99-80: +3

79-60: +2

59-40: +1

39-20: 0, nothing gets done

19-2: -1

1: Crit fail. Bad things happen. I like to have fun with these.

Name: What is your group called?

Color: What do you want to be represented as on the map?

Fluff: What is your nation's backstory. Who were you before the Collapse?

Starting location: Where do you want to start.

—-

Funds: 10 + 1/turn (Funds are a catch all for money, valuables, and other resources. Some territory gives more funds than others, based on resources there. Projects, Units, Scientists, and possibly other stuff all cost funds to build and maintain.)

Units: 2 Militia (10/10)[Infantry][Untrained] (Your military. They kill shit for you and can be called in to crush dissidents. Makes sure you can't be rushed down. All units have descriptor tags that let you easily know what they are. Your two free Militia for example are infantry, have 10 people in them, and are untrained. I will try to describe tags as they come up, and as such untrained units get a -5 when fighting any non-untrained units.)

Approval: 75% (How Post too long. Click here to view the full text.

107 postsand19 image repliesomitted. Click reply to view. ____________________________
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fda966 No.42410

Dice rollRolled 39, 42, 34 = 115 (3d100)

>>42355

>Name: United Korean Initiative (UKI)

>Color: Yellow

>Fluff: The United Korean Initiative was formed in the growing threats of nuclear war from North Korea and South Korea. As the threats grew more real in each coming day and as both sides are tired of the long lasting war of attrition between what's considered to be a decaying ideology and a growing corrupt state of living. Many deserted their leaders and wounded up in the border between the two nations, skirmishes were fought out to determine what they'll be either of the corrupt goddess or the iron wall of a old dying idea. Until they both realize that they were in the cusp of new world now and the old world is still there waiting for another empire to grow. The time of the japanese and chinese are gone, now it's time for the Korean

Starting location: DMZ

—————————————–

>Funds: 5+ 4/turn (Funds are a catch all for money, valuables, and other resources. Some territory gives more funds than others, based on resources there. Projects, Units, Scientists, and possibly other stuff all cost funds to build and maintain.)

>Units: 2 Militia (10/10)[Infantry][Untrained]

>Approval: 85%

>Blueprints: None (You need to make these before you make a unit. These are the units and special shit you know how to make. For infantry it is their equipment.)

>Tech: Light Land Vehicle armor [1 Armor [Kinetics, Explosives]], Modern Machine Guns [Anti-Infantry].Modern Infantry Armor (Gives Infantry [Armored 1; Kinetics] tag)

>Projects: None

>Other Assets: Large amounts of abandoned gearPost too long. Click here to view the full text.

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dc25f6 No.42433

Dice rollRolled 33, 16, 19 = 68 (3d100)

Name: Empire of the Rising sun and Descending Moon

Color: Dark blue

Fluff: Before the collaps, we were a nation who had forgotten our honor. After the lost to the Americans we were forced to concede most of our nation. But now, We will Rise again, And the Emperor will Rule all of the land.

Starting location: Japan

Color: Green

+30 Funds

+10% approval

+Other Assets: Communications Satellites (American) (-1 to enemy espionage rolls) You still have the encryption needed for the old american military communication satellites. These should work on the spy satellites but those were destroyed during the war.

1.

construct a research center for military research

2.

Begin conscription for military

3.

research better weapons

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dc25f6 No.42435

Dice rollRolled 47 (1d100)

>>42433

3. construct a military academy to make better units

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0da910 No.42525

Eden Corporation

Funds: 23 + 6/turn -1/turn

Units: 2 Militia (10/10)[Infantry][Untrained]

Approval: 75%

Blueprints: None

Tech:

Modern Anti-personnel mines

Project:

Construction Yards -1 Funds/turn. +5 to construction projects

Farmland +1 Funds/turn

Other Assets: None

Ongoing research: Amanda Cardella - 3-D production 4/10 +2/turn; +1 Funds/10 territory; +1 funds from factory/production projects

Laws:

Territory:+4

Stat Post

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0da910 No.42526

File: f7b22ce2c8e2f52⋯.jpg (104.66 KB,800x536,100:67,Inland_northeastern_Austra….jpg)

Dice rollRolled 63, 87, 24 = 174 (3d100)

>>42525

>>42355

1. Continue to invest in 3-D printing. If we're to become a financially excellent nation, we'll need to invest into money making technologies.

2-3. Australia is Vast, with many places hitherto uncolonized. Rivers and lakes of fresh water and large open spaces ripe for more farmland.

We have tentative control over the continent's major territories, but they are simply incredibly stretched out.

With new food, let us develop our territories better rather than outwardly expand. Better to have strong centralized assets than weakly spread out. Encourage more colonization inland following the rivers and streams, set land grab prices low for the settlement of new towns and homes. There's plenty of land, now we just need to fill it with people.

>Grow the territories so they're more valuable/well infrastructured

+5 to construction projects

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File: ca8e7a87c0d9bd7⋯.jpg (391.97 KB,1080x720,3:2,colony_ship_retrofit_by_fj….jpg)

f52fec No.41561 [Open thread][Last50 Posts]

Colony builder:

Earth is doomed. Sign of alien life had at last been detected. However that detection was of a massive asteroid being pulled by a solar sail towards earth.

As expected this did not really thrill the populace in general with the the whole imminent death and all.

With an estimated 16 months before impact the goverments went together to create arks. Meant to take the best and brightes. The healthiest and most diverse of mankind to new worlds. Equipped with the most advanced technology of 2047. An advanced SI, genetic labs equipped with embryos and incubators, Suspended animation tubes to keep the crew and populace of 50 dormant for the journey and most of them for the early stages of the colony. Weapons were added with the realisation of the existance of outside threats. Massdrivers and lasers on the arks and Lasers, explosives, coilguns and Oh so many non-lethal weapons in the ark armoury.

The project did not go flawlessly and conflicts arose regarding who would send how many people on the arks and it all came to a point with the nuclear annihilation of Brazil when they held one of the launch sites hostage.

But as the asteroid approached the arks streaked out to solar systems deemed potentially life-sustaining. 6 Arks in all driven by solar sails and Ion engines.

After 43 years of travel the ark is waking up the necessary crew to prepare for landing. Contact with all other Arks has been lost. Wether it's due to catastrophy, equipment failure, distance or something else is unknown.

You are the crew. Thoroughly vetted and choosen for your ability to fill an important role on this new colony. (I won't accept lolrandom characters. they have to have a chance of getting on the ark).

First we vote on:

1. What kind of planet is it?

A. Frozen planet.

B. Arid planet.Post too long. Click here to view the full text.

235 postsand21 image repliesomitted. Click reply to view. ____________________________
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367fb3 No.42105

>>42104

"You tell me to fix something that isn't broken. Naturally there will be issues trying to fix something that cannot be fixed. If you plan on having somebody else fix it, don't tell me to fix it and then be surprised when I try to fix it."

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386f0f No.42106

>>42105

"Maybe you should fix it when I tell you to fix it, when it is important to have all our military options ready for possibly hostile Xenos. NOT A FUCKING MONTH AFTER BEING TOLD TO! Now Mr. Rahiis, if you don't stop your bitching and go be FUCKING USEFUL as possibly one of the only remaining humans in the galaxy, on a mission to save humanity no less, I request the head of security put you back into cryo until such a point that I can disassemble you at a molecular level and reassemble you into something ACTUALLY FUCKING USEFUL TO THIS SURVIVAL MISSION! Am I understood Mr. Rahiis?"

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386f0f No.42107

>>42106

(Correction: A week, not a month.)

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9111ef No.42108

Dice rollRolled 66, 29 = 95 (2d100)

>>41963

Name: Huangdan Wong

Fluff: Huangdan Wong is not a lucky man. Huangdan Wong was not chosen for his intelligence, his warrior's spirit or his good looks, all of which are in dubious supply. Huangdan Wong was put on the Ark because he was, as far as the Chinese government could tell, the best fucking driver in the Eastern Hemisphere. He's driven cars, bikes, trucks, tractors, boats, planes, tanks, APCs and even a mech or two. He's driven on grassland, ice, marshlands, deserts, forests, and war-torn urban sprawls. He does not brag about his impeccable driving record and skill behind the wheel, though this is partly because outside of his native Chinese he barely speaks any English. He reads it well enough, though, and knows directions when he hears them. If it's got tires, treads, feet, or repulsor-jets on the ground, then Huangdan can drive the sumbitch into a tarpit and back out the other side before you can say "ni hao."

Skills: Operating - Ultimate, Piloting - Average

Bonus:

Inventory: All terrain MK3 Motorcycle with climbing capabilities, Basic Toolkit.

Status:

Other:

1/2. Alright, now that things have died down, and I've spent the past few weeks hammering away at this rover, we can finally begin.

Pile into the rover and take it out for a scouting run around and outside the perimeter. Try to look for any signs of habitation. At the first sight of trouble, shift the rover into overdrive and blitz back to the ship!

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115ffb No.42299

File: a48d2451d9c97da⋯.pdf (5.4 MB,1408198266550.pdf)

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File: 8d033920bd6e3ef⋯.png (96.76 KB,616x1000,77:125,ice age.png)

623c6b No.42150 [Open thread]

The world is cold, the land is dead and the people are hard. It has been several hundred years since the cold has come, most records during that time were lost, buried under miles and miles of snow, and thousands of stories have been told of what has caused the fall. A common theme of all the stories is the dragons, the giant all powerful beasts were feared and respected, towering over the other races like mountains before the fall, and yet every tale of when the cold came almost always has the dragons as the first to fall. Some believe their sickness caused the cold and other believe the cold was an attempt to kill the dragons gone wrong. Regardless the world is a much different place. Gigantic beasts stalk through the frozen wastes that were once fertile farm lands, the great nations of man and elf have fallen and crumble and their former pride has been stripped away reveal the beast that resides in them both. A land where magic was once bountiful is now dry and a simple flame could cause a trained mage to fall unconscious, the only forms that still remain are primitive shamanistic magic of the beastmen. Will you be able to survive this harsh world or will you become another frozen corpse in the waste?

Lore (Read it fgt):

https://pastebin.com/WjFgdAsk

Dice 2d100 a turn

1: Crit Fail

2-29:Fail

30-99: Varying Success

100: Crit Success

Character Sheet

Name:

Race: (No normal elves, you can either play a zombie or nuttin)

Lore: (Don't be a Mary Sue cockbags)

(Don't Fill This Out)

Inventory:

Skills:

Bonus:

Other:

4 postsand1 image replyomitted. Click reply to view. ____________________________
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021f57 No.42156

>>42150

Name: Tritus the Scarred

Race: Human

Lore: Tritus is what some would call 'a legend in the making' and others would call 'a suicidal mad man'. Tritus is a hunter with a lust to kill larger and larger beasts. He honors his kills, as is tradition in his tribe, and wastes nothing either trading it away or using it himself. He wears the pelt of a bear he killed as a cloak and the scars of it's claws upon the side of his head. Now he once again seeks stronger prey to hunt.

(Don't Fill This Out)

Inventory:

Skills:

Bonus:

Other:

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e1c3f2 No.42157

File: 35e0fde6f402cf4⋯.jpg (104.02 KB,330x640,33:64,1465515116779.jpg)

>>42150

Name: Dred Nawte

Race: Warforged

Lore: Born before the cancer of the world spread, The mighty Warforged was the pinnacle of human warfare and ingenuity. Similar to a homunculus, the Warforged has an "artificial" soul placed within its vessel and given life via the innate magic throughout the world. The being known as Dred Nawte has lived through countless battles and scoured whole cities in an effort to be of use to its creators. After the science of Warforged creation was lost and the world nearly bereft of mana, Dred Nawte has wondered aimlessly, with no direction and hardly any combat capability anymore. Standing at 9.8 feet(3 meters) full extension, it has a hard time getting help with its intimidating figure and really, all it seeks is interaction with another intelligent being and a master.

Inventory:

Skills:

Bonus:

Other:

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b57405 No.42158

File: 2f8587374a44b5d⋯.jpg (76.52 KB,736x525,736:525,c55fc6f85d05f880528f540646….jpg)

Character Sheet

Name: Gog the Giant

Race: Human

Lore: Gog the Giant is an outlier amongst the human race, as he is very tall and bulky. It is rumored that he has giant's blood in him, thus the reason for his name, though this isn't true - he is simply a very large human. His size makes him very strong, but also quite slow. He makes a living doing a variety of things such as hunting along with serving as a mercenary of sorts in various wars and as a bodyguard. He is not particularly slow-witted, but he is very gruff and likes to keep things simple.

(Don't Fill This Out)

Inventory:

Skills:

Bonus:

Other:

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20713d No.42159

File: a526d6f8c49da1b⋯.jpg (47.69 KB,564x794,282:397,a1fe56a867d2cea0977548ea5d….jpg)

>Name:

Jorgagu 'Joan' Bonesword

>Race:

Orc

>Lore:

Jorgagu comes from a rich family of Orcs, both her parents we considered exceptional scholars and they are famous in the city of Helvoka for their family heirlooms, one being a poem of great renown and another being a critically acclaimed play. Jorgagu is well learned as to be expected from her since she was properly educated by her parents, however Jorgagu not only wishes to learn from the works of others but she also wishes to create her own. To do this she will set out on an adventure and hopefully make a few friends along the way.

————————————————————-

>Inventory:

>Skills:

>Bonus:

>Other:

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619554 No.42297

>>42150

Name: Vit'na "Vik" Vindet

Race: Drow

Lore: Vik was an average drow. He had a traditional family, a nice house in a cave, and even a little fungus farm where he could grow food to his hearts delight. His wife would work as a trader in the market, while he stayed home with the kids, and cooked and cleaned the house as a good husband should. From time to time, his mother would come down from her hut in the darker crevasses of the cave. She would often gift his two girls with delicious mushroom treats, and Vik would stand in the background, smiling at it all as his wife came back from the market, bag filled with wood and coal. All in all, while some would say that he was a tad bit too traditional in these changing times, Vik wouldn't have it any other way. He was happier than he had ever been in his entire life in this small, isolated village, and while it was indeed colder in the hinterlands of the caves, it certainly beat living in the suffocating city, where he was sure souls went to die. Little did Vik know, his idyllic life would soon be shattered. Their quaint little village was destroyed. As they had lived close to the entrance of the cave, it was far easier for adventurous, roving bands of humans to brave the darkness and raid the edges of the network for food, riches, and slaves. His entire family was killed, and Vik was taken as a slave. Seething with hatred for the humans, he vows to one day take his revenge on them all.

Inventory:

Skills:

Bonus:

Other:

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File: 75f1db7bbccf6b8⋯.jpg (275.61 KB,800x1200,2:3,TTM_212-large.0.jpg)

File: b3bb83801bb1d07⋯.jpg (470.93 KB,1760x836,40:19,df_mountains.jpg)

601991 No.40991 [Open thread][Last50 Posts]

DWARF FORTRESS: THE BUILDER

You have arrived. After a long journey from the mountainhomes into the forbidding wilderness beyond, your harsh trek has finally ended. Your party of brave dwarves is to make an outpost for the glory of Solamineth (Nation City in Dwarfish). There are almost no supplies left, but with stout labor comes sustenance. Whether by bolt, plow or hook, you must provide for each other. You are expecting a supply caravan just before winter entombs you, but it is Spring now. Enough time to delve into the earth, ere the dingoes get hungry. Will you be able to beat the odds and survive in a world that wants you dead? Strike the earth and find out!

Dwarf Fortress: The Builder is a herobuilder centered around you, one of the dwarves that decided to embark on this fateful expedition, and your fellow players who have come with you. Will you be able to survive the goblin raids, the maneating carp ambushes, megabeasts, and even each other? This will not be nearly as in-depth as Dwarf Fortress is, and is dumbed down, so do not expect mechanics to be the same. Still, I’ll do my best to be faithful to the game.

To get started, fill out this sheet.

NAME: (your name, preferably a dwarven-sounding name)

AGE:

GENDER:

FLUFF:

STATS: (see stat rolling, below)

-Physical Stats

Strength (How strong you are, helps with melee attacks as well as determining how much you can carry)

Dexterity (Hand-eye coordination, helps with ranged attacks, flexibility and performing meticulous tasks)

Agility (How fast and nimble you are, helps with dodging, running, and things that require speed)

Endurance (Helps with dealing with fatigue, inclement conditions, surviving without food and water, etc)

Fortitude (Adds to health stat and helps with resisting poison and disease, recovering from wounds, etc.)

-Mental Stats

Intelligence (Helps with complex actions)Post too long. Click here to view the full text.

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540fb3 No.42237

>>42233

AME: Thunli Drinkysmashy

AGE: 48

GENDER: Male

FLUFF: https://pastebin.com/Y2gM88M8

>>STATS:

>Physical Stats

Strength: 7

Dexterity: 5 (2.5 until arm healed)

Agility: 1

Endurance: 5

Fortitude: 5

>Mental Stats

Intelligence: 5

Wisdom: 5

Innovation: 4

Willpower: 3

Charisma: 3

HEALTH: 15

SKILLS: Talented Axedwarf, Dabbling Speardwarf, Skilled Armor User, Novice Dodger, Adequate Shield User, Novice Woodcutter, Dabbling Cook, Adequate Miner, Adequate Metalsmithing, Competant Brewing, Adequate Stonecrafting, Dabbling Engraver.

MORALE: 4

INVENTORY: Bronze Axe, Bronze Chestplate, Bronze Greaves, Iron Gauntlets, Bronze Helm, Bronze Boots, Silver Spear, Copper Shield

COINS: 100

BONUS: The Veteran - You've gone halfway across the world and seen just about everything - hellish beasts, the living dead, goblin hordes and more. You do not feel fear when confronted by overwhelming numbers and horrific abominations, and will not take any penalties from that sort of thing regardless of willpower.

> Wounds: broken left arm (dexterity halved + -10 to actions involving that arm until arm heals). Arm in 1 turn.

1/2. Gather some strong men, we have a attempted murderer. We must come in the night, when Dishman is sleeping, and interrogate him.

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540fb3 No.42238

Dice rollRolled 64, 63 = 127 (2d100)

>>42237

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b3e210 No.42241

Dice rollRolled 97, 15 = 112 (2d100)

>>42233

NAME: Marin Irondweller

AGE:110

GENDER:Male

FLUFF: >>41904

STATS:

-Physical Stats

Strength 7

Dexterity 7

Agility 5

Endurance 8

Fortitude 3

-Mental Stats

Intelligence 6

Wisdom 4

Innovation 8

Willpower 6

Charisma 2

HEALTH: 13

SKILLS: Talented Weaponsmith, Proficient Armorsmith, Skilled Bowyer, Skilled Metalsmith, Adequate Furnace Operator, Novice Hammerdwarf, Dabbling Mason

MORALE: 0 (The overall happiness of your dwarf. Scales between -10 (Miserable) to 10 (Blissful). A morale of 8-10 will give a bonus to rolls, however having morale from -6 to -9 will give a penalty to rolls and having a morale of -10 will lead to your dwarf going insane. Having a high willpower will stop the onset of insanity for a few turns, but if your mood remains at -10 for too long you will still go insane and likely die)

INVENTORY: Bronze blacksmith's hammerPost too long. Click here to view the full text.

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cb6959 No.42242

Dice rollRolled 56, 76 = 132 (2d100)

NAME: Goden Kodordolush Nekutishennazomlegon Lumnum (Goden Dawnborn the Secretive Passionate Dream-wanderer of Labyrinths)

AGE: 37

GENDER: Male

-Physical Stats

Strength 2

Dexterity 2

Agility 4

Endurance 10

Fortitude 10

-Mental Stats

Intelligence 10

Wisdom 8

Innovation 10

Willpower 1

Charisma 1

HEALTH: 20

SKILLS: Talented Recordkeeper, Competent Organizer, Talented Engraver, Adequate Stonecrafter, Novice Farmer, Novice Mason, Dabbling Metalsmith, Dabbling Diagnoser, Dabbling Wound Dresser, Dabbling Miner, Dabbling Fighter, Dabbling Carpenter

MORALE: 5

INVENTORY: Engraver's Tools, superior bronze pickaxe, leather greaves, leather boots, wolf leather armor

COINS: 100

BONUS: Artistic - You have a knack for arts and crafts, and as such you gain a bonus on actions regarding crafting (as defined in the Dwarf Fortress skill list).

Actions

1. Make a silver tower model in honor of my god the tower of nourishing

2. switch Post too long. Click here to view the full text.

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2148cd No.42243

Dice rollRolled 76, 14 = 90 (2d100)

>>42233

NAME: Yadmerlum Barbedfall

AGE: 100

GENDER: Male

FLUFF: Yadmerlum comes from a long line of farmers, alas he did not want to be like his family and thus studied the arts of healing. Now that he has mastered the art, he joins the fort to help everyone to the best of his ability

STATS: (see stat rolling, below)

-Physical Stats

Strength 1

Dexterity 1

Agility 1

Endurance 9

Fortitude 10

-Mental Stats

Intelligence 10

Wisdom 5

Innovation 5

Willpower 5

Charisma 1

HEALTH: 19 (+Fortitude stat)

SKILLS :Proficient diagnoser, proficient wound dresser, competent surgeon, competent suturer, novice farmer, Talented Diagnoser, Talented bone doctor

Bonus: You have been trained in the mountainhomes to treat dwarven illnesses and injuries and thus know more than others about how to do so. Gain a bonus on all medical actions

MORALE: -1

INVENTORY: Dwarven first aid kit (uses remaining: 3) 3 rope reeds 2 bundles of medicinal herbs and 3 longland wheat

COINS: 100

Action 1-2: Keep treating Regur, Go out searching for supplies so i can help keep treating him

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File: de5454838aa9477⋯.jpg (25.04 KB,500x500,1:1,Ascendency, a game of life.jpg)

6dfd9c No.40444 [Open thread][Last50 Posts]

Long promised and previously attempted, I give you ascendency, the game of life.

You are a guiding force, a being of invisible power set in place by the elder gods to guide species towards sentience on their own terms and at their own pace, but always to guide them towards it. Each normal round is 3 rolls of 1d100 each, each combat round is either 1 or 2 commands, rolling 1d100 each. Each action is setting evolutionary agendas, so you are in effect building a species from non-sentient to sentient.

There have been a few changes to the pastebin, this version is not set to expire.

https://pastebin.com/5qZTkE6g

Posting the sheet next.

The way you enter the game is use a tripcode, "(Name##password)" in the "name" field, and select a species. Specific numbers for your specific number stats, as well as any initial learned behaviors and biomes, will be given to you when you are approved.

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d6c529 No.42016

File: 59ddbc9f52c89fc⋯.gif (140.97 KB,800x400,2:1,906c6aa8eeac6a51ba2568da53….gif)

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fd555b No.42061

Dice rollRolled 49, 54, 81 = 184 (3d100)

>>41997

# of individuals: 194

Family: Fish

Species: Cardiarrestichthys Pelagiaster

Biomes controlled: Sea - Deep x 4, Sea - Pelagic x 4 1 Bubbling Graveyard Seabed biome, Sea-bed x2, icy shallow x1

Bonus: Heart attack – Fin and Fang attacks have a significant chance of causing instant heart-attack in a prey target.

Penalty: Size – Cardiarresticthys is unable to stop getting steadily-slowly bigger.

Learned Behaviors:

+Mate Seeking: Size (1 inch per turn

+Swarming

+Opportunism - Recent corpses+ (+1 Armor advancement/turn)

+Mate Selection; Hard Scales (1 armor advancement/turn 50 needed for better armor)

Mutations:

+Beneficial Gigantism (11 inch fish)

+Spiny fins - Spiny fins makes using fin attacks even easier, +4 on any fin attack.

Combat commands: Bite! Fin! Swarm!

Fight: Advanced

Offspring: Intermediate

Entrails: Intermediate

Externals: Intermediate

Survival: Basic

Size: 16 inches

Armor:

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1f2657 No.42113

Dice rollRolled 26, 44, 59 = 129 (3d100)

>>42000

# of individuals: 155*(2 Oversized Claws Mutant, 2 Oversized Legs Mutant)

Family: Insects

Species: Trilobitia Dexterosa

Biomes controlled: Tundra x 4; Conifer Forest x 1; Abundant Conifer Forest x 1; Bubbling Spa Marsh x 1; Invaded Conifer Forest x 1; Forested Mountain x1; Carnifern Valley x1

Bonus: ESP – Trilobitia uses ESP in lieu of any senses whatsoever except touch, smell, and taste. It is impossible to surprise attack and traditional-senses-denying always misses it.

Penalty: Void – ESP, touch, and taste are trilobitia’s only senses until more are evolved.

Learned Behaviors: Stampede, Avoidance: Carnifern

Combat Commands: Bite, Clobber, Surprise Attack, Claw Punch, Stampede

Mutations: Oversized Claws, Oversized Legs

Fight: Advanced

Offspring: Intermediate

Entrails: Advanced

Externals: Advanced

Survival: Intermediate

1-2; Evolve Survival

3; Go forth and multiply

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fa323c No.42118

Dice rollRolled 10, 40, 20 = 70 (3d100)

# of individuals: 347 (+13/turn)

Family: Aviornis

Species: Grandiosa

Biomes controlled: Nested Mountain x4, Nested Abundant Mountain x1, Basalt Field x2, Tundra x5, Nested Conifer Forest x1, Temperate Forest x3, Loam River Delta x1, Swamp x1. Icy River x1, Snowy Mountain x1

Bonus: Talons - +80 to all talon attacks

Best in Show - AG has the best eyesight of all existing birds, +50 to locating prey while in flight, +30 to all dodge attempts that you see coming

Penalty: Denuding - You need a very large number of biomes to not overhunt areas to extinction

Learned Behaviors: Dropping prey, Flint-eating (+5 to hunting/eating rolls as long as a mountain or basalt field is held), Tuft-nesting

Combat Commands: Peck, Bite, Talon!, Napalm!, Dive, Wing-Buffet, Intimidate, Grapple, Drop!

Mutations: Fire-breathing

Fight: Advanced

Offspring: Advanced

Entrails: Intermediate

Externals: Intermediate

Survival: Basic

Evolution Points: 4/16 Basic Points, 1/12 Intermediate Points, 2/8 Advanced Points, 1/6 Superb Points, 0 Peak Point,

In Progress: Externals Improvement 1/13

1. Nest all biomes that haven't been nested yet (Temperate forest x3, snowy mountain x1

2. Expand!

3. Get those feathers back around the head, it's getting cold out and the Aviornis Grandiosa's head will freeze if it remains uncovered.

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fa323c No.42120

>>42118

Revised EP: 4/16 basic, 1/12 intermediate, 0/8 advanced, 0/6 superb points

Spending 1 intermediate point on action 1, 3 basic points on action 2 and 1 basic point on action 3

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File: ddfe794b8d7fa02⋯.jpg (576.95 KB,3027x1560,1009:520,world map.jpg)

b960f8 No.39660 [Open thread][Last50 Posts]

The great war continues.

It is now 1914.

A somewhat out of date pastebin of all the rules can be found here.

https://pastebin.com/gbXkz5Gd

Subject to fiats and revisions.

For those of you who I wasn't able to update because the previous thread wasn't able to receive any further posts, I'll be updating you in this thread.

The map is more accurate now as well, and even though the map has gone through a change, all battles that are presently ongoing are ongoing in the same places and times.

The game shall proceed normally, and everyone shall gain back 2 health and 8 tax reserves for making it through 1 thread.

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1ea564 No.41540

File: 732d3505056e1f9⋯.png (234.76 KB,1306x5702,653:2851,special forces.png)

Dice rollRolled 29 (1d100)

>>41539

>>41444

Private:

Accept Intelligence Sharing Alliance with Italy, Russia, Makedonia

Send copies of Turkish Transcripts to Romania, Italy, Germany, Luxembourg, AustriaHungary, Greece, Makedonia, Russia, Bulgaria

Ask Greece support Serbia in the war.

Public:

Denounce Ottoman Empire's transgression of the Treaty on National and International Radio. Ask for prayers for all the people who will suffer on both sides in this war because of the Ottoman Leadership's Greed and Malice.

Show evidence of them providing weapons and supplies to Albania and Montenegro.

Ask for an Embargo on the Ottoman Empire from all Western nations who do not support Serbia and allies in the war effort.

Numbers Station:

Monitor incoming and outcoming messages from Albania

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1ea564 No.41541

>>41444

>>41540

How much to make 29 roll better?

>>41539

How much to make 63 or 39 better rolls?

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279585 No.41578

>>41541

29 roll: needs 31 tax reserve to make better at least, 63 needs 12, and 39 needs 21.

Game hiatused until Monday due to me traveling, but still alive.

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9fae1a No.42022

>>41578

I spend 12 Tax on 63 roll

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9fae1a No.42023

>>41578

I spend 31 Tax on 29 roll

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File: 1a968e1042a5ce9⋯.gif (17.76 KB,600x489,200:163,Chapter 1 map.gif)

f2cc34 No.38712 [Open thread][Last50 Posts]

Blood Money, the ultimate Pirate builder.

Pastebin, Containing all details, not set to expire.

https://pastebin.com/A0bFHyLS

How to read the map.

Light Blue = France

Very light Blue = Creek Tribal union

Red = Spain

Yellow = Portugal

Brown = Carib Tribal Union

Purple = England

Light green = Inca empire

Dark green = Aztec Empire

These factions change over time and after a certain number of years, a new chapter will start, with new factions (and with some old factions exiting).

The goal of the game is simple, achieve wealth prestige and power on the high seas.

In this game you are controlling 1 person who is from a faction you chose, however, because the game is slated to run until 1710 AD, when and if you die, if you still want to play, you simply choose a new faction and gen-up a new character, then play continues.

Additionally, that person you are controlling can rise to any level of status you can reach, including full on independent kingdom state, but will always start off as a more usual normal-person level (social-status) person.

It is presently 1515 AD, the next chapter change is 1560 AD.

Sheet and further explanations in the next post.

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babdec No.42007

Dice rollRolled 55, 48, 3 = 106 (3d100)

>>41988

Name: Axayacatl aka Captain Alex Claw

Culture: Aztec

Sex: male

Age: 23

Race: Camazotz (reputation as flesheating bat monsters, more like humans with bat parts tacked on till they function as giant bats, they mostly eat fruit)

Fluff: >>39492

Skills: magnate, boarding, Spanish language (1/4)

Current Finances: 1 Pt 29 Au 49 Ag 0 CuSn 0 Cu

Current Hostilities: Spain hostile, Portugal wary

Current spouse: none

Social class: upper

Flagship’s Name & Size: (Tlazolteotl) medium

Fleet: 3 tiny

Crew: 53

Brother Lorca: lvl9fighter linguist (Aztec, Spanish) celestial navigation (-3bronze/week)

Cannon: 17 sakers, 4 coulvernes, 3 snubtips, 1 Hound

Powder: 7

Guns: 10 pistol muskets

Melee weapons: 12 clubs 18 daggers 10 spears 8 maces and 6 swords

Powder weapons: powderbag x2

Trade Goods: 6 lots well preserved foodstuffs, 3 lots of Ship wood, 3 lots of Silver Ingots, 2 lots of Golden Statuary, and 3 lots of Emeralds

Exotic Goods: Golden Mask of Huyanascar, valued at 16 platinum

>>41662

I just put down the 2lots foodstuffs, untie and piss off.

1. Keep Cannon on 'em till we're out of range.

2. Keep on to South America.

3. Ask people if they know where this ancient city might be.

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ad44dd No.42009

Dice rollRolled 33, 15, 42 = 90 (3d100)

>>41992

Name:

Guðmundur Jökull Einarson

Culture:

Creek/Icelandic

Sex:

Male

Age:

28

Race:

Lycan (Great White)

Fluff:

Guðmundur was born to a Native of the Creek Tribes and an Icelandic Pirate escaped to the New World in search of a new life of freedom and pleasure. Guðmundur was always an outcast within the tribe and it was not just because of his half-icelandic side. Like his father Einar, Guðmundur was a Lycan with the ability to turn into one of the most deadliest creatures in the ocean, a great white. As a youth Guðmundur would not use his abilities outside of necessity as within the tribe it was believed to be a curse. Due to the other children in the tribe being afraid of him as well as a lot of the adults he has always kept his identity as a Lycan as secret as possible. Initially Guðmundur was quite an introverted and reclusive person but over time would develope into the confident and charasmatic man that he is today. At the age of 12 the course of his life changed forever with the return of his father Einar, he stayed in the tribe for a few months before setting back out on the ocean. However this time Guðmundur was to go with him. It took some time convincing Guðmundur to leave his mother behind, however both parents managed to convince him to go eventually.

The first few years on the sea were a struggle for Guðmundur but with his father to guide him he soon learnt his way around the ship, his father would also teach him about the sea along with how to make the most of his lycan abilities. For many years Guðmundur sailed with his father on the seas and along the way he became more and more interested in the ocean itself and its secrets, this curiosity led to a fire being ignited within Guðmundur for the mystics and it would only grow strongePost too long. Click here to view the full text.

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361aaf No.42010

File: bdfe6533b06c12c⋯.png (1.88 MB,1284x5218,642:2609,4kPbtKU.png)

Dice rollRolled 29, 74, 25 = 128 (3d100)

>>41991

Name: Jóhn Ibáñez (Scruffbeard)

Culture: English/Brazilian

Sex: Male

Age: 24

Race: White Hispanic

Fluff: Son of the legendary pirate Redbeard, know across the seven seas for his bright red beard, dyed with cinnabar from the east indies, and his skill with the Hindu Urami he obtained while he was there. John was just a child when his mother, a wench in one of the various taverns on Barbados, was ravished by his father. 9 months later Redbeard was raiding around the cape of good hope, while John's mother was giving birth in the hold of a Spanish Navy ship in a storm off of Brazil. The Galleon ran aground on the rocks near the shore, and john's mother, who having just barely surviving childbirth, was forced to swim with her newborn son and daughter to shore. John was raised in a small village in Porto Seguro, where he and his sister Mariá were told stories of their father by their ailing mother, who had contracted some disease while carrying john and his sister through the jungles of colonial Brazil. John listened intensely to the stories told by his mother, and began to imagine himself in his father's place. The boy was taken by thoughts of a life on the sea, far away from the oppressive heat and mosquitoes of the jungle, and when his mother died just 3 years later when John was the ripe age of 14, he had no qualms of leaving for the sea. His sister followed, as the twins were inseparable, she was disguised as a boy so as to be allowed on the same boat as John as a cabin boy. They sailed the seas for years, traveling as far east as china, and as far north as Iceland. All manner of beast in the sea and air, and even the dead walk once more. It was in the year 1515, when John and his sister were serving on a schooner captain by the most intriguing of germans by the name of Friedrich "Fritz" Morgenstern, and when that maiden voyage ended in absolute oddity with a giant crab brawl, John and his sister thought it prudent to find new captain to serve under. While heading back to port to look for a new ship to join onto wPost too long. Click here to view the full text.

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566eab No.42011

Dice rollRolled 43, 70, 42 = 155 (3d100)

>>41988

>Name: Baron (spain) Bartholomew The Reddened

>Culture: England (All Hail the King)

>Sex: Male (what are ya drunk ya scurvy dog)

>Age: 29 (Ya think I'm a youngun eh)

>Race: Human of anglo descent (Otherwise what are ya an strange being from the heavens)

Fluff: "I'm Bartholomew the Reddened, I'm a captain of a very fine errr naval people who wants to questionable things for money. Yea that's what it's called but call me a pirate good sir and I'll make you walk the plank ya scurvy bastard. Why I am from the Crown good sir after all ya scurvy dog I fought for the King and he granted me the right to plunder all ya ships. But errr the crown often forgets I'm in the new world's waters. Also it's been awhile since my crew have gotten paid.

What are ye doing LAUGHING ABOUT IT! Why, walk the plank what was I saying after that? Oh yes soon after we attacked many other ships from the spaniards to the dutch. Aye we have been sailing the waters for months now, In fact the crew and I might like to cut one of ya bastards down to size. However we'll save ya if you spread our tale.

The local indians are very scared of errr naval people and if England has it's way it'll all be in British rule. They think we are legendary seamen who are like the knights of old. Except we drink rum and cut all of ya throats ya scurvy land lubbers. Now what's your choice help us grow our legend with the tribes so they'll bring england's rule or get keelhauled either way you're helping us. How well they might not help the spaniards or dutch if there's bloodthirsty men from the sea .

"Bartholomew was a very timid admiral in the royal navy. But however he's a very careful person when it comes to reacting in the crown's royal navy. As he did he had a very bad confrontation that he tried to cool down buPost too long. Click here to view the full text.

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9c81dd No.42020

Name: Baronet Richard Emrik

>Culture: England

>Sex: Male

>Age: 24

>Race: Human

>Fluff:Richard is the son of an officer in the old navy. His father was among the first to sail for the new world but word of him has not yet returned. He is feared to be lost at sea. Richard grew up under a strict house his father very much favoring the spare the rod spoil the child method of rearing children. It was not fun and Richard has missed out on alot of childhood leaving him envious of others and a bit of a wild card at times. But it has been very good for his general discipline and education. Richard much against his mother's wishes joined the royal navy as young as he could and has since worked himself into a commission as Captain of his own boat thanks in part to his fathers legacy and in part to his semi noble lineage. Proudly bearing the red hand of ulster, in search of glory, power, and his father Richard eagerly sails to the new world.

Adventuring class: Fighter

Skills: Leadership, Military

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File: 838abffc02feea1⋯.png (479.95 KB,2000x1200,5:3,features 018.png)

File: 4793c8dc84713d3⋯.png (606.94 KB,2000x1200,5:3,temperature 018.png)

7c8d23 No.40848 [Open thread][Last50 Posts]

The age of stone has come to an end as your men and women take up metal arms and tools. Your civilizations have stood up against the test of time, for now. Man has created cities in every corner of the world.

[General Rules]

Your capital is the start of your nation and is represented by a white dot. When settling a capital, you must do so on a river. A city may be settled anywhere in your land using an action and they are represented by black dots. You may move your capital to another, already established city at any time but it takes an action. If your capital is taken during war and you don't have another, already established city, your nation will fall.

Fighting an offensive war in rain-forest, forest, swamp, or across a river gives you a -10 to rolls.

NPC nations can be determined from players due to their stripes.

No magic and no fantasy races. Praying may have a placebo effect in battles and religion may boost happiness however gods don't interfere with mortals.

At any point, a player may come in with their own nation or take over from an NPC

[Stat Block]

Nation Name:

Colour:

Culture:

Capital position:

-

Leader: (This is a completely optional stat. If taken it will mostly be used for fluff purposes. It may also be renamed to king, kahuna, chief, president, etc.)

Heir: (Same rules apply as Leader)

Pop: 10,000

Pop growth: +1% (per turn)

Money: 100 (for trading with other nations)

Happiness: 0 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Colonies:

-

Defences: (Bonuses when defending cities)

Military units:

-

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Weaving, Basic Metallurgy

Resources:

Traded Resources:

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3c0d9b No.41952

Nation Name: The Island Kingdom of Halua

Colour: Green

Culture:The Haluans are first and foremost a seafaring people, as it's a necessity when your home is a vast island chain. They are largely fishers by trade, although they do dabble in agriculture, growing tropical fruits and crops on the limited yet fertile land they possess. The Haluans worship the ocean itself, as they know both the joys of a net full of fish and the wrath of a stormy sea all too well and know that keeping the Ocean Mother happy is the key to their prosperity. To do this they use rituals, dances and even this strange practice of riding the waves while standing on boards of wood. While they may seem like a peaceful people, woe be to those who would dare invade, for the Haluans are masters of the sea and will send any foolish enough to invade to its depths.

Capital position: The island of Halua Melemele

-

Leader: Kanehamaha II (35)

Pop: 27,686

Pop growth: +9% (per turn)

Money: 100 (for trading with other nations)

Happiness: 3 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Colonies:

-

Defences: (Bonuses when defending cities)

Military units: 100 Atlatl Warriors (+3 on combat for every 20), 300 Sea Warriors (+3 on naval combat for every 20), 400 Koa Warriors (+3 on combat for every 20)

Tech: Agriculture (Rice, Cocoa, Coconut, Nutmeg, Sugar, Sweet Potato, Bananas, Flax) Animal husbandry (Chickens, Anoa, Warthog) Irrigation, Wheels, Canoes, Atlatl, Sling, Writing (Haluan Alphabet, Poetry), Drama, Basic Sailboats, Textiles (Cloth), Basic Medicine (Basic Surgery), Pottery, Brick Baking, Harpooning, Handlining, Haluan Calendar, Macuahuitl, Fishing Nets, Stone Architecture, Basic Shields, Basic Metallurgy, Sewerage, Mathematics (Haluan numerals, arithmetic)

Resources: Rice, Cocoa, Coconut, Nutmeg, Sugar, Sweet Potato, Bananas, Flax, Chickens, Anoa, Warthog, Bronze, Copper, Tin, Mercury, Sulfur, Lead)

Traded Resources:

1. It's a spear! It's an axe!Post too long. Click here to view the full text.

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3c0d9b No.41953

File: 547b41f839f0686⋯.jpg (15.33 KB,600x600,1:1,Halberd.jpg)

File: 5e61d0cbef72141⋯.png (308.39 KB,2000x1200,5:3,sailin.png)

Dice rollRolled 76, 64, 82 = 222 (3d100)

Dice and picture of what I wanna make cuz I forgot (it's a halberd)

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176cd7 No.41966

Dice rollRolled 80, 80 = 160 (2d100)

>>41940

Nation Name: Confederacy of the Waves

Colour: Ocean Green

Culture: The Confederacy is made up of different tribes that have joined up after many generations of trade and cooperations. Now they have one leader choosen from between the tribes. The Confederacy puts a lot of weight into trade and their culture is built around it. A Promise is a sacred bond that shall never be broken or the gods will never agree to barter with you for entry into the afterlife.

Capital position: bottomleft corner of map where the river heading down meets the ocean.

-

Pop: 10,320

Pop growth: +2.25% (per turn)

Money: 100 (for trading with other nations)

Happiness: -1 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Colonies:

-

Defences: Capital walls (+5)

Military units:

-

Tech: Agriculture (Beans, Corn, Potato, Quino, Fertilizer), Animal husbandry (Llama, Capybara, Tapir, Horses, Yoke), Irrigation, Wheels, Canoes, Basic Metalurgy, Copper spears, stone cutting, brick baking, pottery, Galleys, Fishing Nets

Resources: Beans, Corn, Potato, Llama, Capybara, Tapir, Copper, Horses.

Traded Resources:

Dorunga: Farmers

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7e5eb8 No.41978

Dice rollRolled 1, 17, 94 = 112 (3d100)

Nation Name: Kyossik

Colour: Gray

Culture: The Kyossik are a clan-based society. The Clans themselves tend to take totems from elements or animals found nearby their territories. Their history is one that usually involved struggle between one another. They have, with the discovery of metals and more developed agriculture, set aside most of their raiding for other avenues of dominance. The Clans leaders come together every ten years to elect from among their number a new Kenir in the only real city that had been developed on the mouth of the river Trond named Dara-Prest.

Capital position: See Map

-

Leader: Kenir Olia Harkzar

Pop: 10,462

Pop growth: +1.5% (per turn)

Money: 100 (for trading with other nations)

Happiness: 0 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Colonies:

-

Defences: (Bonuses when defending cities)

Military units:

-

Tech: Agriculture (Beans, Corn, Potato, Quino) Fertilizer, Animal Husbandry (Llama, Capybara, Tapir), Irrigation, Wheels, Weaving, Basic Metallurgy, Writing (Kyossik Alphabet), Agriculture (Terrace Farming), Mathematics (Kyossik Numerals, Arithmetic), Wharfs, Fishing Nets

Resources: Beans, Corn, Potato, Quino, Llama, Capybara, Tapir, Gold, Copper, Zinc, Brass

1. Send a delegation out to meet the southern peoples

Kenir Harkzar orders a Confederali, a gathering of Clan speakers, to accompany scouts south to meet with the peoples there.

2. Develop Brass weapons (GMs choice)

Turning brass into weapons is a logical step. Some of the Clan take to different modes of experimentation. Clan Deraya applies brass to the heads of spears. Clan Harkzar to kopeshes, and Clan Drumot to axe and mace heads.Post too long. Click here to view the full text.

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5154d2 No.41986

Dice rollRolled 77, 29, 89 = 195 (3d100)

>>41940

Nation Name: Noi Goram Koritz

Colour: Purple

Culture: >>39271

Capital position: The larger of the two islands that are far away from anything else.

-

Pop: 15,539

Pop growth: +4.15% (per turn)

Money: 100 (for trading with other nations)

Happiness: 6 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Colonies:

-

Defences: (Bonuses when defending cities)

Military units:

-

Tech: Agriculture (Sweet Potato, Breadfruit), Animal husbandry (Boar, Chickens, Donkeys), Irrigation, Wheels, Crude Medicine (Mild toxins, Herbalism), Dendrology, Wood carving, Canoes, Korito claw, Mathematics (Korito Numerals, Arithmetic), Bolas, Korito Calendar, Stone Archetecture, Levers, Writing (Korito Alphabet), Sauna, Weaving, Theater, Basic Metallurgy, Gladius

Resources: Sweet Potato, Breadfruit, Boar, Chickens, Donkeys, Cupronickel, Copper, Nickel, ginger

1. Well, I suppose snakes are part of our diet now, might as well raise them in earnest.

2. With fingers extended in place of claws, the basics of claw combat can be taught at a young age without endangering lives.

3. If just one layer of cloth can stop a thorn, what could 20 layers stop? (Make gambeson)

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File: 89fed451bd26351⋯.jpg (8.86 KB,300x168,25:14,Headgear.jpg)

a34e3f No.41906 [Open thread]

Would anyone on this board be interested in joining a dirty sci-fi nation builder?

Themes: Far future sci-fi

Augmentation

Militaristic

Robots/Mechs

Game play: So players will start with a world of their choice along with a world type, I'll get to those later, and will then make a name for their planet and describe their species. Then you have the task of creating a government and some sort of economy. Then you will be tasked with either fighting each other or forming alliances and trade negotiations.

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a34e3f No.41918

>>41917

This'll do but I will make some modifications to it, much appreciated.

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465c11 No.41919

Sure, I'm intrested.

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4959af No.41920

>>41906

Definitely interested

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415cc4 No.41921

>>41906

Is it set to feature any time or cross-dimensional travel?

One thing to do to make things easier is to classify planets according to type, livability, or composition.

Heres one of my lists of planet types, should be a help to you if you plan to do specific planets with names.

Fire dwarf - very close to a star, scalding hot deadly airless world similar to mercury.

Clouded Sphere - Any rocky world with an atmosphere so thick the surface isn't possible to view from space. Often either very hot, very cold, or very acidic. Only applies to rock worlds.

Garden Yard - A world similar to earth.

Spent world - A world in which 90 to 99 percent of every single resource of every single type has been completely finally and absolutely consumed or expended. Frequently very old worlds.

Storm giant - Very active, fast turning gas giant with lots of precipitation, wind, and lightning.

Ring giant - Any gas giant with 1 or more orbiting rings. This only includes gas giants with easily visible rings, gas giants with micro-rings that aren't visible with the unaided eye don't qualify. Usually fairly sedate worlds, the rings exert some influence on the behavior of the atmosphere.

Cold giant - Distant from its home star and very cold, typically its atmosphere consists of slush, lighter than air fluids, and very cold mist, with snow sleet hail and lightning being fairly commonplace.

Ice giant - Extremely unbearably cold and distant from it's star, Ice giants are gas giants that are so cold large percentages of it's atmosphere is freely floating icebergs, ice sheets, ice cakes, and seas of lighter than air semi-fluid slush, all of which moves very slowly, if at all. Some are so cold that they have effectively no weather period.

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a34e3f No.41922

>>41921

Thanks for the input i'll use most if not all of these.

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File: 15859b09a78ecb7⋯.png (290.04 KB,2000x1200,5:3,Map_biomes.png)

File: 59678cce53dfea0⋯.png (210.16 KB,2000x1200,5:3,Map_temp.png)

0b63fe No.39937 [Open thread][Last50 Posts]

The world is a large place. Filled with fantastical sights, ferocious beasts, and magical monsters abound. The sun sets, the moon rise, and humans work to build up their homes in the world. You are one of these tribes that have begun to settled down and become more than just nomadic tribes. You have laid claim to farmland and herds of animals, but so too have the fire breathing monsters and other tribes of humans. Will you rise to a glorious future or fall to ruin?

Nation Name:

Color:

Culture:

Capital position:

Pop: 10,000

Pop growth: +1% (per turn)

Money: 100 (for trading with other nations)

Military units:

Happiness: 0 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Tech: Agriculture, Animal husbandry, Irrigation, Wheels

Magic: (The arrays/spells you know. Researching magic is dangerous and you need to get a tech to start researching, and need to find a Nexus before you start researching that. You do not start with magic.)

There is no limit of the number of actions you can take but for every action taken, the dice roll needed for success is increased by 10

for example, if I rolled 1d100, I'd need a 10 or higher to succeed

if I rolled 3d100, each roll would need to be 30 or higher for all of them to succeed

The only exception to this rule is battles in which a roll for a battle only increases the success roll by 2 instead of 10

each turn represents 5 years

Your capital is the start of your nation and is represented by a dot. When settling a capital, you must do so on a river. A city may be settled anywhere in your land using an action and they are represented by black dots. You may move your capital to another, already established city at any time but it takes an action. If your capital is taken during war and you don't have another, already established city, your nation will fall.Post too long. Click here to view the full text.

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e26266 No.41576

Dice rollRolled 42, 33 = 75 (2d100)

>>41530

Nation Name: Saxovengians

Color: Slate Gray

Culture& Capital Position: >>40059

Pop: 10,772

Pop growth: +1% (per turn)

Money: 100 (for trading with other nations)

Military units: (+1 for each military unit defending cities)

Happiness: 1 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Stone Tools, Axes, Stonecraft, Hide armor, Shields, Earthworks

Magic: (pre-reqs not met, none yet)

1 walled City, Walled Agricultural fields

ACTIONS

1. Research the concept of high chieftanship (setting formal rules for leadership and heir selection)

2. Try to discover copper forging.

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2dd553 No.41633

Dice rollRolled 23, 19 = 42 (2d100)

>>41530

Nation Name: Those that walk the path

Color: whichever works best for you.

Culture:Those that walk the path are united in that they walk the path to enlightenment. They believe that true enlightenment will defeat all evils and to not walk that path means that you are evil. They are a very theistic people that promotes learning.

Capital position: biggest island that there is nobody else on.

Pop: 10,489

Pop growth: +1% (per turn)

Money: 100 (for trading with other nations)

Military units:

Happiness: 1 (-10 is enraged, 0 is contempt, 10 is ecstatic)

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Very Basic Education, Path Alphabet, Basic magic theory, Basic Monster Theory, Paint, Body Paint, Crystal Infused Paints.

Magic:

Darkness, Shadowstep

1) Have our stealthiest shadowstalkers search the mountains to take eggs for us to raise.

2)Our spears did little, maybe a small spearhead of the crystal could have some effect?

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e8f18a No.41634

Dice rollRolled 88, 79 = 167 (2d100)

Nation Name: Empire of Eternal Light

Color: MANgenta

Traits: Your people are acclimated to hot climates and will have trouble in colder climates.

Pop: 10,440

Pop growth: +1.5% (per turn)

Money: 100 (for trading with other nations)

Military units:

Happiness: 7

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Basic Architecture, Basic Architecture, Magic theory, Tech: Very Basic Monster Theory, very basic education, Stone Working, Architecture Arrays, soap, alphabet, Kamasutra, basic slings

Magic: Flash, Flare, Magelamp

Actions

1. Research boats

2. Improve education

"While we have claimed dominion over the river fully It is time to master the waves. Our shamans should also endeavor to improve their methods to ensure an incident like this does not happen again.

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6b9d7c No.41796

Dice rollRolled 60, 91, 97 = 248 (3d100)

>>41530

Nation Name: Alara

Color: Dark Blue

Culture: The people of Alara have a love for the ocean, as a child does to their mother, they believe that their peoples first came from the waters of the Ocean, birthed by Alara, the Mother of the Seas, who their nation is named after. When someone in Alara dies their body is returned to the waters so that their souls may find their way back to Alara, to tell her of their life and all they had seen. Though the peoples of Alara dream of a day where they may return while still full of life and living with their Mother for all time.

Capital position: see picture

Pop: 10,201

Pop growth: +1% (per turn)

Money: 100 (for trading with other nations)

Military units:

Happiness: 2

Tech: Agriculture, Animal husbandry, Irrigation, Wheels, Canoes, Diving, Fishing Spears, Basic Magic Theory, Coral Jewelry

Magic:

1. Work at using the crystals to make ice tools +30 from turn

2. Expand our territory

3. See if we can't collect the crystal dust in some kind of container, it may be useful later.

4. Word of mouth is not enough, we must be able to document the things we learn, especially about magic, we need a system of writing.

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6b9d7c No.41798

Dice rollRolled 25 (1d100)

>>41796

action 1. The crystals resonate with certain designs, but every time we try to do something with it the dust they create is blown away, we must devise a way to contain the dust in place. Perhaps some form of Resin shall allow our ritual circles to remain as they are being used.

also diceroll for 4

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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)

69d58c No.39743 [Open thread]

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

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2c0bed No.41543

>>40152

Okay real talk

Life ahs been pretty shit for me lately, that combined with the board slowdown and loss of chat killed my drive to run. I will TRY and I do emphasize try to get the char sheets and opener up Saturday on my day off.

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361f7f No.41544

>>41543

Everyone's been using that discord for chat. Not even the voice chat so if you don't want to talk you don't have to.

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2c0bed No.41545

>>41544

Yeah but I can't get on it. no invites.

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f77dd1 No.41546

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b6a471 No.41547

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File: 703e4fe05a0d7ce⋯.jpg (55.89 KB,736x412,184:103,4d97240dc280f7c7d5acdf04d4….jpg)

File: b3b8af4e974e532⋯.png (1.92 MB,3000x2000,3:2,showcaseDE.png)

a6c4a4 No.40270 [Open thread][Last50 Posts]

Noble guildmasters -

Guild builder is coming soon. Before that happens Id like to have a thread where we discuss the races that will reside within the city which you will be part of.

If you don't know guild builder: It is a game im planning for the past year or more - The game is about a colonized city established in a new unknown continent. The city is under constant attack by mythical creatures that surround it

You take the role of guilds inside that city who use the absence of authority and law to shape the city and influence it as you see fit.

So what races compose this new colony?

Make your suggestions, the most favorable will be in the final game

You can suggest common known races(like elves, orcs, etc) but if you want to create your own special race consider these notes:

*What attributes or special abilities this race has?

*Try not to make races too overpowered, if you give them something very strong counter that with something weak

*What personalities are common for this race?

* Give us some few examples of names for this race so we get the feel of it

* How common is this race in the colony?

Happy race crafting :^)

(in pic related - a sample picture of how a game update would look like)

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73c800 No.41141

Hags periodically need to steal new teeth and eyes, most usually from female recently deceased, as their powers of cursing are contained in their teeth, and using their evil eye wears an eyeball out, the eyeball always eventually withering and falling out.

Liches can become senile, when they do (all eventually do) they are insane, deadly, and unpredictable.

If a titan suffers a bleeding injury, the blood produces tiny amounts of adamantine when it hits the ground.

If a priceless cut diamond is thrown directly into a greater-shadow's heart, the creature will scream in agony and violently explode, the diamond becoming a black diamond afterward, and showing up as necromancy/demonology.

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295c9e No.41249

Druids with ent mechas

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a6c4a4 No.41259

I am now working on game mechanics that fit the new ideas you suggested rather than on the showcase. I will give you the nice showcase for the new races once i finish building some mechanism around it.

>>40958

Adding them to the game now.

>>41141

Really like these ideas. I will probably use some but change a little. I mostly like the one about the diamond and the greater shadow.

>>41249

This idea was already brought up (about a year ago). Not 100% its gonna be in due to balance reasons.

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73c800 No.41324

Classes of Minerals

Class 0 – Traditional elements possible to dig out of the ground

Class 1 – Rare group traditional elements

Class 2 – Very rare group traditional

elements

Class 3 – Alchemy elements that naturally occur in visible amounts

Class 4 – Alchemy elements that require processing to render a visible amount

Classes of Stones

Igneous – Lava based stones

Metamorphic – Produced by natural world formation

Sedimentary – Produced by organic byproducts being subjected to high pressure for aeons

Indicator – A type of stone known to “indicate” that oil, metal, or precious metal is near

Byproduct – Produced only by Class 3 elements and always a sign that one is near

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73c800 No.41325

Alchemists tools

Alembic – Flask with built in stand, long narrow curved neck going left or right, then down to a pinhole, used to evaporate fluid and then drip the fluid out through the pinhole by condensing it.

Ladle – Carefully treated metal spoon roughly the size of a handheld spade with a 2 foot handle

Metamorphisizer – Complicated device consisting of 2 long narrow flasks connected airtightly to each other by a metal tube, it is used to safely mix extremely small amounts of substances.

Leaded Apron – Protects from some forms of exotic magic exposure and exotic substance exposure

Viewing helmet – Helmet with a square dark tinted glass face-plate, used to view things so bright it causes blindness to look at them without shielding

Beak-masque – a ‘masquerade’ style mask with a short narrow bird-beak feature, the tip of the bird beak holding a cloth bulb, the cloth bulb is filled with herbal medicines usually, such as antidotes, air purifying herbs, medicinal herbs, and sometimes incense. Typically worn when processing things the vapors of which can kill you, such as mercury lead or other poisonous materials.

Admant Tongue – a weird looking instrument that resembles a wide flat slightly contracted tongue, it is used to safely seep small amounts of acid onto samples, and although it is typically made of admant or other super-strong metals, it isn’t always despite its name.

Mortification Flask – A highly heat resistant flask which is used to evaporate and filter fluids and powders, it consists of a bottom bulb, then a 3 foot neck with 4 or more filters in it. Filters are removed with an extremely long narrow pair of tweezers the filters are designed to be pulled out 1 at a time with.

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File: 0f283641773b985⋯.jpg (307.95 KB,1680x1050,8:5,52828.jpg)

96cf40 No.40176 [Open thread]

Torchbearers, that's what the greatest superhumans are called. Throughout history there have been those that enacted great change, even among the millions of superhumans that have existed. The modern era is no exception, not by any definition of the word. This is the tale of those known as Torchbearers.

Fluff and Explanation of the types of powers and the world: https://pastebin.com/X0Q0w88C

Stat Sheet

Name:

Age:

Superhuman Type:(Serum Soldier, Geni, Energist)

Powers/Abilities:

Cause of Powers:

Appearance:(optional)

Backstory/Fluff:(If you want me to give you good stuff, make this detailed.)

Dice are d20. Post sheets and I shall add the appropriate information. Do not post when I am posting.

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3eac87 No.40425

Dice rollRolled 6, 20 = 26 (2d20)

>>40418

Name: Leopold Fuchs

Age: 153

Superhuman Type: Energist

Powers/Abilities: healing factor, longevity, swordsman, spy, wealthy

Cause of Powers: activated in 1890 when he was nearly beat to death in a Japanese alley.

Appearance: blond, blue eyes, lean, refuses to wear anything produced in Asia.

+Aeromium Staff

+Morphine

+Agent Gear

1. Purchase 2 venti mocha Frappuccinos

2. Then visit my charge.

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8b0073 No.40426

Dice rollRolled 3, 18 = 21 (2d20)

>>40416

Name: Maria "Rift Walker" Caldwell

Age: 25 (32?)

Superhuman Type: Warped

Powers/Abilities: teleportation, cosmic manipulation

Cause of Powers: caught in a localized black hole while working as an assistant (read: Guinea pig/gopher) for a Geni

Appearance: Tall blonde and fair, Her eyes are solid black orbs with stars inside them slowly orbiting the center

Backstory/Fluff: see >>40232

1. Finish visiting with my family, it was nice to see them once more and reassure them that she was now fine, but you must go.

2. Survey the world, searching for any threats that may harm my family

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af39ac No.40440

File: 19270b817929cfc⋯.png (1.4 MB,1803x1355,1803:1355,Bolt Bag.png)

Dice rollRolled 14, 3 = 17 (2d20)

>>40387

Name: Paul Johnson

Age: 32

Superhuman Type: Geni

Powers/Abilities: IT and Robotics, Neurosurgery, Robotic Strong Arm

Cause of Powers: Maybe he was born with it. Maybe it's maybelline

Appearance: Gruff, weathered and scarred. Paul wears large coats with big collars to hide his face and hides his eyes with a grey baseball cap. He wears a glove to hide his robotic arm.

Backstory/Fluff: Peter Mijovic was born in the Mid-west of USA. At a very young age, he displayed signs of super intelligence. He was put on a governmental watch-list and his housed was surveyed 24/7. When he got his license at 16, one of the first things he did was drive his car off a cliff and fake his death. He created fake documents to pass as Paul Johnson and moved to the megalopolis of New York. Living near the red light district of "The Deuce" in a dirty, cramped high-rise; Paul does mechanical repairs and works as IT support off the books so he doesn't pay taxes. He has taught himself neurosurgery and attached a robotic arm to the nerves in his left arm which he amputated himself at the shoulder. Every night he falls asleep staring out his window down at the electric streets below.

1. Continue making my way to Times Square, it's less than a couple of blocks away. They wouldn't dare bag me in full view of so many people. They can't silence them all.

2. I'll check whatever bag or my pockets for whatever I grabbed. I was in a rush but maybe I grabbed my bolt bag. Items of interest include: what's in the image provided, a disposable camera, wire coat hanger, anything backed with a bullet proof plate, duct tape, fishing weight, chain and lock, roll of coins, tampons and applicator, and bobby pins

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5d10ff No.40513

Dice rollRolled 19, 20 = 39 (2d20)

Name: Marcus Chandler

Age: 20?

Superhuman Type:(Broodling)

Powers/Abilities: shapeshifting, assimilation, limited energist, superhuman will (along with superhuman stubbornness)

Cause of Powers: was born from a human mother and an aethling father

Appearance: natural form: hairless gray pallid skin, solid blue eyes, white hair, tall. public form: tan skin, blue eyes, black hair, tall, broad-shouldered.

Backstory/Fluff: Marcus does not remember his childhood or whether he was ever actually a child at some point. In fact, Marcus only got his name from assimilating a random man on the street and decided on taking it for his own, since he felt like he could not come up with anything better. The only thing he knows is that compared to the people around him his form is decidedly alien, he can transform into a slime like entity that assimilates whatever it dissolves, can mimic the traits he has absorbed, and feels a distant connection to some far away force that manifests similarly to energists on earth. With nothing guiding him but his own instincts he has settled for living as a nomad where he assimilates anything unique and is currently trying to master his alien powers.

Actions

1+2. since everything of value here was taken, Marcus begins helping the man. He asks whether the man has a base he can go to or whether he needs to go to the hospital. also see if we can get some sort of vehicle.

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6220e3 No.41081

File: 49434bfc834925b⋯.png (726.64 KB,1097x552,1097:552,1497231554216.png)

Another great builder by Kefka !!!

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File: cb878b2e4d35e33⋯.png (934.63 KB,3501x2281,3501:2281,001.png)

164272 No.39989 [Open thread]

It is said, countless years ago, leaders of the occult brought forth the end of the world by summoning demons onto Earth. They brought with them the death and destruction one might expect only for God to come down with an army of angels. After seemingly forever the wars that have come to be known collectively as the Eternal War came to an inconclusive end. Both God and demons were defeated and the world was shattered. All that remains of the old world is ancient ruins of cities scattered throughout the lands.

The magic of both the demons and the angels have altered humans. None need to eat sleep or hydrate anymore which is for the best as most rivers and lakes have all but dried up. All that is left for fresh water are small streams, just enough to keep the forests vegitated.

Some humans have been altered to the point where they're not recognizably human anymore.

Name:

Age:

Fluff:

Race: (See below for races)

Alignment: (Angelic, Demonic or Human)

Gender:

Map Colour:

Starting position:

[30 points to spend in the following stats]

Strength: (How strong you are. Pretty self explanatory)

Agility: (How fast you can move. For every point, you will move that many pixels in a move action)

Dexterity: (How good your hand eye co-ordination is. Helps with guns)

Constitution: (How well you deal with poison and how fast you recover from injuries. You recover 1 HP per turn for every point)

Intelligence: (How smart you are. Encompasses how much you know and how fast you learn)

Charisma: (How well you communicate with people)

Health: 50

Inventory:

Magic is dangerous. If you fail a magic roll, you lose half your current health. It is also extremely powerful, however.

Devices of the old world, such as guns or automobiles, are iPost too long. Click here to view the full text.

42 postsand15 image repliesomitted. Click reply to view. ____________________________
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a5a56a No.40843

File: 35ac60a53ae447e⋯.jpg (195 KB,1024x1448,128:181,21521636.jpg)

File: 6d5cbf594a635f1⋯.png (137.22 KB,833x605,833:605,location.png)

>>39989

Name: Michel Blancheure

Age: 28

Fluff:

>There were many tragedies in the events during and after the apocalypse that shattered Earth. Billions perished, empires collapsed, and faiths were broken. But in a fortress in what was previously the Pyrenees, one aspect of the old world endured.

>The Institut de Santé et de Solidarité, or ISS, had established a base of operations there several years before apocalypse. Within its walls, the worst of Armageddon was endured.

>The members of the ISS sheltered what civilians they could, preserving the sanctity of life they held most dear. But most importantly, they preserved the medical knowledge and devices of the old world. As war ravaged the continents and the world was split, diseases old and new returned to plague an already wearied mankind. Worse still, mutations and demonic corruption now tainted the genes and souls of humanity. It was a new breed of contagion, one far more difficult to cure.

>Michel is an Isser, the descendants of the ISS doctors and scientists. Their colony has grown outside of the fortress walls, able to reclaim lands as the apocalypse cooled. But there is much work to be done.

>Devoted to purity and health, the Issers study diseases for cures and protect their population from malnutrition and mutation. It is a difficult fight, made worse by the constant threats of the world. And so the Issers introduced the Docteurs Militant, a corps of soldiers who protect the Isser from physical threats and enforce the will of the High Clinic. Led by the Surgeon-General, they were split into a variety of specialties.

>Michel belongs to the Régiment Diagnostique, the Isser's legion of scouts and field agents. His duty is to explore the outside world, document diseases and corruptions, and collect samples for further study. Armed for his own defense, Michel sees himself as the surgeon's scalpel. Ready to excise troublesome parts to save the diseased body of the world.

Race: Human

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

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f21fe4 No.40844

Dice rollRolled 93, 38 = 131 (2d100)

>>40808

Name: Albert Wolfgang Ludwig Erik Hohenzollern-Hannover

Age: 20

Fluff:

Albert is the first cousin of Kathrin and was raised by his father in New York. Although still a noble Albert has always been more relaxed about his position and sees people as equal. Alongside his education he had plenty of friends. Unlike his cousin Albert was never particularly martially gifted however he was a natural leader and was able to think in a decisive and authoritative manner since a young age. Albert now plans to venture out and hopes that he will find new friends along with some treasure.

Race: Human (Germanic)

Alignment: Human

Gender: Male

Map Colour: Navy Blue (Or any shade of dark blue.)

Starting position: New York

————————-

[30 points to spend in the following stats]

Strength: 4

Agility: 4

Dexterity: 4

Constitution: 4

Intelligence: 7

Charisma: 8

Health: 50

Inventory:

-Silver Flute

——————————–

1. Scout the surrounding area for anything of worth.

2. Try to think of new songs to play on flute.

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3bae87 No.40975

Dice rollRolled 71, 76 = 147 (2d100)

>>40808

Name: Czechjekjesh Brjekjesh

Age: A hot new age

Fluff:

Czechjekjesh has learned that this new and hostile world lives by one hard currency. Ancient and other Artifacts recovered from the Hellfire. He will venture forth into this Hellish landscape regularly to obtain what others seek to attain and then sell it to the highest Russian/Ukrainian speaking bidder, while of course keeping the best bits for himself.

Race: Human

Alignment: Human

Gender: CIS Male Scum

Map Colour: Baby Blue

Starting position: Near some hellfire

Strength: 5

Agility: 7

Dexterity: 7

Constitution: 8

Intelligence: 2

Charisma: 1

Health: 50

Inventory:

+ Metal Detector

+ Musket (+25 damage)

+12 iron balls

+ Gunpowder

+ Bayonet (+15 damage)

+ Car Battery (dead)

+ Car Stereo

1. Aw yeah baby, making the big bucks! Time for Czechjekjesh to train his Constituion some more, after all he wanted to be able to outrun whatever lurked in the hellfires.

2. Half the part of outrunning was not just being able to run for ages, but being able to run fast. Train Agility!

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c1bbbb No.41069

Dice rollRolled 32, 18 = 50 (2d100)

>>40808

>>Name: Creighton Griffin King of the Sea

>>>>Age: 32

>>>>Fluff: Creighton's family have been on the sea since the demons came. His father was a pirate, as his father was before him, and his father before him and so on and so on. Many have forsaken the ocean as it is incredibly populated by monsters, few remain mostly fishermen and treasure hunters who brave in a desperate attempt to get rich, but not the Griffin family. They only go to sea once in their life to find and a wench to bed and have a son to carry on the legacy, once the child reaches adulthood the father jumps into the sea and the mother returns to land leaving them to survive and thrive. Creighton believes he's destined to become the ultimate ruler of the sea and has crowned himself king. This shall be the new age of the Sea King!

>>>>Race: Pure blooded human and fuck off you muts.

>>>>Alignment: Human

>>>>Gender: Male

>>>>Map Colour: Powder Keg Blue

>>>>Starting position: The open sea

>>>>Strength: 5

>>>>Agility:5

>>>>Dexterity: 7

>>>>Constitution: 4

>>>>Intelligence: 3

>>>>Charisma: 6

>>>>Health: 50

>>>>Inventory:Rusted Sailboat (30 agility while aboard)

1: "AHH the open sea. How beautiful. How majestic. How… BORING. I need action in me life. Let us find a ship to rob!"

2: Afterwards Creighton returns to his small room aboard the ship and practices his scrimshaw on a piece of drift Post too long. Click here to view the full text.

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8621c4 No.41077

Dice rollRolled 12, 70 = 82 (2d100)

>>40808

Name: Jon Jones (Alias: Adolf Breivik)

Age: 27

Fluff: Jon Jones was an archivist in Berlin, where he sifted through the hastily printed tomes which were compiled in the last days before the war, when the ancients took all knowledge in their vast Library of the Unreal, and gave it physical form. As the papers rotted with the years, they were copied to new manuscripts by the archivists of Berlin. The result of centuries of copying was the condensation and perversion of information. On a certain day, three years ago, Jon Jones discovered a book which would forever change his life. The Book of StrömFönt. The book told of ancient heroes of old, two of whose names he took to be his own, who stood against the dark influence of the Moslems and Juhs, and their Liber'ell cronies. He did not know who these monsters were, but from the tales within his book, they were the foulest creatures imaginable, with no regard for their own lives or the lives of others, and who sought only to bring destruction to the world. Looking at the old maps, corrupted as they were by centuries of copying, they must have succeeded. The book tells of a cruel, unforgiving land to the South and East, now across the seas, called Zyon. It is here, Jon convinced himself, that he must go. He reckoned that if he could cleanse the influence of the Juhs and Moslems from the Earth, the days of Reich and Empire may come about again, for all of mankind.

Race: Human

Alignment: Human

Gender: Male

Map Color: Imperial purple

Starting position: Berlin

S: 4

A: 5

D: 6

C: 6

I: 4

Ch: 5

Health: 50

Inventory: The Book of StrömFönt

1/2. Orks killing one another is not my concern. If I had my way, they Post too long. Click here to view the full text.

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