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R:0 / I:0 / P:1 [R] [G] [-]

Welcome to /builders/

Welcome to /builders/! This board is for the creation and running of nation and hero builders. A builder is a game run by a single Gamemaster (GM), where various players design their own hero or nation (Hence, Hero or Nation builder), to participate in a setting of the GM's design. Rules past that very with each game. For your viewing pleasure, here is a community-made guide to running and playing builders. https://docs.google.com/document/d/1NZFX--5Hchy7wwVliYA8E8t5oNyec4zSC4yNStw4Oy0/edit?pli=1

As the board is now under new management, please review the following board rules:

1. No spamming.

2. No posting gore, animal abuse, bodily waste or other tasteless content.

3. Pornography is permitted ONLY in games that are labelled as explicit and adult-only. Please make sure that the TITLE of any such game thread reflects this. You are encouraged, but not necessarily required, to spoiler pornographic content within an explicit game thread.

4. No cheating. If you accidentally post twice or more, please delete the extra posts and KEEP the first one.

5. No salt, abuse or excessive banter in the threads. Memeing on a critfail/success or a particularly audacious action is fine, but don't go overboard with it; that's what the Discord is for.

6. For GMs: treat your players fairly. Do not play favorites.

Join the /builders/ community at:

https://discord.gg/AuBDqAA

Have fun, and be excellent to each other!

R:273 / I:115 / P:1 [R] [G] [-]

Gang Builder: New Moirai

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

>Archival District

>Botanical District

>Industrial District

R:281 / I:80 / P:1 [R] [G] [-]

Medvedka Builder

The year is 2050 in Novosstaniye Medvedka (нoвoccтaниe мeдвeдь), currently the second-largest city in Russia proper and located a skip and a beat northeast of Moscow. After the depression of 2035, the United States of America and Canada have fallen off the worldwide stage, struggling to pick itself up. However, a resurgence of nationalism and productivity in a solidified EU have allowed the European states to enter into a cold war with an exponentially growing China, a teetering balance of power that threatens to collapse at any moment. Russian power, in contrast to the changes of the last 30 years, has been largely stagnant since taking Ukraine in 2016, dealing many much-needed resources to both China and the EU. Novosstainye Medvedka, translated to the ‘Uprising Bear’, was built in 2027 and has experienced the single largest growth of any settlement in history, the city filled to the brink with the extra populations of Russia, Europe and China. The interesting ethnic makeup of the city and relative neutrality of Russia have convinced both superpowers that Novosstainye Medvedka is the key to swaying Russia in favor of their side, with eventual victory all but assured with Russia’s sole support. A rising tide of Russian Nationalism and a possible explosion of Russian power threaten to clear the entire playing field, and it seems everyone from the gangs of the Medvedkan slums to the biggest supercorporations and every PMC and Secret Society in between has an agenda for Novosstainye Medvedka, and, perhaps, the world. Sheet and rules next post.

There are two ways to play here, as a faction and an individual. Factions can be anything from a political group or outside supercorp to a violent street gang, but they all start off with a miniscule amount of influence in the city for whatever reason. Individuals are simply powerful people and can be anything from supersoldier experimentation gone rogue or a violent rabble-rouser to an influential general, and can either be independent or be the subordinate of a player playing a faction. Factions can have no more than two separate players acting as individuals for their faction, and you can have an individual playing as the faction leader of your faction. Don’t expect to succeed in most actions without proper resources in them – Having no money and trying to swindle political figures to your side is highly unlikely to work, or trying to control/take over districts with no military force. Two actions a turn, d100s.
FACTIONS:
>Name of Faction:
>Name of Faction Leader:
>Preferred Color:
>Military Strength: (Starts at zero unless otherwise specified. Any sort of combat-worthy things and their bonuses go here.)
>Districts controlled: (Number and type. I.E. 2 dock, 3 political, etc. If you have a preference for starting location, put it here.)
>Various other bonuses: (Any other bonuses go here. Leave blank until you have some.)
>Fluff:
>Faction-Specific Bonus: (Leave blank.)
INDIVIDUALS:
>Name:
>Preferred Color:
>Strength and Equipment: (Physical strength, personal equipment, etc.)
>Followers: (Anyone directly currently following the individual.)
>Fluff:
>Specific Bonus: (Leave blank.)

PREVIOUSLY ON 4CHAN: https://archive.moe/tg/thread/38399533
R:142 / I:10 / P:1 [R] [G] [-]

Birth of Civilization Builder

For millions of years, the earliest humans lived as tribal nomads. They lived in extremely small groups, merely surviving off of the land. That is all about to change. It is the Neolithic Age, and your people have taken the first step towards modernity. By setting up the very first permanent settlement, you will be building the very concept of civilization with your own hands.

Welcome to Birth of Civilization Builder. Here, players will be taking on the role of a particular family that joins together with others to form a functioning community. All players will be working together to survive and thrive, while also competing for status and power within their forming society. You must strike a careful balance with your peers, as outside threats will routinely rear their heads, and infighting may lead to your destruction.

You can begin by rolling 1d100. I have a table of resources, and will reply to your post with your result. If you get the same result as a previous player, reroll. The resulting resource that I reply to your roll with will be what your family utilizes to contribute to this society. If it is a crop, for example, your family will be farmers. An animal will be either what your family domesticates or hunts. Feel free to write up any fluff you want at this stage, characterizing your family's contribution in this society.

After a good number of players have rolled, I will use the resources to determine your starting location and place it on the map. From there, turns will begin. Actions are 2d100. All actions taken in this game should be considered from a social and cultural standpoint. Technology will develop slowly, and as a result of cultural development more than anything. Rushing tech will not be particularly effective. It's more likely to work if developed in response to a specific threat or challenge, and with enough existing basis. Rather, more often your actions should consist of your family's practices and interactions with other player's families. You don't have to stick with only using your starting resource. You can find another one, or perhaps create social strata that don't require you to work a resource at all.

Results of action rolls will vary wildly depending on the difficulty of the action, but generally <40 means you made a poor attempt, 40-70 means you made a decent attempt, and >70 means you made a good attempt. Occasionally I will keep track of progress for certain things that require it, like large scale building projects.

Every turn, I will roll 1d100 for external events. These are generally neutral or bad for you guys. Rarely will something explicitly positive happen for you, and one of the best results you guys can hope for is "nothing abnormal happens".

Every turn represents an abstract length of time as I see fit. May be months, years, whatever. It's not important beyond what's necessary to maintain a reasonable timeframe for certain actions.

Anyway, that's all the rules. Try to have fun.

R:51 / I:20 / P:1 [R] [G] [-]

Iron Bones Superhero Builder: FIGHT TO THE FINISH Edition

The end times are upon the United States of America, and soon upon the whole world. The country's greatest heroes and villains have fallen against an ironclad evil– a legion of robotic, laser-toting skeletons led by the insidious Skeleton Prime. Much of the country has fallen into its grip– few capable of standing up to this horrid foe still remain.

That is where YOU come in. You are a superhero, a supervillain, a super-whatever– and because of your pitiful, overlooked, D-List status, you were not targeted by the Skeleton forces nor asked to fly into battle against them. And so you have survived.

Now, with the League of Righteousness dead and most of D.O.O.M slain or AWOL, it is YOUR time to rise up, defeat the Cyber Skeleton Legions, and claim that sweet, sweet superhuman street cred for your own.

CHARACTER SHEET

Name: The name the superhuman community and the news know you by. Secret identity optional.

Age: Approximate, as needed.

Origin Story: How YOU became a superhuman/alien/dog, and the basis for your superpowers and super-equipment.

Blood Type: Fill this out.

Signature Color: Pick a color. One that I can actually access in MSPaint. You may want to wait until the map-wipe for this.

Domain: Doctor Doom has Latveria, Batman has Gotham. You have your own domain, represented by your Signature Color. The bigger your domain, the more resources you can draw upon, but the harder it is to defend.

Superpowers: Determined by Fluff/Origin Story.

Equipment: Determined by Fluff.

Followers: Determined by Fluff.

Renown: Starts at D-List

PREVIOUS 4CHAN THREAD AND OTHER THREADS HERE: https://warosu.org/tg/thread/39813420

R:0 / I:0 / P:1 [R] [G] [-]

nigger

yall niggaz is ded, builders a shit yo

Just me and my 💕daddy💕, hanging out I got pretty hungry🍆 so I started to pout 😞 He asked if I was down ⬇for something yummy 😍🍆 and I asked what and he said he'd give me his 💦cummies!💦 Yeah! Yeah!💕💦 I drink them!💦 I slurp them!💦 I swallow them whole💦 😍 It makes 💘daddy💘 😊happy😊 so it's my only goal… 💕💦😫Harder daddy! Harder daddy! 😫💦💕 1 cummy💦, 2 cummy💦💦, 3 cummy💦💦💦, 4💦💦💦💦 I'm 💘daddy's💘 👑princess 👑but I'm also a whore! 💟 He makes me feel squishy💗!He makes me feel good💜! 💘💘💘He makes me feel everything a little should!~ 💘💘💘 👑💦💘Wa-What!💘💦👑

R:23 / I:16 / P:1 [R] [G] [-]

Colonial Pririby - Fantasy Medieval HB

Welcome, travelers, to Pririby! A small town founded on the coasts of the recently discovered lands of Streymur, far from the squabbling empires and republics of the Old World. Here is where fortunes are to be made and spent, wonders discovered and horrors uncovered. A man may make quite the name for himself here, if he has but the courage, or the skill, to seize what wonders await in this new land. Pririby itself is a town hardly populated, but large enough to accommodate a population several times the size of what it currently has. Dominating the landscape is the Town's fortress, made of a gleaming white stone and said to have been here when the first explorers discovered the cove in which the town now sits. Directly beneath it is Smokespring, the main residential district, given the name from the extremely sappy wood that the colonist burn to stay warm, as dense pillars of smoke rise from their cottages and houses. Further down are the twin ports of Spiceport - the main trading and mercantile port, and Mistport, where the town fishing industry thrives. Directly across the River Albe lies Greenbowl, the slum that most newcomers find themselves in. You arrive by boat in Spiceport, traveling from whatever corner of the world you come from and however long it took you…

You and several others have arrived by boat from the neutral cities on the nearby continent of Eileheim, with naught but the clothes on your back and a personal item and small trinket, and of course the hope in your hearts. As a city of merely 500 people, it will not be too hard to make yourself known in its walls, for ill or naught.

Upon disembarking from the ship, the first thing that draws all of your attentions' is a man, clearly a farmer, distraught, claiming that a horrible beast had come and taken not only the lives of all his cattle, but also taken his daughters off as bounty. Furthermore - you see a party of adventurers, haggard and injured, in the town square, speaking loudly of a nearby cave in which several of their party have yet to return, and of the mystical skull said to be contained within…

R:83 / I:25 / P:1 [R] [G] [-]

Crucible Stars HB

Earth, AD Unknown

Humanity has fallen. Aliens from across the Stars came to Earth, not with intentions of peace, but with intentions to exploit the planet and its people for their own gain. Of Course, Humanity fought against the would-be conquerors, and then lost, and lost hard. Thus, Humanity was introduced to a decadent empire made up of thousands of alien species as a livestock animal. One akin to a smart monkey,

something to be used as slaves or brute labor.

The Imperial courts may fix this eventually, but it's been so long no veterans of Earth's conquest live, and nothing still has been done. Humanity now is congregated into massive cities in what was Africa, South America, India and Western Europe, the Gigantic spires sucking up metric tons of resources to sustain the abominable living condition of the hivers, who work and labor the benefit of the Aliens as little more than slave labor. Elsewhere in the North American and Chinese Exclusion zones, Wastelanders, fragments of the once great nations, eke out a living in the ruins of dead lands, every wary for the Aliens to come and capture them as they had so many before. The only truly Free humans are those who reside in Eastern Europe, its independence won in the Crucible and enforced by its rules.

For the Crucible is the Imperium's drug, cluster of star systems dedicated to combat and bloodshed on a truly astronomic scale. From arenas to interstellar battle the Crucible hold any and every kind of combat for the enjoyment and adulation of a the transgalactic mob. The circuses I their bread and circuses as it were. Moreover, the gambling placed on the Crucible is immense and binding, fortunes can be won or lost in an instant, and all bets are final, for entities both mundane and almost divine will see that you pay what is owed, or else.

The crucible goes through millions of would be champions a day and is in constant need for more grist for the mill. So now another batch of Humans has been sent, to die and bled for the enjoyment of all. You are one such Human Gladiator.

R:38 / I:2 / P:1 [R] [G] [-]

Planar 2: Relaunched

Some look up into the sky and see stars. They reach to grab what they know is so far away. Pretty lights in the distance. An illusion upon the inner surface of a bubble sitting upon a chaotic ocean of power known as the Astral Sea. Within it the planes sit protected like snow globes with their inhabitants unawares of just how miniscule they are in the grand cosmose. Your people, however, are different. A grand power on your plane your people may be the sole power on this world or hold most of the world. Your resources are vast and all on your world know the name of your empire. However, you have found that it is nothing more than an anthill compared to the vastness of the planes. Your researchers have found the harmonic resonance needed to travel to other planes by pure accident, a trick they are sure no pure research could truly point to, and have constructed a planar gate. Now you are set to expand your dominion to worlds far different from your own and encounter strange creatures and deadly enemies. Will your empire claim greatness in the many worlds or become a footnote in the histories of another? Only time will tell.

Welcome to Planar 2: 8kun edition. For those of your that played when this was on discord you can use the planes and nations created at the start of that game. For the rest of you please see the rules on this doc: https://docs.google.com/document/d/1kOTD6uuoBfIQSEjqIEm1_ReHf6bKCicjBt43Ik6Zy3k/edit?usp=sharing

The only major difference is location. The map is a 10x10 hex grid. Please either choose a location or roll 2d10. If you get the same location as another person you will be moved to an adjacent hex.

R:29 / I:5 / P:1 [R] [G] [-]

Generic Empire Builder

It is the first age. Your people are united and are at the peak of their power. Expansion, resources, and innovations continue to pour forth as you walk the path towards greatness. You are not the only ones ascendant however, Other nations have risen and they threaten your future and rightful mandate. Extinguishing your ambitions and making you forgotten in history. This cannot stand! Gather your armies and crush the barbarians so that the world may know only your legacy!

Here are the Rules: https://docs.google.com/document/d/1nPgjVZArF_6GG0dPzxdgqYqEPIe4m5-s8_LZsPquYRM/edit?usp=sharing

As a newly formed nation of a people with a vaguely defined past. You do not possess much of a history as much as a shared legend. This legend is undoubtedly true however and you will fight to the last to ensure its authenticity remains unchallenged. Suffer not the xeno or heretic to live!

Nation Name: [Name]

Background: [Decides bonus]

Color:

Location: [Give a description or a picture, remove this after being placed]

Pop: 10 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 10 +2/turn

Materials: 10

S. Resources: 0/0

Settlements:

[Hamlet](Settlement Name)

Infrastructure:

[Food Building Name] (Settlement Name)

Defenses:

[Defenses Name (2)] (Settlement Name)

Military:

2 [Unit Name] (1 Strength, 0 Materials, [Expendable])

Military Deployment: (determines how many units are present in a settlement)

2 Units (Settlement Name)

Magic:

Technology:

Bonus:

R:2 / I:2 / P:1 [R] [G] [-]

/builders/ for the Infinity Cup 2020!

Hey /builders/ mates,

We are currently streaming the group phase of the current year's 8chanCup (or as it's more properly known as the Infinity Cup) but due to the exodus and 8ch hiccups we've lost a few teams whose boards never really recovered.

Because of that, we thought it could be great if you guys could join us with a team of your own and participate in the next iteration of the cup, if you feel like it.

All you need to do is create a wiki entry of your own team over at http://infinitycup.shoutwiki.com/wiki/Main_Page (use the layout of other teams as a preset), coming up with members/players that represent your board's culture and in-jokes, create a proper emblem and jersey combo and optionally choose strategies, skills and exportable 3d models using the rules set up at http://infinitycup.shoutwiki.com/wiki/Rules and we'll make sure to consider your application for the future pot.

I should mention that we would also really appreciate if you came over to our cup's stream at https://cytu.be/r/8cup to spectate what the cup's really all about and to propose your own ideas to make it even better.

See you on the field!

R:234 / I:83 / P:1 [R] [G] [-]

Elf Supremacy Builder

Everyone knows that elves (i.e you) are the best at everything, but those elves who are impure (i.e not you) are holding you back and ruining your image! The only solution to this problem is to eradicate the impure and reign supreme in the world as is intended. Shockingly everyone else seems to be opposed to your perfect vision and actually have the gall to oppose you! It is time to rally your kin and show your lessers why you are the best and most favored of them all.

Here are the rules: https://pastebin.com/z2nD36G4

Tell us your history and what makes you standout as a snowflake in a field of snow and give your objectively true account of the world. In the words of the first (real) elf "We must secure the existence of our people and a future for elven children"

Nation Name: [Name]

Subrace: [Decides a bonus]

Background: [Decides a bonus]

Location:

–Don’t touch—

Pop: 10 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 10 +2/turn

Resources:

[Materials: 10]

Settlements:

[Starting Hamlet]

-Infrastructure:

-Defenses:

Military:

Magic:

Technology:

Society Bonus:

Race Bonus:

R:5 / I:0 / P:1 [R] [G] [-]

How to play?

Wow, all these great games! How do I get into this??? I've looked at the threads on this board and they're so cool, it's like Quests from qst! I found out about this place from the quest subreddit! Well, I found out about 8chan, but then I found this place from the board index! This looks really fun, I'm hoping you will all be nice to me and show me around so I can participate and become a valued member of this community!

R:14 / I:6 / P:1 [R] [G] [-]

Ebonheart:A land of villains

The time has come, you've watched the lands of ebonheart and the skittering insects that think they rule it. You've bided your time in your lairs and now its time to do something this world shall be yours! You just need to figure out how to claim it.

>>>Stat Sheet

Name: What you wish to be called

Race:What manner of evil creature are you?

Fluff:Don't fill in if you're playing dumat or the sea serpent

Evil Lair Location:

Evil Lair Fluff: Self-explanatory what does your lair look like?

Troops:You will start with ten based on fluff and can recruit more as the game continues

Color:What color you would like your territory to be, note the coloring of tiles will be kinda half-assed and shitty deal with it.

Current Research:You start with things based on fluff

Current Resources: Also based on fluff

Current Territory:List villages,towns and other named things you've captured here

Villain Bonus: What you get based on your villains lore

Lair Bonus: Bonus based on your lair, bonus functions as a debuff to invading troops.

>>>Roll Chart Shamelessly stolen from TBR

actions are 3d100

100 - CRIT SUCCESS - GET OUT THE HOOKERS AND SMACK IT'S TIME TO PARTY HARD! Whatever you're doing gets done perfectly and you get something GREAT AND AMAZING.

99-90 - Great work, you get a gold star. Not really but you do get something extra that's a little bit good. Progress is half-finished, if it's already halfway completed or more then it's done.

89-60 - Good success - whatever you're doing gets done better than average. More progress is made than normal.

59-30 - Success - Congratulations, you did it…I guess.

29-10 - The nothing zone - nothing happens, no progress made

9-2 - Well now ya dun goofed. Bad stuff happens.

1 - CRIT FAIL - Welcome to hell, population YOU

R:128 / I:59 / P:2 [R] [G] [-]

Tales of Eidolon: Shadows Rising

Long ago, when the universe was young and the gods of creation were just laying the foundations of what would be to come, the small ball of molten rock that would come be to known as Y’rvenia was much like all the other lifeless rocks floating through the void. It would remain so for some time, until by chance, or according to some divine intervention, life began. First came the simple lifeforms, the various types of plants and animals, but eventually a spark of sentience emerged.

The first truly rational beings to emerge on Y’rvenia is a topic of hot contention amongst the races that still remain from that time. Millenia has passed, and none remain that truly know of it, so these Elder Races, as they are known, all contend, out of equal amounts of arrogance and pride, to be the first. There are the oldest civilizations still extant on Y’rvenia, strong and wise, though long past their halcyon days. There is the Dawi, the Dwarves, short and stocky creatures who dwell under the mountains of the world; Strong enough to hew rocks with their bare hands, and as stubborn as the very mountains from which they claim to be born from, these hardy humanoids stand in stark contrast to their erstwhile rivals, the Quendi, the Elves. Tall and lithe creatures of unparalleled beauty and arrogance, who consider themselves the protectors of the natural beauty of this world. Considered to be perfect in all manner of work and warfare, they are outclassed solidly in only one area, much to their chagrin, Magic. The penultimate magic users of this world would be the Wei'lynn, large nomadic lizards of the southern deserts. A shamanistic and peaceful people, few venture beyond their homelands, and usually only do as a result of great calling or peril to their kind and the world. A usually peaceful people, but when roused to war one is reminded of their great power. Lording above all is the Vinod, the Giants, dwelling in mighty citadels on the highest peaks of the world, and rumored to be able to walk on clouds despite their immense bulk and statue. Gentle giants, they are few in number, even for the Elder races, but unlike many of them some of their descendants have prospered, though much to the anger of the Vinod. Degenerate Giants, known as Aslardi, roam the world, as stupid as they are powerful, they plunder and pillage without fear. Young Vinod often depart from their homes on journeys to dispatch of these "cousins" of theirs, as the entire race sees their very existence as an affront to their being. Finally there is the Umli, those who above all else can be attributed to the fall of the elder ones. The origins of the Umli are shrouded in mystery, but what is known is that the first recorded contact with them began in the 2nd age of Exploration of the Wei'lynn, a time when wars were uncommon and all of the Elder races plied the world to discover its wonders, and its horrors. In one such region of the south-eastern jungles was such a wonder found, as a Wei'lynn party of young explorers were making the first forays into the jungles of the Southern Hemisphere. They were shocked to discover a large city of towering white spires, with magic abound and inhabited by a strange, stocky, bone white people with eyes as black as coal. They greeted the Wei'lynn, taking the leader of the expedition to meet their Seers and tell them of the world.

What happened next is unknown, but the leaders of the party were never seen again, and in the tallest spire of the Umli city, a great series of fireballs erupted from its balconies, and suddenly the remaining Wei'lynn were beset upon by the Umli. Few escaped, but those that did told of the great and dark magic used by the Umli, rivaling their own in strength, but wrong in its nature. The Wei'lynn were the first to discover the Umli and notice their strange magics, they would not be the last, for soon after the discovery of the new race came the marching of their armies, and without number the quickly pushed the Elder Races to the brink of destruction.

R:45 / I:14 / P:2 [R] [G] [-]

Through the Portal: an Isekai NB/FB

In August 2019 an asteroid was spotted on a collision course for Earth. It’s size suggested that a collision would plunge the world into a new ice ball age. The world governments, mostly, set aside old grievances for the survival of humanity; and ruthlessly put down any that didn’t. Projects were made to colonize the moon and mars, self contained vaults were created, habs that could hopefully survive the great freeze were built, and genetic facilities run by an AI was created to monitor these projects and create new humans through artificial wombs and stored semen and eggs in case of the worst outcomes. Of all of these projects the craziest was project Isekai, a project to colonize an alternate reality. Moving along a fourth dimensional axis it was believed that one of a few things could happen: the colonization of another planet through FTL travel, the colonization of an alternate reality, and horrible death. The project was completed just in time and the colonists were hurried through the portal. To your surprise you are alive on an alien world; but will that last?

Overall rules:

The rules will likely be bent or broken in some cases, and that is fine. I’m not perfect and I enjoy rule of cool scenarios.

While I will try to keep everything balanced I make no promises. I will do my best to give everything you try to do, within reason, to do something.

Use some logic. Bad decisions will not be saved by good rolls, unless they are crit successes, then the dice gods love you and hate me (as always). So giving your kids to the creepy guy in return for vague promises of something good will probably not work for you.

I am autistic about tech. This will not be avoided. To be able to research some things you will need to have another prerequisite tech, resource, or other such prerequisite. Such as for gunpowder you will need saltpeter, charcoal, and sulphur.

Bitching solves nothing.

Have fun. It is a game.

100- Crit success (Every 20 over 100 is another +1

99-99- 3

60-89- 2

40-59- 1

20-39- 0

10-19- -1

2-9- -2

1 Crit fail

Faction Sheet: If it is between {} that means you name it.

Name -

Fluff - (Fill out whatever you feel you need to. The more you give the more I have to work with.)

Color - (What color do you want to be on the map? Check to be sure it is different from the other players please.)

Snowflake - (What snowflake options are you taking?)

Techs - Common Modern (See below)

Research - (What is your current research)

Magic - (Magic is split based on the schools of magic, or how magic is utilized)

Units - 1x {Guards} [Ranged] [Free Upkeep] <In Capital>

Settlements - None

Wealth - 3

Influence - 3

Resources - (You may choose 3 modern resources to bring with you. See below.)

Bonus - (Given based on fluff and snowflake options)

See full rules for snowflake options, tags, and more in depth rules: https://docs.google.com/document/d/1gV6oemqNSZS4TvSkRuI0rpIiyrOHZjKrwzYMXwTXMEM/edit?usp=sharing

R:38 / I:25 / P:2 [R] [G] [-]

Deep Nightmares.

your ship dun goofed in space and crashed into an ocean world, where it sank right to the deepest bottom this world has. congrats you dummies maybe don't all go into cryo next time yeah? well all's not lost yet. you're still alive, and you've got basic space stuff no don't question how space stuff works underwater it just does, you also have light.

-your dude no fill-

>health: 100/100

>sanity: 10/10

>equipment: (based on fluff)

>bonus: (based on fluff)

-fill out your dude-

>Name: (Mcfugger doop)

>fluff: (I suck dicks for a living)

>three personal items: (a dick that I suck for a living. my self worth. your mom)

>what you think your bonus should be:

rules and whatevers in here:

https://pastebin.com/D7W4UU5m

R:117 / I:34 / P:2 [R] [G] [-]

Seas of Blood and Glory - An Age of Sail Herobuilder/Faction Builder

Seas of Blood and Glory - An Age of Sail Herobuilder/Crewbuilder

Fifty years ago, the brave explorer Saint Emmeric sailed westward in hopes of finding a passage to the Orient. What he found was an entirely new world, filled with beastmen, giants, vampires, magic, monsters and most importantly treasure. This launched an exodus by the great nations of Meridia known as the Colonial Powers, who travelled westward in search of new territories, new riches and new glory. The Castellonians were the first to arrive, seeking gold along with great and powerful artifacts from the mystical continent of Aztlan. Next came the Tortuguese, the Castellonians' neighbors and close allies, seeking to gain some treasure and territory for themselves. The Franciscans, Barthelonians and Hallandians would inevitably follow, all forming their own settlements and carving up parts of the New World for themselves. All the while, the original inhabitants of the New World struggle to cope with the onslaught of these new, powerful nations and pirates and criminals have taken advantage of the relative lawlessness of the New World and turned the seas into their hunting grounds to prey on the weak and lay claim to their treasure.

You are one of the people who has somehow ended up here in the New World, perhaps as a native of these lands or as a bright-eyed newcomer eager to make his fortune here. What role will you play in this new world? Will you be a brave native who saves his people from extermination and subjugation, or will you be the one that conquers them? Will you say "Fuck it" and rob both sides blind instead? It's all up to you.

Welcome to Seas of Blood and Glory! To begin please read the lore and rules pastebins found at the bottom of this post and then fill out this character sheet. (Note: I'm only accepting a maximum of 10 players, players who want to join after the 10 player mark has been reached will have to wait for an inactive player to be wiped before they can play)

—Fill out—

>Name:

(Please pick something meaningful, no retardation/distasteful memes allowed)

>Race:

(See lore pastebin for more info, make sure to read the lore pastebin and pick something appropriate and not dumb shit like unicorns, beholders or space aliens)

>Gender:

(Are you a boy or a girl? P.S. There are only two genders)

>Nationality:

(What nation you're from, see lore pastebin for more info, additional snowflake nations not on this list must be approved by me)

>Fluff:

(Your physical features, backstory, and whatever else makes your character special. I don't need a book but please give me enough to work with as this will determine your skills, your ships, your crew, your equipment and your heirloom item. Mary sues/minmaxers who try to fluff their character into the second coming of Jesus just to get obscene amounts of starting loot/skills will be sent to hell where they belong)

>Color:

(Pick a SOLID color, will be used to mark you on the map)

—Don't fill out—

>Health:

10/10 (if this reaches zero, yer headed to Davy Jones' Locker)

>Current Status:

Healthy (this is for any status effects you may have, e.g. poison, drunkenness, chlamydia, missing limb, etc.)

>Equipment

(Your personal worn and wielded items such as armor, fancy coats, fancy swords, etc. Determined by fluff)

>Currency:

100 Gold Doubloons (Money, spend it wisely)

>Ships:

(Given based on fluff, don't expect much to start with)

>Crew:

(Given based on fluff, see above)

>Special Crew:

(People with special talents or people who are exceptionally skilled at something. Will be acquired over the course of your journey.)

>Morale:

(The overall happiness and morale of you and your crew. A happy crew will work harder and provide bonuses while an unhappy crew will perform worse and will mutiny if it gets bad enough, potentially leading to a very dangerous situation. See the rules pastebin for more info)

>Supplies:

(Food, weapons, ammo and whatnot. Given based on fluff)

>Treasure:

(Anything valuable. Will be acquired over the course of your journey.)

>Reputation:

(Determined by your nationality and somewhat by your fluff. See rules pastebin for how this works)

>Languages:

(What languages you can speak. Given based on nationality and fluff)

>Magic:

(The magic you have access to, if any. Read the rules pastebin for more info and consult with me if you wish to have any)

>Skills:

(The skills you've acquired, given based on fluff)

>Heirloom Item:

(A rare and unique item given based on your fluff. May be a minor magical artifact or just something really useful)

Dice are 3d100

Rules (READ THIS): https://pastebin.com/bDvWiqaH

Lore: (READ THIS TOO): https://pastebin.com/KDKWxHaE

If there's any questions please ask on discord to avoid cluttering the thread.

R:4 / I:6 / P:2 [R] [G] [-]

The Iron Company Merc Band Builder

Welcome one and all to Oldfag OP's New Game!

(Last one was put on Hiatus due to my own lack of motivation, it'll be back, but until then we will entertain ourselves with this!)

The rules of this game are pretty simple, and are outlined within this pastebin:

https://pastebin.com/0GxN4N68

Before we officially start the game and enter into the lore, let's create your units.

To start off with, the base amount of units you start with is 400 of the most bottom level units your selected nation has. There are minor exceptions (those being, Brettonian Peasants. All the others adhere to this rule.) If you wish to start with stronger units than those, then please DM me or otherwise contact me. Alternatively, you can just put your own number in, if you feel it is fair, and I'll edit it later if I feel it is wrong.

As for Units, initially we'll start off using this wiki from the game, to keep things simple. I will be adding in units from the Codexes and lore as we go along.

https://totalwarwarhammer.gamepedia.com/Total_War:_Warhammer_Wiki

We are only doing Forces of Order, with the exception of Vampire Counts, who will be permitted because muh necromancy.

Template:

Unit Name:

Nation/Race you are aligned with (Brettonia, Empire, Dwarves, Elves, etc.):

Troops(Please use this space to enter what units you want):

Backstory (Use this to fluff up your own little band of units, doesn't have to be a lot.):

R:379 / I:126 / P:2 [R] [G] [-]

The Defense of Koronam, Thread 2

(New Thread Created as the last one was getting laggy.)

Welcome to all Old and New Players alike, to a Last Stand builder game with the Objective of defending this planet, Koronam, from the enemies of the Imperium!

In the last thread, we fought off the Orkish Vanguard Forces and are now starting to face some more heavy duty Orkish Forces!

TEMPLATE:

Organization Name:

Category (Imperial Guard, Adeptus Astartes, Adeptus Mechanics, etc.):

Sub-Category:

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery):

Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers):

RULES:

https://pastebin.com/MA8f8aa9

https://pastebin.com/JQ4LwRKG

R:111 / I:28 / P:2 [R] [G] [-]

Random's God Game

There is no time, there is no space, there is only one thing. There is the aetherial, the divine, the holy and unholy, the source, power. It is all and nothing, beginning and end, purposeless, chaotic. Where there is chaos there must be order and from the timeless beginning come the aspects of possibilities yet to be made; the gods. Great beings of power bound to aspects of possibility yet unmade. Their birth left a great void in the divine realm. A peaceful world of mortals? Shattered realms bound by threads of travel? A burning hellscape dedicated to a singular god? So many possibilites.

Rules:

Please fill out:

Name -

Domains - 2 at start

Description/Picuture - Optional, but encouraged. Technically you can change your form however you please but this will be how you present yourself to worshipers. Worshipers may not always keep that depiction over time.

Power - 5

You will have 2 actions at d100 each. While you can never, technically, fail an action unless you are trying to use the domain of another without their permission your actions can have unintended results.

Relative good/bad results

100- Crit success (Every 20 over 100 is another +1

99-99- 3

60-89- 2

40-59- 1

20-39- 0

10-19- -1

2-9- -2

1 Crit fail

Domains:

Domains are what you control as a god. This can rarely be expanded or changed in game, such as by killing a god, but it can only change one at a time. You gain either a +5, +10, or +15 bonus on actions related to your domain depending on how general/specific the domain is. This also counts if you use the domain in a metaphorical sense, such as a god of fire gifting a race burning passions. Using an unclaimed domain gets not bonus or penalty. Using a domain claimed by someone other than yourself, without their permission, will give your their bonus as a penalty. Domain bonuses and penalties do not affect actions solely within the aetherial realm.

Power:

Power is the currency of actions outside the Aetherial realm. Power is a general show of relative strength put into an action. I will take into account power spent for things, although I will admit it will not always be balanced and be heavily shaped by descriptions and fluff. Power is also expended in god fights, so if some cheeky faggot thinks he can steal all your worshipers just use an action to beat the shit out of him. Maybe steal one of his domains when you do.

The Aetherial Realm:

The Aetherial Realm is the realm of the gods. It is where you reside. It is also a place of pure power. While you will get power from worship you can also use an action to gather power from Aether but you will create more pockets of void when you do. What you do with those is up to you and the other players, or the mortals depending on actions and fluff.

Geography, maps, and you:

You are going to be starting with a purely blank canvas: a void with literally nothing. Depending on what you create someone may want to make a map to show what you edit when you create geographic features. If I have to do this and what you created isn’t where you wanted then you can go suck a dick you had your chance.

R:16 / I:8 / P:2 [R] [G] [-]

Temporal Vagabond Builder

The year is 2019. You are an ordinary person, living an ordinary life. Until one day, without warning, a rift in space and time opens up beneath you, and swallows you whole. It lets you out in the distant past of 500 BC. You don't know why, but you somehow know exactly when it is. You can feel precisely how distant in time the future of 2019 is, and feel it creep ever so slightly closer with each passing second. Regardless of the how or why, you are now here, and begin to think about what to do.

______

This is Temporal Vagabond Builder, where you will be playing a person from the modern day that's been thrown back in time. You will be armed with your character's knowledge from the future, and use it to whatever end you desire. How you want to change the past is up to you, though players may come into contention while following their desires.

Fill this out:

Name: The name of your character

Languages: The languages that your character knows. All player characters must start with one language spoken in the modern day by default, and may choose to have more if it fits their fluff. Note that modern and ancient languages will be distinct, though if they are related, it may make them easier to learn

Starting location: Where in the world your character ended up arriving at when sent back in time

Fluff: Who your character was before being thrown back in time. Note any special skills or knowledge they had

Don't fill this out:

Skills: These will be given to you based on your fluff. Note that languages are a skill in a way, so taking more languages/languages tailored to fit your starting location will be balanced by lower skill bonuses. Balance will also be applied in that skills with wider applications will generally give lower bonuses than more specialized skills

Actions are 3d100. 1 is abysmal failure, 2-40 is varying degrees of failure, 41-60 is varying degrees of mediocrity, 61-99 is varying degrees of success, and 100 is resounding success.

Turns will take place over long spans of in-game time, beginning with a year at a time and potentially increasing at a certain point in the game. Write turns with this in mind. Also, please include as much detail as you are willing to. If you know historical details, or developmental prerequisites, include them by all means. It can make for a bit less work on my end as well as a more fun game in general

R:108 / I:26 / P:2 [R] [G] [-]

ERI - Mecha Builder

In the year of 2235, the planet Earth was struck by the astral entity Nibiru. Predicting the destruction that would be wrought by this event, mankind escaped into the outer atmosphere of their homeworld aboard a collection of structures known as Satellite Cities. Over the next several centuries, Martian colonies established prior to Earth’s downfall flourished beneath their newly established Noble Houses as humanity aboard the Satellite Cities struggled to recover. In 2658, rebellion began as the working classes of Mars attempted to overthrow their Noble Houses in a bid for independence and formed the collection of states now recognized as Unified Mars. The planet quickly fell into a constant slog of war as these two powers each struggled for dominance over their planet.

In the present year of 2833, nearly six-hundred years after the Nibiru Cataclysm, Unified Mars and the Noble Houses remain at an impasse with no clear end in sight. While the pair has fallen into a Cold War, the planet’s military-industrial complex continues to surge as it capitalizes on both sides’ need for an edge over their opponent. In an attempt to claim new lands, the Noble Houses established The Red Court, a collection of colonies upon the recently habitable Earth’s surface designed to expand their power-base without conflicting with Unified Mars. In response to this, Unified Mars allied with the human Satellite Cities to establish their own settlements in a nation dubbed Neo Africa.

To reclaim their homeworld for themselves, Satellite City residents promptly began a program of their own: The Earth Reclamation Initiative (ERI). You are a member of the First Wave, a specially selected taskforce of mecha pilots and researchers who will lay the groundwork for future members of your cause. Backed by the major technology conglomerate GenTek and with support by the allied Unified Mars, your base has been fully outfitted with mecha for all pilots and state-of-the-art research and development facilities capable of fabricating new and experimental gear. There is great hope for you and your crew. Do not disappoint the ERI.

———-

In ERI there are two types of player characters: Pilots and Nonpilots. There are presently 6 slots for pilots. This number may change at a later date. Nonpilots are traditionally begin as researchers but may receive higher ranks and status based on their actions during the game.

If you are playing a pilot, please fill out the following and post pointbuy results using the pastebin buychart:

-Name:

-Age:

-Fluff: (Impacts pilot's starting skills.)

-Pointbuy: https://pastebin.com/4y7UmAx8

GM Will Fill Out:

[Pilot Name]

[Gender: ][Race: ]

Health: [10/10]

Psyche: [10/10]

Esper: [0]

[Position: ][Credits: 0]

Sponsorships:

Augmentations:

Pilot Abilities:

Skills:

Gear: [GenTek Plugsuit Mk. V]

[Mecha Name][S-TW][Manual][MOV - ]

[Name [Head][Type]] - [Integrity: ][FRC - ][DRB - ][AGI - ][Plate: ][Mod: ]

[Name [Torso][Type]] - [Integrity: ][FRC - ][DRB - ][Plate: ][Mod: ][SL Gear: ][SR Gear: ]

[Name [Arm L][Type]] - [Integrity: ][FRC - ][DRB - ][AGI - ][Plate: ][Mod: ][Gear: ]

[Name [Arm R][Type]] - [Integrity: ][FRC - ][DRB - ][AGI - ][Plate: ][Mod: ][Gear: ]

[Name [Leg L][Type]] - [Integrity: ][FRC - ][DRB - ][AGI - ][Plate: ][Mod: ]

[Name [Leg R][Type]] - [Integrity: ][FRC - ][DRB - ][AGI - ][Plate: ][Mod: ]

Integrated Mods:

Mecha Abilities:

If you are playing a researcher, please fill out the following:

-Name:

-Age:

-Race: Human || Martian (Other races may be used but should be cleared with the GM in advance. If Human or Martian, Esper [1] may be requested if relevant to the character (subject to GM approval.))

-Field(s) of Study:(Impact's nonpilot's starting skills.)

-Fluff: (Impact's nonpilot's starting skills.)

GM Will Fill Out:

[Nonpilot Name]

[Gender: ][Race: ]

Health: [10/10]

Psyche: [10/10]

Esper: [0]

[Position: ][Credits: 0]

Sponsorships:

Augmentations:

Nonpilot Abilities:

Skills:

Gear:

R:5 / I:0 / P:2 [R] [G] [-]

SS13:The HB

Supplementary fluff video featuring a monologue from your captain

https://www.youtube.com/watch?v=FHH1vfY6HTA

Welcome to the rusty slapped together piece of shit space debris that's masquerading as a high-tech state of the art research station, but who are you? are you a clown? A chef? A scientist? Tell me more about yourself.

>Character sheet

Name: What is your name?

Job:Pick one from this list barring captain which is already taken http://prntscr.com/nb7hnh

Ethnicity/species: Options that are not human Mothman, Lizardperson or Plasma man.

Lizardperson names are based on Verbs-The-Nouns. Plasma man names are based on Name-Roman numeral. DM me on discord for more info on the races

Age: Capped at 18 as per ss13 rules

Fluff: What is your story? Why are you on the station?

– Do not fill in –

Health: 15/15

Gear:Based on job

Inventory: Everything you’re not wearing and can’t use to robust things

Bonus:

R:41 / I:35 / P:2 [R] [G] [-]

War for the Chosen High fantasy builder

> straight forward and aggressive approach! The game should end in about 12turns(+-4)

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

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

> Sociability is key, I need 8 active players who are willing to negotiate and talk in the discord channel too

Sheet to create a fantasy Nation(6 nations): https://pastebin.com/iEgbR6eq

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

> Possible Actions: https://pastebin.com/5T7EgkKm

* This is the actions you can make each turn once the game starts. God rules (you can't pick god, reserved): https://pastebin.com/0Xyg5zBT

How to win

> "Ascension": If both of the gods reached 400 power, they both win the game.

> "The Chosen ": A god reached 360 power and two of his followers build a divine wonder

> "God Breakers": If both gods are broken(their holy land conquered), the two nations who committed the deed win the game.

Basic map information:

Forest: 1 wealth, 30 growth

Plains: 1 wealth, 20 growth

Cliffs: 2 wealth, 20 growth

Barren: Nothing. Attacking a nation from a barren tile causes double attrition penalty

River: You can't own river tiles

Grey tents on the map are Barbaric tribes. You can not start on barbaric tiles. Each tile is defended by a separate army of barbarians, their army strength is 4,000. You can take those tile by declaring "Conquest" war. "Raid" those tiles if you want to get a share from 20,000 gold per tribe(basic raid should grant 2.800 gold). When a tribe loses any kind of war, it vanishes from the map.

R:50 / I:13 / P:2 [R] [G] [-]

Taskforce J.A.D.E:a grimdark cyberpunk HB

The year is 2079, technology and science as a whole have progressed to nigh unfathomable degrees, progress came at a cost though, the united states government as we know it was dissolved after the brutal riots of 2029. These riots came to be known as the "Red Rebellion" it came about after knowledge of the U.S government hoarding life-altering technology for the gain of government workers, everything from a cure to previously thought incurable diseases like cancer to things more minute like brain transplantation, teleportation and even mind-control technologies…the number of things being kept from the public was astonishing, so it was no surprise when everything was leaked the people of America reacted violently, soon the government was overthrown and in its place stood a new government solely on the ideals of a completely free market capitalistic movement. Suddenly everything had a price, there were rules in place though nothing completely degenerate was allowed and basic human rights were maintained, other than that most things were fair game barring drugs. Which brings us to the present, the unregulated use of technology led to several undesirable problems, most cities are now almost unbearably choked with smog and other noxious emissions, not to mention the much,much longer nights due to all the greenhouse gas emissions.

The new nights now lasted 14 hours with day lasting only 10, but we learned to adapt. What we weren't prepared to handle was the abominations, Feral Violent beasts created by altering human DNA to irreparable levels, this combined with the now unparalleled level of crime lead to the megacorporation that was now the U.S government to create a new task force to combat the countrys problems the Joint Allied Defense Enclave codenamed J.A.D.E

you are all fresh graduates of the prestigious academy you've all joined and went through it for various reasons. The academy has tried its best to prepare you for the horrors you will face in the world at large, however some things the academy just can't prepare you for. Regardless You've all been assigned to various squads within J.A.D.E its time to report to HQ for your first missions.

R:681 / I:177 / P:2 [R] [G] [-]

Iron Bones Superhero Builder: DIVIDED WE FALL Edition

The end times are upon the United States of America, and soon upon the whole world. The country's greatest heroes and villains have fallen against an ironclad evil– a legion of robotic, laser-toting skeletons led by the insidious Skeleton Prime. Much of the country has fallen into its grip– few capable of standing up to this horrid foe still remain.

That is where YOU come in. You are a superhero, a supervillain, a super-whatever– and because of your pitiful, overlooked, D-List status, you were not targeted by the Skeleton forces nor asked to fly into battle against them. And so you have survived.

Now, with the League of Righteousness dead and most of D.O.O.M slain or AWOL, it is YOUR time to rise up, defeat the Cyber Skeleton Legions, and claim that sweet, sweet superhuman street cred for your own.

CHARACTER SHEET

Name: The name the superhuman community and the news know you by. Secret identity optional.

Age: Approximate, as needed.

Origin Story: How YOU became a superhuman/alien/dog, and the basis for your superpowers and super-equipment.

Blood Type: Fill this out.

Signature Color: Pick a color. One that I can actually access in MSPaint. You may want to wait until the map-wipe for this.

Domain: Doctor Doom has Latveria, Batman has Gotham. You have your own domain, represented by your Signature Color. The bigger your domain, the more resources you can draw upon, but the harder it is to defend.

Superpowers: Determined by Fluff/Origin Story.

Equipment: Determined by Fluff.

Followers: Determined by Fluff.

Renown: Starts at D-List

PREVIOUS 4CHAN THREAD AND OTHER THREADS HERE: https://warosu.org/tg/thread/39813420

R:48 / I:38 / P:2 [R] [G] [-]

Storm's End: A fantasy NB

You stand before your people. For all your life the power of the world, mana, has been chaotic and shifting in powerful storms. You have seen lands shift before your eyes and the flesh of your brothers warp into something horrifying to behold. Your people have been transported far from your homes and back an uncountable number of times. The storms grew weaker, however, and your people were able to settle, rediscover lost knowledge, and rebuild their lives. Your sages say that this may be a sign that the storms have settled for good. You decree to your people a new age, an age of wonder an possibility. What will you make of it?

Please see the google docs for the full rules:

https://docs.google.com/document/d/1KrceiHrugDhV9b3E8dsxsCEEcQ1s5x0RnrGGj52Q4fc/edit

Nation Sheet: If it is between {} that means you name it.

Name -

Fluff - (Feel out whatever you feel you need to. The more you give the more I have to work with.)

Color - (What color do you want to be on the map? Check to be sure it is different from the other players please.)

Snowflake - (What snowflake options are you taking?)

Techs - Farming, Herding, Stoneworking (Please put Iron, bronze, copper, or nothing and how many techs you start with.)

Research - (What is your current research)

Spells - (If you take the snowflake option please put how many spells you wish to start with.)

Units - 3x {Guards} [Free Upkeep] <In Capital>

Settlements - {Captial} [{Government Building}] (S: 5)

Wealth - 3

Influence - 3

Resources - (Depends on starting location)

Bonus - (Given based on fluff and snowflake options)

Starting location: Where do you want to be on the map?

You start with 3 resource villages. Please decide where they are and what you want them to produce. Mines and Quarries will be counted as the same thing where if an area has no ores it will produce stone. Mines and quarries must be put on hills or mountains unless you are an underground or underwater race.

Overall rules:

The rules will likely be bent or broken in some cases, and that is fine. I’m not perfect and I enjoy rule of cool scenarios.

While I will try to keep everything balanced I make no promises. I will do my best to give everything you try to do, within reason, to do something.

Use some logic. Bad decisions will not be saved by good rolls, unless they are crit successes, then the dice gods love you and hate me (as always). So giving your kids to the creepy guy in return for vague promises of something good will probably not work for you.

I am autistic about tech. This will not be avoided. To be able to research some things you will need to have another prerequisite tech, resource, or other such prerequisite. Such as for gunpowder you will need saltpeter, charcoal, and sulphur.

Bitching solves nothing.

Have fun. It is a game.

R:40 / I:4 / P:2 [R] [G] [-]

Pokémon Mystery Dungeon Hero Builder

This is going to be a Pokémon hero builder in which you guys play as Pokémon… obviously. There will be multiple quests with full-fledged stories to complete, yet one must treat carefully, as if you enter a dungeon unprepared you will die. You will start off with being assigned a partner, but more difficult threats will require whole teams to complete. Though the adventure guilds are, at least officially, altruistic organizations, many Pokémon adventure for the gold, the glory, or for the hell of it. Many do have lofty ideals though, and those are the ones who are the most beloved by the people, and only known to legend. The world is a dangerous place, the swarms of rabid or just malevolent Pokémon threaten to end the ways of those who wish for peace. Ancient evils are reawakening, and in the end, only the heroic adventurers will stand between civilization and ruin.

https://pastebin.com/DGFqnzWm

R:727 / I:112 / P:3 [R] [G] [-]

Enterra Refugee Fleet Builder

The Enterra Galaxy, home to hundreds of sentient races and even more worlds suitable for colonies, not counting asteroid belt, space stations, fuel stations, Starbases and more. Thirteen major Empires span the galaxy and dozens of other less important principalities and sovereignties exist in between them, used as proxy states, trading partners, strategic allies or more. Wars waged for the resources of a planet or two was commonplace, but in general despite the moments of war and strife, Enterra was peaceful.

That Changed a decade ago when first contact was made with not one, but two, trans galactic empires. The Domovoi Empire and Strelatyan Imperacy both coming from the opposite sides of one another. Both had seeded agents across the galaxy before hand and both had the same opinions of sovereignty of nations not their own. Namely that it did not exist and if the barbarian natives would not kneel to them, that they would beat them down into subservience instead. After both powers revealed themselves all hell broke loose across the galaxy as Ai projects were subverted, politicians bent to alien wills, and more. The major powers were broken from within and besieged by an enemy more numerous, prepared and technologically advanced from without. Thus began the decline of Enterra’s major player, and so too the decline of the lesser states.

Slowly even as the two powers fought rabidly against each other, the galaxy was worn down and beaten. People were forced to watch as planets, loved and nations were forced under the yoke of oppressive flesh shaping royalty or cold uncaring uploaded autocrats. Many nations still fought, but all knew that there was no future in it. After all the best the galaxy had to offer since the precursors was falling inexorably. So, the concept of Refugee fleets were introduced. Taking a colony ship, filling it with as many people as possible for a long journey and coupling it with a screening and support fleet. These cities in the stars would seek out a place away from the tyrannical outsiders, whether in this galaxy or abroad and rebuild the shattered societies and nations that managed to scrape them together. Obviously, this favored the industrial might of the larger nations as even though they were falling they had the might to create such fleets fully in the time allotted and vet the people in them. Other lesser nations instead banded together for similar effect.

You are one of such fleet, at the outskirts of the Galthor Empire, at one of their border worlds called Unity. This is one of the Galthorians last bastions, replete with two starbases, a shipyard, multiple refueling stations and many many defensive hangar and turrets defending the system. They do not expect it to last out the rest of the year. Enemy scouts are already hitting the system and war fleets cannot be too far behind. Besides the refugee fleets from other minor nations like yours, is the Galthorian Fifth defense fleet and the Galthorian fourth Refugee fleet. They Former holds itself to try and keep the lion’s share of the outsider’s forces from following, and the latter is just in station long enough to put the finishing touches on the last of the colony ships.

The plan so far is for you and the Fourth to travel from unity together far away, then split up to throw off pursuers. Until the Fourth can get underway you have time to get your affairs and fleet in order. The refineries are selling their immense stockpile of fuel at surplus if you do no have any on hand, or you can try to harvest it yourself or buy from another fleet member and the asteroids in the system contain a large amount of ore that can be harvested, and potentially sold to the Galthorian who need even more to finish their fleet. They would be more than happy to pay for that in tech or fuel or water. Speaking of water, there are plenty of ice filled asteroids that they encourage you to take advantage of. Regardless until they are ready you are stuck here so finish your preparations

>System name: Unity

>Allegiance: Galthorian empire

>Friendly

>Willing to trade water, fuel, tech

>System has metal, water, fuel available

>Has allied fleet presence.

Rules

https://pastebin.com/GBuHtR7q

R:668 / I:255 / P:3 [R] [G] [-]

The Stand at Dragon Bone Pass: Intermittent Updates Edition

he Glorious Empire, once proud and mighty, has fallen on hard times as of late. With much infighting at home and disillusion with Imperial rule in the frontier colonies, there is no strong sense of pride, and the people turn to their regional cultures more than the overarching sense of loyalty to the Emperor and the Capital of Eurdan that once existed, but is now long gone. Word grows in the East, of a powerful warlord rallying the once divided tribes of barbarians and beasts to his banner, smelling blood in the water and the decaying corpse of the empire flounders. All that stands between the Lands of the Empire and the wilds and their hordes of people (and otherwise) who see this bloated corpse as no more than a sack of loot needing a little convincing to spill its treasures, is the Fortress of Lavius’s Spite, built at the spot where the legendary 5th Emperor Lavius ąl Adûnius fought a battle with a mighty dragon for 12 days, and on the final day cast his opponent down from the mountaintop and smote him upon the mountainside, his fall creating the valley where the fortress now lie. Farad himself was not seen since that day, and the resulting succession crisis between his twenty sons is partly to blame for the state of the empire today. Regardless, the Garrison at the Spite, as it is commonly called, has been vastly reduced as generals eager to carve up their own sections of the empire have recalled men more loyal to their leader then the crown, with only a single legion of the original 6 that manned the fort remaining.

The Fortress itself is a massive stonework marvel of engineering, composed of a giant wall/gatehouse as the front of the valley with an additional fortress about half a league further behind at the other end of the valley. The Wall, cut from the stone of the mountain with foundations of dragon-bone deep beneath the earth, is 50 ft tall and deep enough that 10 men can walk abreast its length. Towers dot the fortifications at equal intervals and atop these towers stand mighty onagers, with ballista also dotting the walls in several places. Small barracks also exist in the wall itself, so that the men stationed there will not have to return to the rear fort every night. The Rear fortress itself is intimidating as well, a citadel with room for 20,000 men, walls thicker than some of the nearby hills, and several barracks for the Griffin Calvary famous in the empire, but only a paltry 15 of the beast remain. A nearby well in the mountains carries fresh water to the fort, and the valley behind has several small farms and a small village to keep the fort supplied with food during times when the ways from the empire are blocked, or when the fighting grows so fierce that supplies cannot be spared for a border fort.

R:6 / I:2 / P:3 [R] [G] [-]

Nimble's Resurrection

4000 years ago, humans dominated most of the continent. Their language spread so far and wide, it adopted the name common, and their people spread so thin, their culture absorbed aspects of all those they occupied. The Ancient Empire was not an entity most wanted to live under, and due to logistical restraints, revolts began appearing. More and more sprung up, faster than they could be quelled but they were no ordinary revolts of peasants. They were organized. The revolutionists saw a weakness that the Ancient Empire hadn't foreseen: magic. The Magic Rebellion remains an infamous, yet necessary event, even all these years later. It scarred the world and now coastal cities are far and few between. The civilizations that filled the vacuum the Ancient Empire left knew the paranoia that their neighbours held. Nobody wanted to be seen as the new oppressors for they knew how easily it would be to band against a common enemy. For 4000 years, the nations of the New Country have been at peace, the greatest threats being from dark and twisted monsters. That is why heroes are born: to bring balance to the universe, and once the forces of good tip the scales, villains are born to return them. So are you going to do what so many before you have failed to do, and tip the scales? Are you tipping them for good or for evil?

Lore Document:

https://docs.google.com/document/d/1Gck3VIOYUUoTeJXoEqmzKcX5tMhRuQHyCmLG1H4h6nE/edit?usp=sharing

Rules Pastebin:

https://pastebin.com/PB9P6P3C

2 actions per turn

d100 per action

Some things are easier to do than others, so there's no universal success rate. As a guideline, you may use this table

1 - crit fail

2-10 - something bad happens

10-35 - fail

36-90 - success

91-99 - great success

100 - crit success

R:105 / I:35 / P:3 [R] [G] [-]

Space Fleet Builder Preliminaries

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

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

The actual game will come with story soon.

R:58 / I:59 / P:3 [R] [G] [-]

Linnaeus 5: Species Builder

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

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

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

What awaits them is an unknowable but certainly grand future.

```Character Sheet:
```

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

Diet: (What the creature eats.)

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

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

Species Description: (Fluff.)

R:728 / I:239 / P:3 [R] [G] [-]

The Defense of Koronam, Thread 1

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

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

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

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

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

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

-Hold back the green tide.

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

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

```TEMPLATE:```

Organization Name:

Category (Imperial Guard, Adeptus Astartes, Adeptus Mechanics, etc.):

Sub-Category:

Troops (leave mostly empty, if you want specific kinds of troops please request them here, full troop numbers will be given) (Ex: As IG request that you have a detachment of armored vehicles/tanks support you, or artillery):

Lore (If you want your troops to be "special" in a sense, will be factored in as modifiers):

R:51 / I:20 / P:3 [R] [G] [-]

Dying Empire Builder

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

R:170 / I:28 / P:3 [R] [G] [-]

Colonists of Ascendancy

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

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

Character sheets:

Human-

Name:

Age:

Backstory:

—-

Damage: Healthy

Skills: Given by backstory

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

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

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

Bonus: Given by backstory

AI-

Name:

Description:

Backstory:

Damage: Undamaged

Skills: Given by backstory and Description

Inventory: You can have 1 suitcases in personal items. You may have more or less depending on Patron.

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

Upgrades: Given by backstory and description

Bonus: given by backstory and description

Da Rules:

Actions and turns-

Every turn is considered a standard day, 24 hours. You can take as many actions as you want with the DC to get a success being the number of actions taken times 10. It is assumed you eat, drink, and sleep or recharge. You can say you forgo sleep or rest to get -20 to the DC for all actions and this can make the DC lower than 0. You will get a -20 to all actions the next turn that increases by another 20 each turn you do not rest.

It is assumed you eat and drink 1 unit of food and water each turn, or consume 1 unit of power each turn. You can state that you forgo eating or drinking to reduce consumption but your thirst and hunger will increase. Long term forgoing of eating or drinking can lead to penalties.

Free actions can occur sometimes. These actions do not increase the DC for actions.

Skills:

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

- Fluff for your actions may help or hurt you.

- Good rolls will not save you from stupid actions.

R:36 / I:6 / P:3 [R] [G] [-]

Masters of the Black Caverns: A city based HB

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

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

People who have characters may now post.

Map: Red is Roma.

R:31 / I:21 / P:3 [R] [G] [-]

Backwater Colony Builder

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

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

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

How To Play:

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

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

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

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

Name:

Color:

Vehicle Type & Role:

Vehicle Motive Type:

Equipment Slots:

1[Fill]

2[Fill]

3[Fill]

Personal Skills:

1[Fill]

2[Fill]

Crew Skill:

1[Fill]

Fluff:

Name/Faction Name:

Color:

Compound Type:

Compound Role:

Personnel Type:

Personnel Skills:

1[Fill]

Equipment Slots:

1[Fill]

2[Fill]

3[Fill]

Personal Skills:

1[Fill]

Fluff:

Name:

Color:

Class:

Personal Skills:

1[Fill]

2[Fill]

Equipment Slots:

1[Fill]

2[Fill]

3[Fill]

Special Ability:

1[Fill]

Fluff:

R:195 / I:47 / P:3 [R] [G] [-]

Empires of Europa: War of the Gods Part Three

EMPIRES OF EUROPA: WAR OF THE GODS PART THREE:

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

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

New players please fill out the following sheet:

>Nation name:

(Self-explanatory, please pick something smart)

>Color:

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

>Fluff:

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

Do not fill out:

>Population:

10,000

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

>Food production:

11,000

(Number represents how many people are being fed with your current production levels, you can go above this but it will lead to hunger levels rising. Food production can be increased by building relevant buildings and researching food tech. Note that standing armies will consume twice the amount of food as normal)

>Population growth:

1%

(Add this percentage to your population every turn. Can be increased by researching relevant techs, such as medicine and so on. Having your hunger level at SURPLUS will double population growth)

>Hunger:

None (Affected by food production. Having your hunger level dip too low will cause people to start dying. Having a food production of 1.5 x your current population will cause you to enter SURPLUS)

>Territory:

1 (The amount of land you control)

>Outposts/towns/cities:

<insert name of capitol city here> (City) (you can only build outposts from scratch, they can be upgraded to towns and cities later. Affects population growth, also the more developed the city the stronger the passive defense will be. Also you can build one of any given building in a city, having more cities will allow you to build more of the same building. Outposts/towns/cities cannot be within two tiles of another city.)

>Happiness:

0 (Ranges from -10 to +10. A happiness of 8 or above will grant a +5 boost to all actions, whereas a happiness of -5 or lower will lead to reduced productivity. A happiness of -8 or below will lead to revolts, and a happiness of -10 will lead to a total coup and loss of control over your civilization, effectively meaning game over for you.)

>Technologies:

Bronzeworking, Very Basic Animal Husbandry, Very Basic Farming + since the game is fairly far in new players will receive extra techs, buildings, resources and other neat stuff.

>Buildings:

Player-named capitol building

(Buildings give a variety of bonuses, from extra food to extra troops recruited to extra defense and more. Only one of each building can be built per outpost/town/city and each building can only be upgraded once. Buildings must be built in outposts/towns/cities.)

>Standing Army:

None

>Resources:

(Determined by fluff, there are three types – food resources, luxury resources and industrial resources. Food resources increase food production, luxury resources increase happiness and industrial resources are used as materials for buildings, weapons, etc.)

>Magic:

(Given by the gods, typically gods will approach you once you meet certain thresholds and once you start worshipping one you can begin researching relevant magics using divine favor, you can only have one god at a time)

>Divine Favor:

N/A (haven’t discovered any gods yet)

OTHER RULES (PLEASE READ): https://pastebin.com/J1W2iq92

If there are any questions ask in discord.

R:29 / I:5 / P:3 [R] [G] [-]

White's Emergency Game 2 - Electric Boogaloo

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

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

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

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

The Ibi-Arami, located between their cousins to the North and South live lives of relative unimportance and peace, unimpressed by larger going ons in the world. To the very South the Arami lands lie. Plagued by continuous Pigmen attacks the fishermen have learned to fight the threat and turned their curse into a blessing, using Pigmen slaves to revitalize their economy and do their bidding. Still to the West hordes of Pigmen linger, somehow surviving in the inhospitable Pig's Bay their power is only growing.

What fate holds in store for these nations and their inhabitants remains to be seen. However things may not be quite as peaceful as they would seem.

R:38 / I:6 / P:3 [R] [G] [-]

Lords of the City, Preliminary voting and discussion.

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

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

There are a few things to vote on:

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

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

- Small river, not a major river.

- Hard to predict flooding that causes damage

- Easy to predict regular flooding

- Other.

2. Local Climate zone?

- Polar

- Temperate

- Sub-Tropical

- Tropical

3. Local geography.

- Hills

- Mountains

- Forrest

- Desert

- Plains

- Swamp/Marsh

- Other

Each person will also get 2 points to use towards a (stolen) list of plants and animals. There are different categories and these are rolled. One point spent on a category means the result is in the area but not currently being farmed or tamed, two points means it is being farmed or tamed. Dogs and cats are free and you will get some dice based on starting conditions. Categories are:

Grains, Pulses, Vegetables, Fruits, Tree/Treenut, Mushroom, Spices, Herbs, Oilseed, Small Animal, Large animal.

I will accept characters after voting and discussion for the culture, location, and fluff of the city is done. Just think of your characters Name, Role in the city, and Fluff.

R:36 / I:19 / P:3 [R] [G] [-]

Kingmaker Hero Builder

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

Character Sheet

>Name:

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

>Title: Leave blank for now

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

>Bonus: Blank

>Inventory: Blank

>Resources: Blank

>Property: Blank

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

Two Actions per turn you know the drill.

R:510 / I:189 / P:3 [R] [G] [-]

Empires of Europa: War of the Gods Part 2

EMPIRES OF EUROPA: WAR OF THE GODS PART 2:

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

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

New players please fill out the following sheet.

>Nation name:

(Self-explanatory, please pick something smart)

>Color:

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

>Fluff:

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

Do not fill out:

>Population:

10,000

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

>Food production:

11,000

(Number represents how many people are being fed with your current production levels, you can go above this but it will lead to hunger levels rising. Food production can be increased by building relevant buildings and researching food tech. Note that standing armies will consume twice the amount of food as normal)

>Population growth:

1%

(Add this percentage to your population every turn. Can be increased by researching relevant techs, such as medicine and so on. Having your hunger level at SURPLUS will double population growth)

>Hunger:

None (Affected by food production, can also be lowered as a result of bad rolls/critfails. Having your hunger level dip too low will cause people to start dying.)

>Territory:

1 (The amount of land you control)

>Outposts/towns/cities:

1 Capitol City (you can only build outposts from scratch, they can be upgraded to towns and cities later. Affects population growth, also the more developed the city the stronger the passive defense will be. Also you can build one of any given building in a city, having more cities will allow you to build more of the same building. Outposts/towns/cities cannot be within two tiles of another city.)

>Happiness:

0 (Ranges from -10 to +10. A happiness of 8 or above will grant a +5 boost to all actions, whereas a happiness of -5 or lower will lead to reduced productivity. A happiness of -8 or below will lead to revolts, and a happiness of -10 will lead to a coup and loss of control over your civilization, effectively meaning game over for you.)

>Technologies:

Bronzeworking, Very Basic Animal Husbandry, Very Basic Farming + since the game is fairly far in new players will receive extra techs, buildings, resources and other neat stuff.

>Buildings:

Player-named capitol building

>Standing Army:

None

>Resources:

(Determined by fluff, there are three types – food resources, luxury resources and industrial resources. Food resources increase food production, luxury resources increase happiness and industrial resources are used as materials for buildings, weapons, etc.)

>Magic:

(Given by the gods, typically gods will approach you once you meet certain thresholds and once you start worshipping one you can begin researching relevant magics using divine favor, you can only have one god at a time)

>Divine Favor:

N/A (haven’t discovered any gods yet)

R:21 / I:34 / P:4 [R] [G] [-]

Ecantus Nation Builder Thread 1: Placeholder Map Edition

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

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

To join, please fill out the following:

Nation Name:

Race:

Color:

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

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

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

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

R:29 / I:23 / P:4 [R] [G] [-]

The Young Prince’s Campaign Builder

The Young Prince’s Campaign Builder

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

—–

[Character Sheet]

Name:

Age:

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

Units: [Fill in from pastebin]

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

Stat Explanation:

[Causality Rate: 0 to 100%]

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

[Equipment -15 to +25]

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

[Morale -15 to +25]

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

[Experience -15 to +25]

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

[Special Modifiers:]

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

[2d100+Unit Modifiers+Terrain Modifier + Other Modifiers x Causality Rate = Combat Score]

[Unit Name]

[Unit Type:]

[Causality Rate: 0%]

[Equipment: -15]

[Morale: -15]

[Experience: -15]

[Special Modifiers:]

Decisive Victory: You take 5% of casualties and your enemy takes 60% casualties.

Major Victory: You take 10% of casualties and your enemy takes 45% casualties.

Victory: You take 12% of casualties and your enemy takes 35% casualties.

Marginal Victory: You take 15% of casualties and your enemy takes 25% casualties.

Stalemate: Both of you take 20% of casualties.

Marginal Loss: You take 25% of casualties and your enemy takes 15% casualties.

Loss: You take 35% of casualties and your enemy takes 12% casualties.

Major Loss: You take 45% of casualties and your enemy takes 10% casualties.

Decisive Loss: You take 60% of casualties and your enemy takes 5% casualties.

R:672 / I:157 / P:4 [R] [G] [-]

White's Emergency Game

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

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

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

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

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

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

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

>Name:

>Word of Power:

>Abilities:

>Other:

R:6 / I:0 / P:4 [R] [G] [-]

Lords of the City, preliminary voting and discussion.

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

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

There are a few things to vote on:

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

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

- Small river, not a major river.

- Hard to predict flooding that causes damage

- Easy to predict regular flooding

- Other.

2. Local Climate zone?

- Polar

- Temperate

- Sub-Tropical

- Tropical

3. Local geography.

- Hills

- Mountains

- Forrest

- Desert

- Plains

- Swamp/Marsh

- Other

I will accept characters after voting and discussion for the culture, location, and fluff of the city is done. Just think of your characters Name, Role in the city, and Fluff.

R:636 / I:151 / P:4 [R] [G] [-]

Fantasy Hero /d/ Builder

Hello, and welcome the Fantasy /d/ Herobuilder.

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

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

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

Don't fill this this:
>Health: Healthy
>Money: 5 Gold Coins
>Belongings: Clothes, Rucksack
>Level: 0
>Fame/Infamy: (You earn this in game)
>Skills:
>Equipment:
>Followers:

>Bonus: Based on fluff


>Location: (Pick one, but think about the consequences.I will likely elaborate on the nation you find yourself in if you choose one. I may override your location request based on your fluff)
R:709 / I:130 / P:4 [R] [G] [-]

The Empty Throne

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

Until suddenly, the Emperor died for unknown reasons.

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

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

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

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

—Fill—

>Lord's Name:

>Province's Name:

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

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

—Do not Fill Below—

>Currency: 5 Coins

>Industry: 1/Pop

>Science: 1/Pop

>Pop: 3 (10 Max)

>Food: 5

>Military: 2 Soldiers

>Buildings:

>Technology / Magic:

>Storage:

>Bonus:

Advisers only fill

>Lord's Name:

>Province's Name:

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

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

R:18 / I:15 / P:4 [R] [G] [-]

Battalion Builder: A Builder of Operational-Level Warfare [TEST]

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

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

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

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

Battalion Builder Rules:

https://pastebin.com/p7hBn3Gz

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

Planned features include:

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

-Warcrime and International Intervention Mechanics

R:74 / I:11 / P:4 [R] [G] [-]

Armaea Hero Builder

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

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

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

[Please fill out and roll 2d5.]

-Name:

-Race:

-Background:

R:125 / I:47 / P:4 [R] [G] [-]

Mecha Hero-Builder

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

R:75 / I:18 / P:4 [R] [G] [-]

Hyrule HB

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

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

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

To join, fill out the following:

Name:

Race:

Fluff:

- do not fill out below this line -

Hearts: ❤❤❤

Abilities:

Inventory:

Other:

These are the available races:

Human

Hylian

Deku

Zora

Goron

Kokiri

Korok

Minish

These are the available races under Ganon:

Moblin

Stalphos

Poe

Gerudo

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

R:185 / I:47 / P:4 [R] [G] [-]

CRISIS: Operation I [HAVEN]

CRISIS: Operation I [HAVEN]

A Mech Builder By: Crimson

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

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

>Fill Out The Following:

-Pilot Name:

-Pilot Age:

-Pilot Bio:

-Preferred Role: (Breaker, Guardian, Scout)

-Mech Name:

-Mech Size: (Small, Medium, Large)

Hangar Turns Remaining Before Operation: 3

-Roll 2d100 with 2 Actions Each Hangar Turn-

-Use these turns to prepare for missions.

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

-You may have your pilot train physically during Hangar Turns

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

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

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

R:111 / I:15 / P:4 [R] [G] [-]

Hidden Clans Builder

Hidden Clans Builder

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

You will need…

Clan Name: The name of your clan

Leader: This is your leader of said clan

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

Strength: Used for combat and assassinations

Agiity: Used for stealth and those crazy ninja jumps

Wits: Used for traps, illusions, etc

Mysticism: Used for ninjutsu, mystic seals, etc

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

Territory & Holdings:

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

Clan Trait:

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

Followers & Equipment:

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

PLAYING THE GAME

d10's on stats. The inverse of what you roll is what you get for koku (so if all of your stats are 6, you would get 4 koku per stat for a total of 20. If you had all 10's, you start with 0 koku.)

What you don't get in stats, you get in koku, the money of the setting. Koku is used to help trade, bribe, and buy followers, allies, equipment, holdings, etc. Every harvest season (every 4 turns) you gain 1 koku per territory you own. Completing missions for the Minamoto, Taira, Fujiwara, or Tachibana clans will also earn you koku.

If you want to train yourself, stats max out at 20 and 2 successes raises any 1 stat by 1. Other than that, go (relatively) crazy.

Missions - Taking missions is the easiest way to get capital. When going on a mission, each success on the mission earns 1 koku. Completing a mission nets you a bonus of 3 koku at the end. Harder missions require more successes, but missions should be your fastest way of getting koku.

Each turn roll 3d100. If you are using a an ability (for example Strength to fight a Samurai, Agility to sneak across a roof, or Wits to fool a kappa) you can add that ability onto the result of the roll.

Player Death - Dying isn't the end. You're free to continue with your clan, and just roll up a new character in the clan to take over the clan. You will lose a territory and its holdings.

Player versus Player - In the event you're trying to murderize one another, the metaphysical time of the world gets all scrunchy. You will continue to combat independent of turn order. If you wish to flee, you can do so with agility (to flee) versus agility (to chase). If the runner beast the chaser by a degree of 2 successes escape is possible.

1: Critical Failure (Triple Failure)

2-20: Shamefur Dispray! (Double Failure)

21-40: Failure (Single Failure)

41-50: Uncertainty (No result)

51-80: Victory (Single Success)

81-99: Great Victory (Double Success)

Natural 100: Critical Success (Quintuple Success)

Result = 100+: Overwhelming Success (Triple Success)

>Empty Profile for Copy Pasta

Clan Name:

Leader:

Color:

Strength:

Agiity:

Wits:

Mysticism:

Tenacity:

Koku:

Territory & Holdings:

Province Name (Number) [ ]

Clan Trait:

[Trait] fluff

Followers & Equipment:

[ ]

R:28 / I:17 / P:4 [R] [G] [-]

Warhammer 40k:Vigilance of the emperor

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

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

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

Who exactly are you and what is your chapter?

—————————————————————

Chaptermaster Name:

Current wounds: 25/25

Backstory:

Primarch:

—————————————————————

Name of Chapter:

Chapter backstory:

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

—————————————————————

Current Squad Roster

[ ]

[ ]

[ ]

[ ]

[ ]

—————————————————————

R:232 / I:94 / P:4 [R] [G] [-]

High fantasy overworld builder

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

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

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

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

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

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

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

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

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

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

How to win

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

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

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

R:109 / I:16 / P:4 [R] [G] [-]

Infernal Builder, a HB.

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

App:

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

Rank: Imp

Attributes:

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

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

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

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

Abilites: Magical abilities.

Skills: Need Mind 2

Weaknesses: None

Followers: None

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

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

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

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

Evolving: It takes an action to evolve as you find a safe place to focus. You can spend evo points on Attributes equal to the new rank squared (4 points for rank 2, 9 for rank 3). For abilities and traits it takes 1 point to choose a new ability or trait, or take a weakness and get 2 traits or abilities. You can also get a random ability or trait with a 30% chance to get a weakness and 70% chance to get a free upgrade as you let the stored energy run wild. Upgrades to traits and abilities increase their potency in different ways such as increasing damage or adding a bleed effect to claws. Upgrading a trait or ability costs 2 + the number of upgrades the trait/ability already has.

You get 10 evo points every time you reach the needed Essence. The Essence needed increases by 10 afterwards.

Your rank is an abstraction of how strong you are in the pecking order and is determined by how many times you reach the essence needed to gain evo points. When you reach Lord ranking you can begin claiming a domain.

Actions: You get 2 actions in and out of combat.

Nat 100: Crit

99-90:+3

89-70:+2

69-50:+1

49-30: Nothing

29-10: -1/Bad things

9-2: -2/Worse things

Nat 1: FUN

R:97 / I:58 / P:5 [R] [G] [-]

Generic Fantasy Nationbuilder

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

—-

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

Nation Name: [Name]

Race: [Decides a bonus]

Background: [Decides a bonus]

Location:

—-

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

—-

R:22 / I:7 / P:5 [R] [G] [-]

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

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

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

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

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

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

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

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

—- don’t fill this out —-

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

Reputation: - (This is how much people know about you on a scale of 1-10. 1 means that you’re a rumour and nobody’s sure you exist. 10 means that you’re a global house hold name. You can have multiple reputations by having multiple superhero/villain personas)

Power Points: 4 (You can gain more power points by being under immense stress. The more stressful events you undergo, the more desensitized to stress you become and you will need more stress to gain power points.)

Skills: (Things that you can do that aren’t superpowers)

Inventory: (Things of importance go here)

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

Roll 2d100 with every post once the stat post comes out.

Each action will have a different success rate and it also depends on your skills but as a basic guideline:

1 crit fail, 2-10 double fail 11-20 fail, 21-50 minor success, 51-90, success, 91-99 double success, 100 crit success

R:4 / I:4 / P:5 [R] [G] [-]

Welcome to a fantasy world, a HB

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

Character Sheet:

Name:

Backstory:

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

——Don't fill out—–

Health: Fine

Skills:

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

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

Bonus:

—–Rules—-

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

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

- Fluff for your actions may help or hurt you.

- Good rolls will not save you from stupid actions.

R:76 / I:52 / P:5 [R] [G] [-]

Noble Builder: Lords of the Realm

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

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

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

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

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

— The Rules —

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

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

— Optional Reading —

A History of Veld and its Neighbors

https://pastebin.com/1jGWJN4K

Ranks of Lordship

https://pastebin.com/na8kAt1D

Ranks of the Faith

https://pastebin.com/WpQwj7q9

Orders Militant

https://pastebin.com/WtxYQmwC

R:59 / I:9 / P:5 [R] [G] [-]

Warning: This is a Test Game

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

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

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

>Name:

-Age:

-Race:

-Lore:

R:58 / I:23 / P:5 [R] [G] [-]

Rubrem Mortis: An HB about "zombies"

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

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

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

R:95 / I:17 / P:5 [R] [G] [-]

Lost Valley 2. Part 1: Aftermath of an unknown war.

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

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

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

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

—————————————————————

Basic creation guidelines:

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

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

————————————————————–

Rules: https://pastebin.com/NL8bcsaJ

—————————————————————

Fill this out and you're good to go.

Nation Name:

Location:

Race:

Color:

Fluff:

R:60 / I:16 / P:5 [R] [G] [-]

Monster Survivor: A Post Apocalyptic HB

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

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

Monster app:

Base: What were you before being mutated.

Description: What do you look like?

Stats:

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

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

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

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

Abilites: Magical abilities. Base abilities are random.

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

Essence: 0/10

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

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

Hunger: 0/100 +1/turn How long it has been since you last ate. You get a penalty to all rolls equal to half this number rounded down, and at the cap you die.

Playing A monster: You are a being mutated by magical energy. You can mutate by gathering enough essence from other creatures. Animals give little, less than 1 essence, but humans give 1 essence or more, and other monsters give an amount proportional to the amount they have gathered. Once you reach the cap of essence you get 10 evo points and must spend a turn in a safe place to mutate. While mutating you can not fight and take twice the damage from attacks. To get to the next level of a base stat you must spend an amount equal to the current level squared (1 to level 2, 4 to level 3, 9 to level 4). Base Traits cost 1 point each but are weak, upgrading a trait costs the number of upgrades on a trait +1. Base abilities and upgrades cost the same amount but you may pay additional evo points to gain a choice between two or more base abilities. If you want to get an ability before you make the rest of the character just claim a spot and pm me.

Survivor sheet:

Name:

Fluff:

—- Don't fill in below this line—

Skills: What you are good at. You get these through fluff, training, and failing related actions (Without crit failing).

Inventory: What you have on you. I'll give you items based on fluff

Followers/Allies: None

Health: 10/10

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

Hunger: 0/168 +1/turn How long it has been since you last ate. You get a penalty to all rolls equal to half this number rounded down, and at the cap you die.

Bonus: Something special about you. Based on fluff.

Playing a survivor: Shit's fucked, no help seems to be coming and monsters are everywhere. Get yourself some supplies, weapons, and allies. Try not to die in this world, and maybe try to uncover some secrets of what happened. You can use an action to train a skill, getting you an increase to the skill equal to 1/10 of what you rolled. You also get 1/10 the difference between what you rolled and what you needed for a success for failing an action based on that skill.

Rules for both:

- Turns - Turns are equal to a third of the day, this means that there are morning turns, afternoon turns, and night turns in a sequence. Unless you state otherwise it is assumed that you sleep during the night turn. Sleeping during a turn means you take half the dice result you rolled, but don't take penalties for being tired later (-10 until you sleep, doubles each day you don't sleep). You can designate you sleep a different turn and can stay awake during the night turn without penalties. You can take as many actions as you want, being a d100 each, multiples of dice number*10 means more successes. So 2 dice 1 success is 20 and 2 is 40, below 1/2 the roll needed for a success is failure with penalties.

R:2 / I:1 / P:5 [R] [G] [-]

Grand Nation Builder. AKA Autism Builder

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

———————————————————-

name: (what your civilization goes by)

colour: (marks the map)

culture: (fluff)

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

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

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

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

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

hunger: (food + economy - population) 6

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

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

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

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

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

army: (the amount of dice you roll for land combat. Can't be higher than 50% of pop) 1

army strength: (the bonus from your highest army tech. The type of dice you roll for combat) d1

army speed: (the distance your armies can travel in one turn when not travelling along a feature that boosts or hinders movement speed) 100

army expenditure: (the cost of maintaining your current army) 1

navy: (the amount of dice you roll for naval combat. Can't be higher than 50% of pop)

navy strength: (the bonus from the highest naval tech. The type of dice you roll for combat)

navy speed: (the distance your navies can travel in one turn when not travelling along a feature that boosts or hinders movement speed)

navy expenditure: (the cost of maintaining your current navy)

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

resources: (three types, Food, Luxury, Industrial) [one of each type to be determined by fluff and starting position]

taxes: (increasing taxes can lead to unhappiness. Decreasing taxes can lead to happiness) 10

trade power: (amount of resources + players passively trading with)

expenditure: (cost of military + public works - taxes) -9

economy: (economy of previous turn - expenditure + trade power) 10

traded resources: (requires you to be passively trading with a player who owns the traded resources. Can increase food, happiness, and building materials)

passive trading: (a list of other players you are passively trading with)

———————————————————-

R:77 / I:25 / P:5 [R] [G] [-]

Clarent Burns Redux

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. This lead the Seventh into a most cunning and devastating trap. First once the Seventh and run pasts most of it's stationary wards and defenses a grand banishing happened. Undead were burned to ash or sent fleeing away at best speed for hours into ensorcelled night that was receding away. Demons of Grond simply were returned home, with great force, bound to their Hell until re-summoned. The Seventh reeled as more than a fifth of it's power was stripped away, then the enemy started fighting back in earnest. The formerly utterly defeated army wheeled about and stood it's ground, even as cavalry hidden from the sight of divination hit the flanks like a falling hammer. Angels summoned or perhaps just forcing their way into the material for Justice fell upon the beleaguered Imperial army. Spell, stones and siege ammunitions fell upon them as well. killing scores or more a strike. Heroes fought the remaining leadership, catching them flat footed and killing most. What was to be the day of the seventh's victory in Clarent instead marked the turning point of the war.

Shortly after this massive loss, the ailing kingdom revolted against their betters all over, throwing down imperial banners and slaughtering those who had aided them. Raiders and reavers were hunted down and executed. Cities and town retaken, all excepting Karagan. Their the shattered remains of the Seventh rallied and called the Council for support. But no support would come. The Empire has too many conflcits across the world to waste another Army on Clarent. The Seventh WOULD take Clarent, and do so without support of another Imperial Army. This specific wording gave carte blanche for hiring mercenaries and attracting the personal forces of various lords, ladies, and others as well as seeking allies with Clarent's neighbors. This was followed by a small trickle of forces released into the Seventh and promotions for many survivors.

You are one such officer, loyal to one of the Five, you seek to make you fame and fortune in the ruins of this war at Clarent's expense. Be brutal, be cunning, be unpredictable, because Clarent is rebuilding their ruined land to wipe you off the face of the map, and they will not be your only problem…

R:25 / I:2 / P:5 [R] [G] [-]

Blackwater prison-REDUX

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

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

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

But who exactly are you?

Name:

Age:

Backstory

DO NOT FILL

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

———————————————–

Race:

Bonus:

Equipment:

R:130 / I:35 / P:5 [R] [G] [-]

Halfling Settler Builder

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

Now who is your intrepid halfing settler?

Name:

Age:

History:

Favourite Food:

R:594 / I:165 / P:5 [R] [G] [-]

What a Fantastical Age (of Sail) Builder

What a Fantastical Age (of Sail) Builder

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

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

this new world.

Colony Types [Shamelessly ripped from Grand_Architect]:

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

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

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

>Nation Stats

Start Position:

Name:

Country of Origin:

*Country Fluff:

Nation Fluff:

Nation Type:

>Hero Stat Sheet

Starting Position:

Name:

Country of Origin:

Profession:

Fluff:

Dice are 4d100 for all

R:700 / I:125 / P:5 [R] [G] [-]

Throne for the Empire

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

"Welcome, Lord/Lady of …..

>Lord's Name:

>Fluff:

>Skill:

>Heir/Heiress: [Fill according to fluff]

>Bonus:

>Kingdom's Name:

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

>Fluff: (Fantasy Races are allowed)

>Population:

>Military:

>Buildings:

>Technology:

>Magic:

>Bonus:

, the summoning will start momentarily."

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

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

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

R:123 / I:34 / P:5 [R] [G] [-]

Planar Empires: A NB

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

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

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

Name:

Fluff:

Race:

Plane Name:

Plane Fluff:

Color:

—-Don't fill in———-

Planes:

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

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

Happiness: 3

Special resources:

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

Heroes:

Control:

Resources: 10 +3/turn

Special Resources:

Technology/Magic: Primative Planar portals

Bonus:

R:480 / I:159 / P:6 [R] [G] [-]

Empires of Europa: War of the Gods

EMPIRES OF EUROPA: WAR OF THE GODS

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

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

>Nation name:

(Self-explanatory, please pick something smart)

>Color:

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

>Fluff:

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

Do not fill out:

>Population:

10,000

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

>Food production:

11,000

(Number represents how many people are being fed with your current production levels, you can go above this but it will lead to hunger levels rising. Food production can be increased by building relevant buildings and researching food tech. Note that standing armies will consume twice the amount of food as normal)

>Population growth:

1%

(Add this percentage to your population every turn. Can be increased by researching relevant techs, such as medicine and so on. Having your hunger level at SURPLUS will double population growth)

>Hunger:

None (Affected by food production, can also be lowered as a result of bad rolls/critfails. Having your hunger level dip too low will cause people to start dying.)

>Territory:

1 (The amount of land you control)

>Outposts/towns/cities:

1 Capitol City (you can only build outposts from scratch, they can be upgraded to towns and cities later. Affects population growth, also the more developed the city the stronger the passive defense will be. Also you can build one of any given building in a city, having more cities will allow you to build more of the same building. Outposts/towns/cities cannot be within two tiles of another city.)

>Happiness:

0 (Ranges from -10 to +10. A happiness of 8 or above will grant a slight boost to productivity, whereas a happiness of -5 or lower will lead to reduced productivity. A happiness of -8 or below will lead to revolts, and a happiness of -10 will lead to a coup and loss of control over your civilization, effectively meaning game over for you.)

>Technologies:

Bronzeworking, Basic Animal Husbandry, Basic Farming + two other techs determined by fluff

>Buildings:

Player-named capitol building

>Standing Army:

None

>Resources:

(Determined by fluff, there are three types – food resourc)

>Magic:

(Given by the gods, typically gods will approach you once you meet certain thresholds and once you start worshipping one you can begin researching relevant magics using divine favor, you can only have one god at a time)

>Divine Favor:

N/A (haven’t discovered any gods yet)

R:76 / I:14 / P:6 [R] [G] [-]

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

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

Planet Name: B - 394

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

Food: 12000 (+0)

Water: NA (+3000)

Player Sheet:

Character Name:

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

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

R:378 / I:87 / P:6 [R] [G] [-]

Shattered earth NationBuilder

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

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

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

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

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

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

you each turn roll 4d100 for actions.

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

Nation stats:

Fill in:

Nation name:

Race name:

Racial traits:

Color:

fluff:

Do not fill:

Bonuses:

Magics:

Technologies:

Territories: 1 (Territory "number")

Resources:

Projects:

Armies: 1 Militia (on territory "home number"

R:17 / I:9 / P:6 [R] [G] [-]

Apocalypse Academy: Redux

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)

to be filled in by GM:

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

Powers/Enhancements:

Reputation:

Equipment & Things: [Personal Quarters - Spartan]

Bonuses/Eccentricities:

—————————————————————-

Archetypes:

Magical Girl/Boy - Often created by holy (more often unholy) pacts or deals, Magical Girls and Boys are one of the most powerful assets known to exist in Humanity's arsenal. That said, they are also known to be one of the most volatile item in the arsenal, as well. They are often the subject of abuse by their Academy peers due to their magical transformations being locked in around early puberty. And the odd lack of undergarments. Seriously, laws get complicated when magical girls and perverts mix. Magical Girls/Boys are also unable to utilize technological upgrades, including Techno Link systems, leading to them being held with some level of mistrust by peers that often learn to both rely upon and require the link to survive in combat.

Techno Magician - Not all of humanity's magic users are able to harness magic as naturally as magical girls/boys. Ancient rituals taking hours have given way to technology in some cases, allowing a mix of programming and magical ability to cast prepared magics. Unfortunately, the complexity of this method has led to an unhealthy caste system. Class 1 magicians are considered superior and often possess a stronger innate magical strength. Class 2 magicians are considered weaker and generally inferior, though a number of highly valuable 'Engineer' magicians specialized in tweaking and outright inventing improvements for the caster assisting devices are classified under Class 2.

Techno-Enhanced - The broadest category, covering an almost endless combination of technology and the odd touch of magic. Almost universally specialized in melee and with healing abilities that can often grow to enable, in the words of a respected scholar, "holy shit how did you survive losing that many limbs?". Some techno-enhanced are known to be able to use abilities similar to the foes we fight, creating weapons from nothing and demonstrating near-magical abilities. Others are purely human works of technology bordering upon horrors or crimes against humanity.

Mystic Martial - For when you just HAVE to kick the other team's ass at football. Or some crazy guy sold you a pamphlet for Buddah Palm. Can occasionally utilize link technology. Or you're a ninja. Many classes can learn Mystic Martial abilities, though the reverse is not always true.

Emotionally Abused Youngster - Often have issues. Often pilot biological horrors disguised as robots. Skin-tight pilot suits required.

Badass Normal - Watch out, we've got a badass over here. Some people are just born into war, badassery, or both. Normals completely incompatible with the magic or technologies of other archetypes. Rarely, these types will pilot mecha.

R:70 / I:13 / P:6 [R] [G] [-]

Gang Builder: New Moirai Thread #2

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 –

R:9 / I:2 / P:6 [R] [G] [-]

Black Water Prison-A HB

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:

R:130 / I:22 / P:6 [R] [G] [-]

Rise from the ashes or scatter to the Wind...

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:

R:9 / I:0 / P:6 [R] [G] [-]

Hell Builder (Infernal Gates) #2 - Thread 2

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)

R:206 / I:50 / P:6 [R] [G] [-]

Infernal Gates #2

> 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 +40 Slave growth. Attackers take 50% fortification penalty on this tile. Enemy raids will not take your fortress tiles into account for stealing resources.

Portal Tiles: Only 2 in the game. +0 Obsidian and +0 Population growth. If you have 10,000 slaves you can sacrifice them to open the portal and rise to the overworld - THIS IS HOW YOU WIN THE GAME The portal will be destroyed after you exit.

R:72 / I:44 / P:6 [R] [G] [-]

Middle eastern nation builder

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.

R:52 / I:12 / P:6 [R] [G] [-]

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)

Superhero Identity: (Usually given to you by the media, police, or criminal organizations. You can influence this however)

Reputation:

Skills:

Inventory:

Side-kicks and Henchmen:

document for superpowers

https://docs.google.com/spreadsheets/d/1M5xJsEOKR8Y0mS0NJmuNMU7VFFK84RhWL7FgjPc9Z3Y/edit?usp=sharing

R:193 / I:37 / P:6 [R] [G] [-]

In Victory and Defeat (2)

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 is nowhere near the respect you actually deserve this is an improvement. If you continue to consolidate your family and unite your efforts you could even find yourself receiving a catchy nickname.

>Should you intend to not receive updates for a month or two you can sign up here:

(The Family's name is currently "Nation" obviously this is just a placeholder and can be changed if you can agree on a new name)

Name: [Your Name] Nation (the clue is all players are members of the same family)

Fluff: [Tell us a bit about your character, what is he/she good at? Where lie his/her flaws?]

Inventory: [Do not fill this out] (One Family Heirloom of your Choice)

Skills: [Do not fill this out]

Flaws: [Do not fill this out]

Bonuses: [Do not fill this out]

Two actions per turn.

R:359 / I:72 / P:6 [R] [G] [-]

Space Opera Herobuilder

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)

Armor and/or Shields: (Based on fluff and ship type)

Bonuses: (Based on Fluff)

Flaws: (Based on Fluff)

Join the IRC: http://client00.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net

I will field questions through there, so as to not clog up the thread

old threads here: http://archive.4plebs.org/tg/search/subject/Space%20Opera%20HeroBuilder/

R:45 / I:16 / P:6 [R] [G] [-]

Infernal Gates

> 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 population growth. Attackers take 50% fortification penalty on this tile.

Portal Tiles: Only 2 in the game. +0 Obsidian and +0 Population growth. If you have 10,000 slaves you can sacrifice them to open the portal and rise to the overworld - THIS IS HOW YOU WIN THE GAME The portal will be destroyed after you exit.

R:28 / I:7 / P:6 [R] [G] [-]

Paranoia Builder

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 to your home, can weigh you at the door mat and will provide you with lifestyle suggestions. They will provide you with dietary suggestions if you are either under or overweight and will edit shopping lists to create a healthier populace and to create a less congested health care system. It will also monitor your activities.

Hoverboards have been invented but only the upper class can afford them for their children. A new, compact battery powers an air compressor which directs air out of tiny nozzles surrounding the deck of the board. A pressure plate at the rear of the board means that the board stops hovering once the user steps off. While stacks can still be very dangerous and painful; the biggest danger that riders face is on a high powered board that uses enough air pressure to tear skin that passes underneath it. Most boards only hover a few inches in the air.

Personal quadcopters have replaced cars for the rich. The upper class use the quadcopters much the same way anyone else would use a car except it provides greater protection from carjackers in the less savoury areas of the city and also prevents them from being stuck in traffic jams.

Police drones monitor the streets and can fly over obsticles. They are also small enough to fit in tight spaces and so are often used to pursue criminals. They come equiped with profile recognition cameras and tasers

Police Suits are light exoskeletons that protect the police. They are only used during raids and when a suspect is armed and dangerous.

The Civilian Liberation Army (CivLibs) consists mostly of the youth of the quickly dissapearing middle class. They realised that if things continue going as they are, the middle class will soon be extinct, leaving them in a state of poverty and facing homelessness while the rich get richer. They're protests take form mostly through vandalism but occassionally, they coordinate small scale terror attacks.

This game is rules light and focuses mostly on story telling aspects.

Character Name:

Age:

Sex:

Fluff:

—- Don't fill out the following —-

Health: 10/10

Skills:

Inventory:

Companions:

Bonuses:

R:96 / I:17 / P:7 [R] [G] [-]

Scruffy's Frostpunk HB

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.

R:110 / I:21 / P:7 [R] [G] [-]

Another HistoryOP Hero builder: Oasis builder

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:

Possessions:

-Equipment:

Companions:

R:2 / I:3 / P:7 [R] [G] [-]

Alt History Test 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

R:112 / I:20 / P:7 [R] [G] [-]

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 much your people arn't rioting and trying to start a revolution. 50 is indifference. 35 is protesting. 25 is riots. 15 and lower and you are fighting revolutionaries unless there are extraordinary circumstances.)

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: None (What you know how to build and make. Stuff like coilguns and ceramic armor. Due to the collapse quite a bit of data became harder to reach but not impossible, but you will generally start with either no or a few techs based on your backstory. Don't worry though as you can easily try to scrounge through old factories, military sites, wrecks, and non-burned libraries and servers to look for info.)

Projects: None (You don't need to worry about the small things like building hospitals, but you do need to fund them. Generally these are initiatives such as building health centers in all your cities, increasing police protection, building more roads or rail lines, or building large ports and air ports.)

Other Assets: None (Special buildings, boats, wonders and other such nice things. Because when you are king of the Caribbean why not have a private cruise liner?)

Ongoing research: None (Every turn there will be a certain amount of breakthroughs in research from scientists around the world. Some are of interest to you. These will be displayed for all to see, unless there are special circumstances. All players may bid on these and the highest bidder wins the research. This will take a few turns to complete. Without building projects you may only have two ongoing research. As well they increase by 2/turn with unclaimed tech only increasing by 1/turn.)

Laws: (Mainly fluff. These are the laws outside of the normal murder, theft, ect. as well as unusual punishments outside of the western norms. Free to declare laws. They may affect other stuff such as projects, recruitment, approval, or funds.)

Da rures:

Combat - combat is initiated by attackers sending out a force or forces to specific locations. Defender then decides what forces defend that those locations. Troop movement is free and you can pm me on discord who is going where. Both sides then PM me battle strategies and their order of troops. Both sides roll a d10 for each unit in order, opposed by the units in the same order. The side with more troops have them loop back up to the top. Terrain and sometimes strategy can give units bonuses. Weapons tech gives bonuses to troops, armor tech imposes penalties to enemies. Some armor might not work well against certain weapon types. Type advantages, such as anti-tank or anti-air, give massive bonuses against those types.

R:240 / I:22 / P:7 [R] [G] [-]

Space colony survival

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.

C. Barren planet.

D. Volcanic planet.

E. Oceanic planet.

F. Desert planet.

All of these planets ARE possible to have a colony on and have different advantages and disadvantages. if there is life on them is unknown.

2. the arks had slightly different focuses to try to get atleast one to survive. what was the focus of this one?

A. Military.

B. Genetics.

C. Industry.

D. Botaniy.

E. Zoology.

F. Academia.

3. Who is captain?

4. Who is Head of security?

5. Who is chief engineer?

Character:

Name:

Fluff:

Skills:

Bonus:

Inventory:

Status:

Other:

Each turn you roll 2d100 for actions and if you have 1 of the superior positions you can roll a 3rd d100 to do an action in that area.

the success scale is 50+ success with potentially MASSIVE bonuses and penalties to the action. The goal is to make it a somewhat realistic simulation of the success rate of a person with your training and abilities.

for example a person shooting a rifle at 30 meters range with a little bit of trainig at a target would get +-0. while someone with NO TRAINING at all would probably get something like -30 or 40.

Think through your actions. Interact with eachother and be reasonable. Nobody wants to die because nobody wanted to repair the air-scrubbers.

R:9 / I:4 / P:7 [R] [G] [-]

ICE AGE 4 REAL THIS TIME GUISE

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:

R:248 / I:51 / P:7 [R] [G] [-]

Dwarf Fortress: The Builder

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)

Wisdom (Helps with simple actions and survival skills)

Innovation (Helps with learning new things)

Willpower (Helps with retaining focus, staving off insanity, resisting mental syndromes, etc.)

Charisma (Helps with social interactions with NPCs)

HEALTH: 10 (+Fortitude stat)

SKILLS: (A list of skills you have picked up along the way, such as mining, fishing, etc. Some basic skills are given based on fluff)

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: (Any special items you may hold)

COINS: 100

BONUS: (Dependent on fluff)

PROPOSED NAME OF FORTRESS (include this in your initial post ONLY, if no consensus is reached I’ll just roll for it. We can argue over where we want to be on the map on Discord too.)

You will have a stat block for the fortress as a whole as well, which will be posted after the game begins.

Stat Rolling: To determine stats, roll 8d5 twice. The first 8d5 represents your physical stats and the second 8d5 represents your mental stats. Take the total of each roll and that’s how much points you have to spend on the respective stat block.

ROLL CHART:

1: FUN!

2-5: Hard Fail – Not only did you fuck up but now something bad will happen.

11-20: Fail – You fail to do the action, but nothing bad comes of it.

31-40: Tattered – You succeed, but only a little.

41-60: Fine – You succeed, but not remarkably so.

60-75: Superior – You’ve achieved better than average results.

76-94: Exceptional – You’ve done some damn fine work.

95-99: Masterwork – Half of progress on projects is completed, if over half then it’s completed

100: Strange Mood – Progress is automatically completed and something very good happens, such as making a legendary artifact

If a roll is unfeasible, as in there’s simply no way it could be done under the present circumstances, it won’t succeed, even on a 100, though no negative side effects will occur either unless the roll was 1-5.

Each turn equals one week (see http://dwarffortresswiki.org/index.php/DF2014:Calendar)

And remember, losing is FUN!

R:242 / I:15 / P:7 [R] [G] [-]

Ascendency, a game of life

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.

R:157 / I:21 / P:7 [R] [G] [-]

Attrition: A game of wars

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.

R:434 / I:59 / P:7 [R] [G] [-]

Blood Money

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.

R:86 / I:22 / P:7 [R] [G] [-]

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:

[Turn Rules]

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

R:16 / I:3 / P:7 [R] [G] [-]

"Dirty Sci-Fi"

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.

R:148 / I:30 / P:7 [R] [G] [-]

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.

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

NPC nations are a thing and can be determined from players due to their stripes.

At any point, a player may come in and take over from an NPC

Only Humans

R:39 / I:22 / P:7 [R] [G] [-]

Clarent Burns: Warlord Builder

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. This lead the Seventh into a most cunning and devastating trap. First once the Seventh and run pasts most of it's stationary wards and defenses a grand banishing happened. Undead were burned to ash or sent fleeing away at best speed for hours into ensorcelled night that was receding away. Demons of Grond simply were returned home, with great force, bound to their Hell until re-summoned. The Seventh reeled as more than a fifth of it's power was stripped away, then the enemy started fighting back in earnest. The formerly utterly defeated army wheeled about and stood it's ground, even as cavalry hidden from the sight of divination hit the flanks like a falling hammer. Angels summoned or perhaps just forcing their way into the material for Justice fell upon the beleaguered Imperial army. Spell, stones and siege ammunitions fell upon them as well. killing scores or more a strike. Heroes fought the remaining leadership, catching them flat footed and killing most. What was to be the day of the seventh's victory in Clarent instead marked the turning point of the war.

Shortly after this massive loss, the ailing kingdom revolted against their betters all over, throwing down imperial banners and slaughtering those who had aided them. Raiders and reavers were hunted down and executed. Cities and town retaken, all excepting Karagan. Their the shattered remains of the Seventh rallied and called the Council for support. But no support would come. The Empire has too many conflcits across the world to waste another Army on Clarent. The Seventh WOULD take Clarent, and do so without support of another Imperial Army. This specific wording gave carte blanche for hiring mercenaries and attracting the personal forces of various lords, ladies, and others as well as seeking allies with Clarent's neighbors. This was followed by a small trickle of forces released into the Seventh and promotions for many survivors.

You are one such officer, loyal to one of the Five, you seek to make you fame and fortune in the ruins of this war at Clarent's expense. Be brutal, be cunning, be unpredictable, because Clarent is rebuilding their ruined land to wipe you off the face of the map, and they will not be your only problem…

R:118 / I:16 / P:7 [R] [G] [-]

Guild builder - Race preparations

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)

R:49 / I:8 / P:8 [R] [G] [-]

Torchbearers: Superhuman's of the Earth

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.

R:47 / I:17 / P:8 [R] [G] [-]

After Eternity

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 incredibly rare however they do exist. Many waste their lives searching for them.

Hellfire does not damage you while you are in it however monsters are far more common in these lands

[Alignment]

Angelic: Angelic races have been altered from holy power. They recieve a +1 charisma bonus to other angelic beings and humans

Demonic: Demonic races have been altered from unholy power. They are often covered in blemishes and boils. They recieve a +1 charisma bonus to other demonic beings and monsters

[Races]

Human: Also known as the uncorrupted, they are possibly the most common race. They do not have an alignment or racial bonus.

Elves: The most common race after humans. They have lankier frames and sharper features. +5 to magic rolls, -1 to Strength

Brutes: Demonic Brutes are also known as Orcs. They have a bigger, sturdier frame however their minds have been effected by the corrupting power. +1 Strength, +1 Constitution, -1 Intelligence, -1 Charisma

Dwarves: The least common race, Dwarves are short and stout with heavy builds. They can take a hit from strong blows and recover quicker than most. +1 Constitution, +5 Health, -2 Agility, -1 Charisma

You have 2 action a turn, each action is 1 hour

1: Crit fail

2-15: Double fail

16-30: Fail

30-60: Success

61-90: Double success

91-99: Triple success

100: Crit success

R:213 / I:67 / P:8 [R] [G] [-]

Man has spread from one edge of the world to the other, conquering the beasts that once roamed the lands. The people of Suiwith have settled into a city with farmlands and housing that spans across their river but you feel it could be something that could be improved upon. Using their civilization as a basis, you have taken your clan to create something much more.

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 are a thing and 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 exist.

At any point, a player may come in and take over from an NPC

Nation Name:

Colour:

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

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

R:7 / I:1 / P:8 [R] [G] [-]

Just remember

Selu loves you all

R:327 / I:15 / P:8 [R] [G] [-]

Space: War never changes

This is a game in which nations compete in space.

While there is no specific back story, there is a very general win condition; control all systems in the game.

That is not exactly a specifically implied goal and point of the game, but if that "win" condition happens, we will either retire the galaxy and move to another galaxy to start a new chapter of the game (with new nations), or, end the game and restart in the same galaxy with fresh nations, or, finally, end the game and cease play.

the pastebin; not set to expire, contains rules and system data, but may be subject to revision, fiat, or removal over time as play progresses (if things turn out to be clunky or simply don't work).

https://pastebin.com/YhKmPx2V

All other games I am the GM of are still ongoing and still alive.

R:751 / I:78 / P:8 [R] [G] [-]

Attrition: A game of wars

The pastebin contains all system details.

http://pastebin.com/gbXkz5Gd

This is the country sheet, it will be the main sheet used for domestic and military decisions, the front line sheet is only used during active front-line battle.

Faction: [a listed faction’s name]

Country: [a listed Country’s name]

Draft reserve: [a number] - gains some each X turns

Population: [a number] - health, if it falls to 0 you’ve lost

Tax reserve: [a number] - spend as money

Fieldable Divisions: [A number of soldiers] - replenish this with the draft reserve

Current leader: [name of current leader]

Leader’s fluff: [fluff, no more than 3 paragraphs please, explain how they became leader and what their personal background is like]

Nation’s Fluff [Fluff, no more than 3 paragraphs please, geographic location & languages = the same as the real country on earth, but history is not, and can be fluffed how you like within reason]

Popular mood: [a word, ranging from “abysmal” (worst) to “celestial” (best)]

Airforce, if any: [a number, this is a number of flying divisions, not individual vehicles]

Navy, if any: [A number, this is a number of ship divisions, not individual ships]

Army’s mood: [ranging from abysmal to celestial, if this gets to low desertion and defection set in]

Domestic level: [a number]

War room level: [a number]

Front line level: [a number]

You'll also need a secure trip, a color and either 1 (smallest countries), 2, 3, 4, or 5 (largest countries in the world) races that make up your population, as listed in each faction's racial make up.

The current date is Dec. 31st, 1913, and this is an alternate history, so you are writing the background history when you write the leader and countries fluff, subject to my approval.

Where you see [a number] I'll give you a number when I approve your fluff.

Select only countries and factions from within the pastebin, if you please.

And finally, this is a dice of luck using game, meaning a single random player will be taking 3 actions and rolling 4 dice each round, that random player selected by me each turn, and never the same player twice in a row.

Picture is the world map. Conquering the entire world is possible, and countries not listed in the pastebin can become involved, but only do so as npcs and only do so as a response to direct actions against them.

R:151 / I:50 / P:8 [R] [G] [-]

Reforged World (PMC/Political Builder)

2077 came about quietly. There were no serious elections during the 2076, no upsets, no expansions of collapse zones. The world appears to have finally struggled out of the shackles of the Second American Depression in 2024. The rise of the Union from the United Canadian-American States seems to indicate that, with its GDP and development shooting up at a rapid pace.

As ASEAN grows stronger and insulated, the Novorussians try to find a place between China and the powerful Eurostate, and SADTO attracts the megacorporations of the world to consolidate and expand their ever-increasing international power, the world seems ripe to be restructured. Five great powers vy for control, backed by structures and strength that no one's quite certain of. Anyone could make this his world, and in the end, it will belong to the best, the most cunning, and the strongest. You're someone with a sharp mind, strong hand, and nothing to lose. This world is yours.

See http://pastebin.com/YgJyrLUB for a guide to the rules and stablock information.

INDIVIDUAL statblock: (Everyone has to fill out this.)

[Name]:

[Gender]:

[Nationality]: Formatted as Birthplace/Current National Allegiance. If none, put 'Independent' or 'Unaligned'.

[Ethnicity]: Optional but kinda helps. Format as Race/Nationality. I.E. Caucasian/Ukrainian or Latino/Brazilian

[Color]: [Fluff]:

(DO NOT FILL OUT BELOW THIS LINE)

[Strengths]:

[Inventory]:

[Followers]:

[Contacts]:

ORGANIZATION statblock: (If your hero and individual owns an organization - such as a PMC, a branch of government, or another relevant, powerful group - fill out this stablock as well. Whether you wish to focus on the individual or the organization run is entirely up to you.)

[Name]:

[Head]:

[Allegiance]:

[Fluff]:

(DO NOT FILL OUT BELOW THIS LINE)

[Liquid Assets]:

[Hard Assets]:

[Manpower]:

[Military Force]:

R:29 / I:8 / P:8 [R] [G] [-]

Red Planet: A Near Future Sci-Fi NB

Welcome to Mars, your new home. You look from the billboard near the landing platform, the family before shining city background showing a stark contrast to what you know is to come in the lawless wastelands of mars. You are forced off of Platform 1, floating in the middle of the Hellas sea, shortly after and sent to land via boat. The reasons you came to the planet, what you plan to do here, and what you carried with you; those are all your own. The rest you best be prepared to work or kill for, for the deserts of Mars are dangerous and the cities are usually no better. So, who are you?

Fill in:

Name:

Age:

Sex:

Background: (While robots exist they are not advanced enough for you to play one. Cybernetics are also primitive and limited to prosthetic so you can't go full cyborg yet)

— Don't fill in —-

Inventory: 200 Credits, 3 changes of clothing, 5 dehydrated ration packs (daily nutrients), and 1 water bottle with filter

Skills: (From 1-5, give a bonus of 10x level to an action. Takes 4,8,12,16,20 progress to get to each level.)

Followers: (Who follows you.)

Property: (What you own, land, cars, and the like)

Faction: (Any factions you belong to, city states, clans, companies)

Bonus: (Given based on bonus)

Roll chart:

100: Crit success

99-90: 3x success

89-80: 2x success

79-41: Success

40-6: Fail

5-2: Amazing fail (not as bad as crit, but more amusing for me)

1: Crit fail

History:

May 2031 - The first prototype artificial magnetosphere projector is developed

Feb 2032 - The projector is placed in orbit, mars is protected in the magnetotail.

2045 - Mars's atmosphere reaches a new equilibrium, liquid water has settled to form new seas and oceans.

April 2046 - Mars is seeded with plants and animals. The first human colony is established.

Aug 2046 - The colony race for mars begins.

May 2048 - Platform 1 is built by Space X for the use of recovering shipments dropped into the Hellas sea then shipping them around mars.

June 2052 - Mars is declared self sustainable, protests and uprisings break out globally against the corporations.

Dec 2053 - The last of the old corporations are kicked off of mars, being replaced with new companies owned by Mars citizens. Mars declares itself a new nation, the Mars Free States.

Jan 2054 - The Mars Free States balkanizes into city states.

Jan 2055 - Current day - Mars is run by multiple city states with their own ideologies. The wastes are full of discarded experiments, bandits, and villages trying to make their own way.

Places of importance:

Platform 1 - Largest starport on mars, where most incoming off world supplies come in and where most supplies going offworld are sent from.

Mons - Former capital of the Free States, a republic. Major tourism and mining industry. Probably nicest place on Mars.

Skovoldia - A militaristic city state ruled by the dictator Skovold.

Forgotten - What happens when anarchists gain control of a city. Run by gangs constantly vying for territory.

Ethicless - A biological technocracy. Produce chimeras and medicines; all but confirmed human experimentation. Real name is Lab-002.

The Clankers - Roving clans of machinists and engineers who have taken to recycling scrap and creating new experiments and machines.

The Khanate - A large bandit group rapidly gaining power over smaller villages near the southern pole.

Elysium - The richest city on Mars. A resort made for the ultra-rich before the revolution. It is still a resort for the rich of both Mars and Earth but now hosting a new host of entertainment, including casinos, races, and prostitution. A hedonistic paradise for those that can afford the trip, a booming business for the council of owners who run the city and higher class servants, and for the lower class workers and slaves it is a hell with no escape.

Notes: I'll get a map out first turn.

R:605 / I:102 / P:8 [R] [G] [-]

Ashes of Empire: Fleet Hero Builder

The Emperor is Dead

His Royal Guard Scattered

And a False King sits on the Throne

As the last loyal remnants of the Imperial Navy gather at gather at The Veil, last stronghold of Imperial Rule. Your fleet is one of the few Frontier fleets of the Old Empire, relatively untouched in stark comparison to your brothers, some of which crumple up upon exiting warp space. The Last Admiral of the Imperial Navy issues you an order; the Last Edict of the Late Emperor:

Hunt the Traitor Lords

Bring Ruin to their People

Bring peace to the Empire

Go forth, brave soldiers of the Emperor, go forth and slaughter those who bring ruin to our people! The Fleet shall not rest while the False King sits on the Imperial Throne, for there is no survival for us but Victory!

Your enemies have had years to prepare, they will be ruthless and deadly. Heretic children grow up learning your tactics, studying your war-machines, and wishing for your death.

This will do.

>>This will be a Fleet based HB, your ships will be your heroes. Your ultimate goal is to restore order to the Empire, by any means necessary. Be prepared, for this fight shall not be easy

>Sheet:

Players Fill this in

Captain’s Name: The Name that shall be forever remembered as the one who restore order to the stars

Captain Fluff: Your life before you were sent to the frontier

Ship Name: Don’t get too attached

Ship Type: See ship Type

Weapon Systems: Chosen by the player, has to be in line with what their ship type can equip

Don’t fill this in:

Ship Health: Varies on Class

Crew: Also, on class

Upgrades: Boons for ship, can be bought with favor or salvaged from the battlefield

Imperial Favor: 0 (Gained by destroying traitors, used or purchase new ships and upgrades)

Bonus: Based on Fluff

Flaws: Based on Fluff

Rules: http://pastebin.com/uK3MJwkX

Ship Classes: http://pastebin.com/5Y622s31

Weapons and Upgrades: http://pastebin.com/Vw1JEA5Z

R:157 / I:40 / P:8 [R] [G] [-]

To Court Death Builder

To Court Death Builder

Lore:

A great era of change has swept the world of Majewl as in the south the vile Wild King has been destroyed and his black host shattered by the forces of man cementing the Holy Kingdom of Averis as the dominate power of the continent! However all is not at peace in the world as the many northern kingdoms, most recently converted to the faith of the New Gods, chafe at the borders, old wounds flaring and an ever-present feeling of dread from the new continental hegemony. In the Kingdom of Halfor even greater uncertainty reigns as King Henry Volrim has fallen ill leaving his beleaguered elder daughter and infant son in the hands of the four councilmen who run the kingdom in his stead.

Kingdom of Halfor:

The Kingdon of Halfor was for most the ages the lesser kingdom of the northern sea with it’s territories contested on all fronts by the Torgal kingdom. However in the recent centuries the King converted to the faith of the New Gods and with the help of the Kingdom of Averis threw the Torgal back into the sea removing all their holdings on the central islands. In recent years Halfor has taken over as the dominate power of the Northern sea but for how long can that hold….

Kingdom of Torgal:
The Kingdom of Torgal stands as the last bastion of belief in the Old Gods, a land of massive forests and desolate coastlines known for launching brutal raids into many of it’s neighbors. The Kingdom is at this time ruled by Queen Ella Tolimson an oddity of a warrior women who has held onto power through pure strength. Considered the sister kingdom of Halfor in ancient times as both kingdoms were started by two brothers.

Dominion of Surtar:

A lose coalition city-states based in the far north subsisting mainly trade of pelts, whale oil and some mineral exports to the other northern nations. The small population was one of the first to accept the New Gods of the south allowing them to open many profitable trade lanes with the Averis Kingdom. Lead my Trademaster Barrac Rolmir and his council of Trademen.

Asal-Horif Commonwealth:

At the most northern tip of the continent lies the Asal-Horif Commonwealth a newly created state of over six minor kingdoms under the rule of the strongest two to act as a counter weight to the growing Kingdom of Averis. Whilst militarily the Commonwealth is a paper tiger however economically they control a good portion of trade on the continent including strong ties with the elves of Aishuji.

Kingdom of Averis:

The Southern Juggernaut, the Kingdom of Averis is fresh off the vanquishing of the Wild King fulling securing their Southern border except for some shattered remnants. It seems a new golden age has been brought on as the power of the New Gods flows more steadily into their followers as it seems the divine right of Averis to rule is all but unopposed.

R:35 / I:8 / P:8 [R] [G] [-]

To Court Death Social Thread

This thread is for Social Combat and player interaction for players of the To Court Death Builder. While rolls are important for how social combat works they will not save you from stupid plans or retarded schemes. Likewise smart decisions and arguments are always taken into account.

R:93 / I:41 / P:8 [R] [G] [-]

Open Rebellion Nation Builder

Open Rebellion Nation Builder

It is the year 551 of the Fourth Era and not all is calm in the world. After a long and bloody coup, the Kingdom of Myestrova was overthrown by a power-hungry group known as the Iron Hand. Thus, the “God-Emperor” rose to power, ushering in a decades-long era of oppression and tyranny for the people of Old Myestrova, now known simply as the “Empire”. However, with the death of the first God-Emperor, an economic decline and ever-growing unrest, an opportunity has presented itself for rebel groups of all shapes and sizes to rise up and retake Myestrova. You are one of these rebel groups. Maybe you fight for the people. Maybe for a specific ideology. Maybe yours is a racial movement, or even a religious one. Perhaps you’re just a bunch of criminals who finally found the right opportunity or you’re a loyalist group striving to crush the rebel scum for the glory of the God-Emperor. Whatever the case, you know that the time is now and the God-Emperor’s days are numbered, but be warned – you must be extra vigilant if you wish to survive the Imperial onslaught, not to mention your rival rebel groups.

The setting is late-medieval, and fantasy races are allowed. However, magic does not exist in this universe so races that depend on magic (undead, elementals, etc.) likewise do not exist. The Empire is largely Slavic-themed, although you do not necessarily have to be. Primitive guns and cannons do exist, but keep in mind that usable gunpowder is very hard to find, even moreso for rebel groups. Technology is not quite advanced enough for complex machinery either.

To start playing, simply fill out the following sheet.

FILL IN:

Group Name:

Location: (Pick a sector on the map. Grey sectors cannot be selected, as they are firmly under Imperial control. Once the game starts all empty sectors will be turned light grey (under light Imperial control) so choose carefully)

Color: (Anything but white or grey)

Race: (As stated above no magic-dependent races, also no aerial races (winged things, etc.), most other races are fine. Fetish fuel will be sent directly to the ovens of the Empire’s lovely concentration camps)

Group Fluff: (Detail is your friend, but no need to write me a book about it. Make sure to tell me why your group is rebelling against the Empire. Bonuses will be dependent on this so try to give me a clear idea of what your group is like)

Leader Name:

Leader Fluff: (Who are you? What is your background? Why are you rebelling against the Empire? Your leader will be getting a bonus so clarity is your friend if you want to get an accurate one. However, as with the group fluff no need to give me a wall of text about it)

DON’T FILL IN:

Territory: 1

Cities: (Player-Named City)

Population: 10 (+x/turn)

Culture: 5 (+x/turn)

Supplies: 10 (+x/turn)

Military: 1 (Player-named unit) (C: 1 D: 1 M: 1)

Buildings: (Player-named HQ building)

Technology: (determined by fluff)

Inventory: None

Leader Bonus: (determined by fluff)

Group Bonus: (determined by fluff)

Actions are 3d100.

Please read https://pastebin.com/NdQZkE4D for more detailed descriptions of rules and mechanics.

If you have any questions just ask over IRC or discord.

R:81 / I:15 / P:8 [R] [G] [-]

The Kaiu Wall

For over a millennium the Kaiu Wall has stood guarding the Empire of Rokugan. The other clans—the Crane, the Scorpion, the Lion, the Unicorn, the Phoenix, the Dragon—have long enjoyed protection and peace… at the cost of daily sacrifice by the stalwart warriors of the Crab, whose duty is to man the Kaiu Wall and beat back the foul beasts of the Shadowlands.

For over a millennium the Kaiu Wall has stood. But now the evil forces of the Dark Kami, Fu Leng, have mustered a great and terrible offensive the likes of which have not been seen since the 8th century. The “proper” clans of Rokugan have absolutely no idea what awaits them—but the Crab do. And the Crab, for as much as they detest and loathe their weaker, more innocent kin, will not fail in their duty.

You and your comrades man but one length of the Kaiu Wall… but if even one portion of the Wall falls, it could spell disaster for the entirety of the Empire. You are to hold the Wall at any cost, for to fail would bring disgrace to not only your ancestors but the entirety of the Crab, and mean certain devastation for the Emperor. Take up your arms, be done with your kata, and say your morning prayers. From this day forward, you will fight, bleed and die, unsung, unmourned and unburied, on the Kaiu Wall.

For Rokugan! For the Crab! FOR THE EMPEROR!

Name: Your family name and your “adult” name, in that order. Your name includes your family. Pick from the following families: Hida, Hiruma, Kaiu, Kuni, Toritaka, Yasuki

Role: Your role. [Hida Bushi], [Hida Berserker], [Kuni Witch Hunter] (Max 3), [Kuni Shugenja] (Max 2), [Hiruma Scout], [Kaiu Artisan]

History: A summary of your life, three paragraphs maximum, from birth to gempukku to now. Depending on your age you may be fresh out of the dojo, or a bitter veteran of countless battles atop the wall. Given the nature of life on the Kaiu Wall, your compatriots likely know much of your history…

Rings: Your rings. You start with 2 in each ring, and have 6 points to spend among them. The rings are: FIRE, EARTH, WATER, WIND, VOID. Each ring has a max rating of 6. Each governs a specific kind of roll and adds a bonus equal to rating x 2 to the roll. VOID is spent to negate critical failures and improve rolls, but costs 2 points to increase.

Equipment: Decided mostly by your role. However, ALL CHARACTERS have 1 Finger of Jade and a Wakizashi.

Traits: You have two traits. One is given to you by your role; the other is named by you and statted by the GM.

Flaws: You have one flaw by default, named by you and statted by the GM. You can take up to 2 additional flaws, to gain either 2 additional Traits or more points to add to your Rings.

ROLE TRAITS

Hida Bushi – [The Mountain Does Not Fall] – Your wounds are automatically dropped 1 level of severity. You have a +1 to your Earth ring. BASIC GEAR: KATANA, TETSUBO, HEAVY ARMOR

Hida Berserker – [Fury of Hida] – You can activate this ability when dying or dead—fight on for another round as if you were healthy. You still die if not healed. +1 to your Fire Ring. BASIC GEAR: KATANA, TETSUBO, LIGHT ARMOR

Kuni Witch Hunter – [To See The Darkness] – You have an intrinsic knowledge of shadowlands creatures; giving you a +30 bonus to puzzling out their weaknesses and a +15 bonus to attack rolls against Oni and Shapeshifters. BASIC GEAR: IRON STAFF, 5 FINGERS OF JADE, LORE SCROLL

Kuni Shugenja – [Gaze Into Shadow] – You have an intrinsic knowledge of shadowlands creatures, giving you a +30 bonus to puzzling out their weaknesses. You have the ability to cast spells. BASIC GEAR: SCOUT ARMOR, SHUGENJA SCROLLS

Hiruma Scout – [Run Like The Wind] – You do not take wound penalties or other penalties to movement, and your movement is swifter and more silent than that of other roles. +1 to your Wind ring. BASIC GEAR: YUMI, 30 ARROWS, KATANA, LIGHT ARMOR

Kaiu Artisan – [The Kaiu Method] – You gain a +15 to all rolls involving repair or creation of stone and metal items. You gain a +10 to rolls involving siege engines and engineering. +1 to your Fire Ring. BASIC GEAR: HEAVY ARMOR, KATANA, HAMMER, TRAP BLUEPRINTS

RINGS

Fire – Rolls involving agility and intelligence. For example: Navigating the tunnels, rebuilding gates, planning for battle.

Water – Rolls involving strength and perception. For example: Combat, looking for weakspots, spotting goblins in the dark.

Earth – Rolls involving stamina and willpower. For example: Resisting Taint, staying active when badly injured, fighting back fear.

Wind – Rolls involving reflexes and awareness. For example: Firing bows, noticing that a comrade is a shapeshifter, getting your bearings in the heat of battle.

Void – SPECIAL rolls and spent to negate critfails/severe failures, or to enhance Critical Successes

R:425 / I:111 / P:8 [R] [G] [-]

Primal World-War of the Ancients II

[EVENT]

Not one, but two, sonic booms sound through the sky, and when the nations look up, they see a marvelous sight- two floating cities, speeding across the sky. They float to the center of the continent, and touch down by each other.

R:24 / I:10 / P:8 [R] [G] [-]

SENGOKU JIDAI BUILDER: THREAD 2

The year is 1557. Spring.

Once, the clans of Japan cooperated, more or less peacefully, with the laws of the Emperor– and more importantly, with the laws of the Ashikaga Shogunate. In recent decades, however, the over-mighty clans have ceased to listen to the dictates and ramblings of the vestigal shogunate, and Japan's many warlords have given little more than lip service. Five years ago, the Ashikaga were driven from Kyoto entirely, reduced to exiled puppets… until now.

Japan divides itself into multiple alliances and domains. Lesser clans consume their peers for power. Greater clans band together to crush their foes underfoot. Already history has been made: the Uesugi, beaten back time and time again by bandit dogs. The Chosokabe, brought low by famine and disaster. The Imagawa, openly defying the Shogunate, are rumored to begin preparing for war. The Mori and the Otomo declare war on one another as winter ends, and begin to direct their mighty armies against one another.

In the midst of this bloodshed and chaos: you. What role you play in Japan's history from henceforth is up to you…

RULES:

BASIC RULES, TROOP VALUES, ABILITIES AND CHARACTER GENERATION: http://pastebin.com/RRZ5fZS8

INFRASTRUCTURE AND ARMY LIMITS: http://pastebin.com/qnH2wV94

CIRCUMSTANTIAL MODIFIERS AND HERO BONUSES: http://pastebin.com/19CqAXcr

ROLL VALUES:

1- Critical Failure

2-10 - Severe Failure

11-25 - Failure

26-50 - Success

51-80 - Greater Success

81-99 - Grand Success

100 - Crit Success

R:94 / I:18 / P:9 [R] [G] [-]

Rules:

Everybody co-operatively controls every sentient being

Everybody votes on an option, sometimes I will give examples of possible solutions sometimes I won't.

Every round, you are encouraged to make your own suggestions to be voted on.

More than one suggestion can happen in a round if it is possible that the suggestions can happen independently of eachother (eg. two events happening on either side of an isolationist) world

If a group of people are left without "guidance" for long enough things will happen out of your control (kind of like NPCs)

This will update everyday so long as there is atleast one suggestion/vote

The first decision:

How fantastical is this world? (Magic but not fantasy races, fantasy races but no magic, fantasy races and very little magic etc.)

R:100 / I:4 / P:9 [R] [G] [-]

Combat goes here.

PM me when you are ready to start combat, or post in this thread. I will be doing combat one at a time.

R:58 / I:13 / P:9 [R] [G] [-]

Interim Builder - ROMA ETERNAL

A simpler builder as I wait for people to post in Reforged. Second priority. System rules below:

http://pastebin.com/hDMENCEw

The year is 706 AUC, a year that might be eventually declared forty-eight years before the birth of Christ. The brilliant orator and esteemed general Gaius Julius Caesar has proclaimed himself the Dictator of Rome after besting his rival Pompey at the battle of Dyrrhachium, striding triumphantly into Rome. The Senate have granted him a Triumph, in name for his military victories in Gaul and Egypt. They are the most spectacular ceremonies the world has ever seen. A Gaul Chieftain earns his freedom by gutting four lions with nothing more than a bronze dagger - a Luperci from the College of Pontiffs tears a full Contubernium limb from limb with naught but his mind and invocations to the Wolves of Rome - A Minotaur gouges the eyes of a troll until the mighty beast finally ceases movement - Two manned Triremes clash on the flooded field of Mars.

The spectacle is the most magnificent performance Rome has ever assembled - and, by extension, that of the world's as well. Far below the glorious stand where Caesar himself, flanked by his loyal friends in Mark Antony, Brutus, and Octavian, a shadowy face watches, in the jam-packed, noisy stands of the poor. A man shouts of Decadence as one of the sparring Greeks impales a valiant slave with a trident, prompting the men around to boo his words out before returning to the ear-shattering din of cheers. Reluctantly, the shadowed face is made to tear itself away from the glorious spectacle. This visit to Rome was temporary, and the figure cannot afford to stay to watch the conclusion of Caesar's Triumph. A ship leaves for the far-flung colony it calls home - where a Class IV Arena, three degrees separated from the venerable grounds of Rome, awaits.

Slinking out of the crowd, a hood is pulled back, a face no longer in shadow. Who is underneath?

Name: [What do they call you?]

Gender: [A male, common to Arena grounds? A female, rarely seen in the bloody waters of the Colosseum? A figure shrouded in mystery?]

Fluff: [How did you get to the plebian's benches of Caesar's Triumph in Rome? How did you come to join the Arena? What do you fight for?]

Slave/Free: [Freemen enjoy the luxury of being able to choose their own fights at their leisure, but are entirely alone in this world, paying for their own lodging, provisions, and training. Additionally, freemen rarely have any useful contacts. Slaves are bound to their Master's whims, cannot choose their own games, and may be executed if they underperform repeatedly. HOWEVER, their lodging and provisions are provided for, and anyone important enough to own Gladiators, even in a Class IV city, likely has their own training grounds and many useful contacts.]

Owner Fluff: [Remove this section if free.]

Stats: [I recommend creating a pastebin for these. Include your skills here.]

— DO NOT FILL OUT BELOW —

Eccentricities: ((???))

Renown: Unheard of

Contacts of Note: ((???))

Equipment: A filthy hooded robe, three Sesterii

Lodgings: ((???))

Current Location: ((???)), Class IV

R:492 / I:183 / P:9 [R] [G] [-]

Primal-War of the Ancients

For years, harsh and unforgiving Primal World has kept any intelligent life that manages to take hold in isolated pockets, while beasts that are bigger, stronger, and more deadly roam the land unhindered, but no longer. Some of the intelligent beings of Primal World have formed small but powerful city-states, and have begun expanding their influence through the mountains, jungles, savannas, and grasslands of their world. What's more, scouts have told the people of their cities tales of ancient, all-powerful beings, offering great power to those that share their ideals. Will you help to preserve the Primal World's natural state, bend it to your will, or ignore these Ancients, and forge your own path?

Rules: http://pastebin.com/pakzadFV

Map Incoming

R:123 / I:30 / P:9 [R] [G] [-]

Not even a hundred years ago the Tolnari empire was prominent across the continent. Across the continent soldiers patrolled roads and protected trade from monsters. Arts, sciences, and magic were studied and put to use. The Tolnari pushed for conquest upon all fronts, bringing slaves and wealth to the empire. That was until they ran out of fronts to colonize or conquer. The nobles of the empire fell into decadence, the people and the slaves suffered, and the army demanded more and more wealth. It did not take long for order in the empire to collapse as multiple factions tore at each other for their own goals, whether power or freedom. With soldiers drawn to fight across the continent monsters retook their old hunting grounds and trade slowed.

Cities burned, knowledge lost to the fires. In the end all that was left were many of the cities that stayed neutral, tribes that were formerly oppressed, and others who stayed out of the fighting. The empire fell, and the world began to rebuild. Now new kingdoms rise and lost knowledge shall be found again. Will you rise, or fall to ruin?

Sheet:

Name: What is your nation called?

Race: Who inhabit your nation, nothing too extreme, no undead or magic beings, and no underwater beings.

Fluff: Flesh out your shit.

—Don't fill out below—

Food: 3

Resources:

Units: 1 [Player named]

Tech: [Iron working I] More will be given based on fluff

Magic: Based off fluff

Research: Magic (+20/turn), Tech (+20/turn)

Adventurers: 4

Heroes: 0

Artifacts: You will get one based off of fluff

Bonuses: Based off fluff.

Rules: http://pastebin.com/jgfxQwP1

Map: https://app.roll20.net/join/1608740/CknXWA

(too annoying to do traditional map)

R:462 / I:88 / P:9 [R] [G] [-]

SENGOKU JIDAI BUILDER

The year is 1550. Spring.

Once, the clans of Japan cooperated, more or less peacefully, with the laws of the Emperor– and more importantly, with the laws of the Ashikaga Shogunate. In recent decades, however, the over-mighty clans have ceased to listen to the dictates and ramblings of the vestigal shogunate, and Japan's many warlords have given little more than lip service. Five years ago, the Ashikaga were driven from Kyoto entirely, reduced to exiled puppets… until now.

Ashikaga Yoshiteru has returned from exile, and his loyal supporters have bloodlessly taken back Kyoto. Yoshiteru wants the humble and gracious daimyo of Japan to know one thing above all– the Ashikaga hold the reins of power, and their word is law.

Some lords and samurai have fallen in line and obey the dictates of the Shogun. Others refuse to suspend their bids for power and prestige, continuing to war with their neighbors. And some, it is said, quietly and not in the Shogun's presence, want to take Kyoto for themselves, and seize control of Japan accordingly.

In the next fifty years, Japan's future will be decided. What part you play, how you will be remembered– that is up to you.

RULES: http://pastebin.com/GpizRZCE

CHARACTER SHEET:

DAIMYO NAME: Your clan name and your adult given name, in that order.

CLAN: Your clan of origin and whether or not you are a Vassal to an existing Great Clan. Being a Vassal gains you additional forces to call upon and protection from your Lord and his allies.

BACKGROUND: Your upbringing, your goals, who you are and why you do what you do. Your background will determine your honor, your starting forces and your traits.

DOMAINS: The provinces you hold. Provinces are rated 1-5, with 1 representing an almost defenseless backwater and 5 representing a highly developed, highly fortified province. Pick from one of the provinces with black squares. Also pick a color to represent you and your clan.

HONOR: Your Honor rating, from 0 (Honorless) to 6 (Incorruptible). Honor affects diplomacy, the threshold for critical failures/successes, and the interactions with the people of your domains. Honor is determined by your background and your actions throughout the game.

FORCES: Your standing forces. These are divided up between you and your generals, if you have any, or can be stationed without a general at a specific province.

FAMILY: Brothers, daughters, sons. Sons (first) and brothers (second) can take up leadership of the clan if your Daimyo is killed, and can also lead parts of your army into battle. Daughters can be married off to other clans to solidify alliances, or traded as hostages to ensure a peace treaty is kept. You can have up to three relatives; taking fewer relatives gives you more Abilities on a one-for-one basis.

ABILITIES: Your personal skills and talents. You start with 2 abilities chosen from the list.

AGENTS: Monks, inspectors, ninja and courtiers bound to your cause.

TRAITS: Unique bonuses and penalties determined by your background.

R:110 / I:8 / P:9 [R] [G] [-]

May 16th 2017. It was a normal day in LA. The sun was shining, the waves crashed upon the beach, President Man Guy was giving a speech, and the people are still crazy. That was until the sky fell, and the mist came. Around the world and across the news, until the power went out. Large asteroids crashed across the world and the world was enveloped by a mist. Many who were trapped outside collapsed, and either died or were changed. You were one of those trapped outside, but you did not die in the mist. You awake in the streets paved by shattered glass and cracked concrete. The power is out and bodies lay strewn about.

Fill out:

Name:

Age:

Gender:

Backstory:

Dice will be 2d100 and use this roll chart:

100: Crit success

99-90: 3x success

89-80: 2x success

79-41: Success

40-6: Fail

5-2: Amazing fail (not as bad as crit, but more amusing for me)

1: Crit fail

Skills will be numerical, from 1 to 5. Each level gives you a +5 to related rolls, and takes twice as long to get a new level of a skill.

R:266 / I:90 / P:9 [R] [G] [-]

Tiny Builder: Where the fuck is Multi Edition

—Setting—

Long ago the gods left this world in a flash of light and thunder which shock the very soul of the world. Emerging from nooks and crannies the new tiny inhabits emerged forming tribes and societies in the wreckage of the God's home. Will you strive to claim the glory of the old world or build new glories for yourselves!

—Misc—

[Spark]

Tiny droplets of light that float through the air during the night. Those with the aptitude for it can capture these droplets in water and use their power to change the nature around them!

[The Forest]

The foreboding woods that surround the known world. Few who enter ever return. Full of nasty critters, beasts and savage tribes!

——

This game is currently closed to new players.

R:514 / I:147 / P:9 [R] [G] [-]

Iron Bones Superhero Builder: UNITED WE STAND Edition

The end times are upon the United States of America, and soon upon the whole world. The country's greatest heroes and villains have fallen against an ironclad evil– a legion of robotic, laser-toting skeletons led by the insidious Skeleton Prime. Much of the country has fallen into its grip– few capable of standing up to this horrid foe still remain.

That is where YOU come in. You are a superhero, a supervillain, a super-whatever– and because of your pitiful, overlooked, D-List status, you were not targeted by the Skeleton forces nor asked to fly into battle against them. And so you have survived.

Now, with the League of Righteousness dead and most of D.O.O.M slain or AWOL, it is YOUR time to rise up, defeat the Cyber Skeleton Legions, and claim that sweet, sweet superhuman street cred for your own.

CHARACTER SHEET

Name: The name the superhuman community and the news know you by. Secret identity optional.

Age: Approximate, as needed.

Origin Story: How YOU became a superhuman/alien/dog, and the basis for your superpowers and super-equipment.

Blood Type: Fill this out.

Signature Color: Pick a color. One that I can actually access in MSPaint. You may want to wait until the map-wipe for this.

Domain: Doctor Doom has Latveria, Batman has Gotham. You have your own domain, represented by your Signature Color. The bigger your domain, the more resources you can draw upon, but the harder it is to defend.

Superpowers: Determined by Fluff/Origin Story.

Equipment: Determined by Fluff.

Followers: Determined by Fluff.

Renown: Starts at D-List

PREVIOUS 4CHAN THREAD AND OTHER THREADS HERE: https://warosu.org/tg/thread/39813420

R:117 / I:32 / P:9 [R] [G] [-]

151 AC

The Empire of Loar ended one-hundred and fifty-one years ago, to the day, or so surviving histories say. Southern rebels, enraged by continued abuses of power, waged a great and terrible War on the Empire of Loar, and at the end of four years of carnage, unleashed a strange and terrible magic that turned the once-verdant fields of Loar into a lifeless desert that poisoned all that ventured there. But they had vastly underestimated the strength of their spell: the rebels, too, were consumed by the terrible power of Flux.

Without the Empire's legions to build roads, without the Empire's farms to supply food, without the Empire's magistrates to keep order, the continent devolved into a hundred years of famine and warfare. Only now have the former subjugated states built up just enough of their own strength to rightfully call themselves "nations." Only now is there hope for the future, even as whispers abound of ships of metal sighted off of the coasts and strange white-cloaked figures that ambush and drag away those venturing too close to the Wasting Sands. Even the great and terrible ancient beasts of the land feebly stir, sensing, perhaps, that, very soon, history will be made…

WHAT FOLLOWS IS A FANTASY NATION BUILDER

BEHOLD THE SHEET:

NATION NAME: What do your people call themselves.

RACE: Who are your people?

LORE: What is the story of your fledgling nation?

LEADER: Who leads your people? Your LEADER will get their own WYRDSIGN.

BASIC RESOURCES: Standard resources. LEAVE THIS BLANK

SPECIFIED RESOURCES: Specialized, rarer resources. LEAVE THIS BLANK

MILITARY: Your military units. Tier 3/Tier 2/Tier 1 arrangement. LEAVE THIS BLANK

HEROES: Unique heroes and individuals with specific bonuses. LEAVE THIS BLANK

SETTLEMENTS: A list of settlements and cities you own. LEAVE THIS BLANK

TECHNOLOGIES: Technological advancements: MILITARY and CIVIC.

MAGIC: Your magical prowess. Split between your SCHOOLS and PERMUTATIONS. PICK -ONE- SCHOOL TO START, YOU START WITH LEVEL 1 IN THAT SCHOOL

WYRDSIGNS: Special bonuses based on your LORE and your RACE. You can accrue more Wyrdsigns later in game…

SCHOOLS are what varieties of magic your nation practices. UNLESS EXPLICITLY NOTED, YOU CAN ONLY HAVE FOUR SCHOOLS. Schools include:

Principal: Force, Divination, Illusion, Warding, Artificing, Transmutation

Aligned: Holy, Unholy, Light, Shadow, Eldritch, Necromancy

Primal: Blood, Rot, Healing, Nature, Hearth, Runic

Elemental: Fire, Water, Earth, Air, Metal, Lightning, Ice

PROGRESS/ROLL VALUES

1- Critical Failure. -4 Progress + bad shit.

2-10 - Severe Failure. -2 Progress.

11-20 - Moderate Failure. -1 Progress.

21-30. Failure. Nothing.

31-50. Success. +1

51-65. Double Success. +2

66-80. Greater Success. +3

80-99. Major Success, +4

100. Critical Success. +6 + GOOD SHIT

Spells can be fluffed and used as the player sees fit for simple projects, actions, personal-level spellcasting, but for battlefield-wide or especially potent spell effects, refer to the SPELL BREAKDOWN: http://pastebin.com/7HwBjHRW

PROGRESS/TECHS/RESOURCES/PERMUTATIONS/MAGIC: http://pastebin.com/15F4H6Ve

R:44 / I:14 / P:9 [R] [G] [-]

Legends of an Untouched Planet NB/HB

Tales have been told of a planet, rich in resources which, up until now, was only frequented by space pirates hiding momentarily from fleets and warships. Perhaps you were sent by your nation to colonize this planet for your King. Maybe you've fled here to start your own nation to escape a prosecution. Maybe you just like the thought of adventure. Whatever you're reasoning, you have arrived on this planet.

Nation Name:

Colour:

Race/s:

Race Fluff:

Nation Fluff:

Independence: (Colony or Nation)

Army:

Navy:

Airforce:

Spaceforce:

Pop:

Food:

Water:

Resources:

Buildings:

Tech:

Hero Name:

Colour:

Race:

Race Fluff:

Hero Fluff:

Health:

Inventory:

Skills:

Party:

Independent nations are free to do as they wish however they are on their own when it comes to building, expanding and surviving.

Colonies are supported by an already developed interplanetary nation (controlled by the GM) and can request food, water and military help among other things however, they may also be required to perform tasks or pay taxes to this nation. If the requests of the nation is ignored or refused, they may send troops to retake the colony

Please state where you plan on landing on the planet

Will probably check the thread a couple times a day and will update when all current players have posted for the rounf

R:129 / I:66 / P:9 [R] [G] [-]

Trials of the Multiverse Builder

Hello and welcome to the Trials of the Multiverse Builder! In this builder you are playing a high fantasy world in the "Builders" multiverse which your civilization has just discovered how to travel!

—–

Nation Name: [Name]

Race: [Decides a bonus]

Location:

Background: [Decides a bonus]

—–

Rules: http://pastebin.com/2jVrwWfR

R:151 / I:39 / P:9 [R] [G] [-]

Trials of the Multiverse Pre-Regs

Hello and welcome to the pre registrations for the Trials of the Multiverse Builder! In this builder you are playing a high fantasy world in the "Builders" multiverse which your civilization has just discovered how to travel! This thread is for rolling up your planets and planning out your civilization!

WARNING: This game will not start till either Last Stand or Tiny has concluded!

—–

Nation Name: [Name]

Race: [Decides a bonus]

Location:

Background: [Decides a bonus]

—–

http://pastebin.com/2jVrwWfR

—-

To start you must choose negative or positive and roll 1d28 to determine your starting position. After that roll 4d100 and follow the instruction in the pastebin!

R:156 / I:37 / P:9 [R] [G] [-]

War of the Stars Builder

The Endymion Galaxy, home to hundreds of species and thousands of habitable worlds. The Council of Civilized Worlds and Fleets or CCWF have for centuries presided over it's disparate and at times fractious member worlds for mutual prosperity to a greater or lesser degree.

All that changed roughly a decade when the Dris'tarr, extragalatic invaders, came to Endymion. They conquered planets uncaring about the original inhabitants, enslaving or killing them as they went. The massive bureaucracies of the CCWF were slow moving and few had a clear picture of the situation as reports from the fringe systems were unclear. Thus the Dris' Tarr continued only marginally slowed taking more and more systems. Few people and races cared unless they were close to proximity, after all only the fringes were affected, nonetheless the invaders pushed deeper. Then a second front was opened and the people began to panic. These monsters had more than one fleet, and there were coordinating to take as much territory as possible. The CCWF began to move, most of it's member states mobilizing for war, something they were unused too, for it had been absent for a long time, and stagnation had set in.

The CCWF tried it's best to stop the forces, but their small peacekeeping fleet was annihilated at battle of Aceldama, due to commander hubris and overall shoddy tactics. This panicking the populace even more, as shortly thereafter a third invasion theatre opened in earnest. The Dris'Tarr slowly but inexorably crushing races and fleet piecemeal before moving on to the next target. For several months it seemed all was lost.

The tipping point was at the battle of Drakhisia. A Solarian fringe colony, Drakhisia was of little import on the galactic scale, but it was held be a ancient and venerable race. The Solarians had not been idle in the years since the Dris'Tarr showed themselves, They had been mobilizing like the younger races, and had been taking their old warfleet out of mothballs. Their warfleet met the first invasion fleet of the enemy, their strongest, fastest and best, and turned the battle in a slaughterhouse. The Solarians were still unused to war after such a long sojourn, but they had enough ships and technology to give the invaders a true fight, the first real one they had had. Still it would not have been a victory without the CCWF member nations all sending support, to flank the Dris'Tarr and crush them utterly.

It's been five years since that battle, and the CCWF has been pushing back with all it's might against the Dris'Tarr. However two new fronts have opened up, and the CCWF and it's major races and nation cannot be everywhere. Thus the CCWF has signed into effect emergency bill 40056. A call to arms o all races has been enacted, mixed fleets have been decreed for those who cannot send a full fleet on their own. You and your fellow captains are one such fleet, stationed at Starbase 591. The Dris'Tarr are moving into the region, and it will be your job to push them back. Good luck.

Captain Name:(duh)

Captain Fluff: (any notable history, and characterization of the captain)

Race: (what you are and brief description of culture and how your body works)

Ship Name:(Duh)

Ship Fluff:(history if it has one, notable features, and class of ship)

Ship classification goes:

Frigate < Destroyer < Light Cruiser < Cruiser < Dreadnought < Battleship

Light Cruisers on up can be carriers barring racial exceptions.

Accepting for initial muster

1 Cruiser (flagship)

2 Light Cruisers

4 Destroyers

Any number of frigates

You will only start off with one ship, but may gain more if you do something noteworthy.

R:72 / I:45 / P:9 [R] [G] [-]

Troll Hero Builder

The sun sets over the nameless mountain. The shortest day giving way to the longest night.

The perfect time for a new troll to first open their eyes.

It'll be a month before the sun will rear its head again and the days will start getting longer, you've got until then to find yourself a shelter to protect yourself against its petrifying rays.

But first, post your build.

Race: (The type of troll you are. This of course has an effect on the chances certain actions will fail or succeed)

Domain: (Your favorite environment. Remember that maneaters get two of them.)

Power source: (What you're going to need to do to get stronger. The bigger you are the more it takes to grow)

Fluff: (What's your personality like? Do you enjoy indulging in your power source? What are your hopes for the immediate and far-off future?)

Forget about the choices of worlds in the image, that doesn't apply here. You all share the same mountain.

Things to keep track off in the future. Posted with the starting amount.

Size: 0 (It's all relative of course. A gnome with size 0 is way smaller than a maneater with size 0, if anything it denotes how much you've grown)

Corruption effects: none (remember that as maneater you choose three effects to begin with)

Words of Power: none (you will be notified when you get one)

The nameless mountain has a nameless river. It flows from the icy tops through the clouds and past rocks and trees, around the areas of exposed magma and chasms and into the sea. It is sometimes crossed by the people of the valley, superstitious and fearful people that hate trolls. Less hostile are the furtive dwarves that live underground, also fearful of the sunlight. They are willing to trade and make deals with trolls, although not fairly.

Overall it's an untamed land, the tiny villages of the valley people and the mines of the dwarves are interspersed among broad wildlands. This is where the trolls live. You're one of those trolls and you're going to meet others like you at some point.

Every turn will be a month. Post what you want to focus on and roll 1d100. The first month you'll probably want to make some shelter. If you go out looking for signs of life some month there's a chance you'll meet NPC's but there's also a chance you'll run into other players.

R:91 / I:37 / P:10 [R] [G] [-]

Neo York

Welcome to Neo York, the year is 2156, and the world is in shambles. Mankind has taken everything that has been given to him and squandered it in pursuit of his own personal desires. Though many tried, and some succeeded, in stemming the decay of civilization, the world we are in now is very different than the one that existed a mere 150 years ago. The Resource Wars of the late 2050’s saw much of the countryside of many nations reduced to wasteland, and thus mankind found themselves confined to the great archology-cities that they built in the early 2020’s, a green movement briefly taking hold in the wake of an unprecedented volcanic activity around the globe. These Archologies, dormant for years, now hold the bulk of Humanity as the world heals from the scars of war. This time of healing was too long for some, and thus humanity looked to the stars in the late 2080’s. Now the rich bide their time on Earth, eager to finally settle their affairs and leave for the colonies. Or spend their time in the great floating cities anchored to the space elevators in high orbit around the disfigured Earth. The middle class and the poor being left behind to deal with the sins of their forefathers. This is where you come in, whatever or whoever you are. Neo York is one of the many archology-cities of North America, but it is by far the worst in terms of crime and corruption. The rich watch from their Floating city suspended above Manhattan, the Mega-corps’ offices located in Manhattan proper, where salarymen work their lives away for a mere chance to ascend to the realm above, and once there, further on to new, unmarred worlds. In the Bronx the middle class roils and riots as they are pressed on both sides from the poor and the gangs of Brooklyn and Queens, ever hungry as the disgusting nutrient paste they receive once in a blue moon runs dry, and tired of constant raids from the Neo York PD, and the ever encroaching gang wars from the south. Staten Island fares hardly better, some semblance of order is had there, but it lies solely in the whims of the Criminal syndicates that control the Island, manipulating the lesser gangs to keep the brutal NYPD distracted and away from them as they plot their own way to get off this hell hole. In the mean-time the common man struggles to come up with things to keep them from getting bored to death. As such once dangerous practices like street racing, widespread recreational drug use, and even casual street fights and murder sprees have become common place. Biker gangs are common as young men desire to go fast and break skulls, both to get what they want and escape from the filth that surrounds them, unaware that they are merely pawns in the great game of chess going on around them. A widespread street racing circuit known as the Orange Line enraptures the entire city, both rich and poor alike, as men and women do anything to win, and the rich salivate over the massive amount of betting that occurs over the race. Even the virtual world is not without its attempts to monetize and exploit the man. In a great online game known as WarWorld, professional players fight pretend wars over real world advertising space, and in the darker reaches, deathly real simulations of the darkest depravities of mankind are lived in the “Black”, a full immersion neuro-simulator. In this dying city on a sickly world, the rich get richer and the poor get poorer, and the men in-between are squeezed in the schemes of the former. What’s a man to do in a world like this? Well my friend, its simple. Whatever the hell you want.

Stat Sheet:

Name: duh

Faction Name: Only Applicable if making Faction

Fluff: duh

Faction Fluff: See Faction name

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

Stats - Hero

HP: Humanity Percentile

Inventory: shit that you have on hand

Skills: Initially determined by starting fluff, gained later through training, actions.

Bonus: Determined by fluff

Connections: Relations to other factions in the city

Followers: duh

– Other things may be added as necessary –

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

Stats – Faction

Leader & Heroes: duh

Inventory: shit your group has on hand

Skills: Initially determined by starting fluff, gained later through training, actions.

Bonus: Determined by fluff

Connections: Relations to other factions in the city

Goons: Whatever chumps decided to follow your guy

– Other things may be added as necessary –

R:746 / I:168 / P:10 [R] [G] [-]

Last Stand Builder

Welcome my friends to Majewl; a world torn between the forces of man and dark forces of the Wild King. Our story begins long ago at the beginning of the world, the first of races were born pure and free except for one. The race of man was corrupted with darkness and greed. Though some were pure and noble man had a darkness in his heart, the ever growing lust for power. As magic was still raw in the world a single human attempted to bind it all to himself twisting his form to match the corrupted soul and the Wild King was born. The Wild King used his foul magics to corrupt the world and enslave all other life. Eventually a hero rose among the humans who would sacrifice himself to slay the Wild King and end his blight upon the world. On the site of the hero’s death a Order of Knights was founded “The Order of the Martyr” who are dedicated to the destruction of evil and protection of the realm. Hundreds of years have passed since then and humans have flourished spreading across the world with knowledge of the Wild King having passed into legend. With the decline in belief in the Wild King and magic the Order has become a dumping ground for embarrassing second sons and noble bastards. A shell of the once noble order which dominated the Outer Kingdom the Order limps along with Castle Heilger serving as their single remaining holding.

These opulent and decadent times have been ended with the horrifying news, THE WILD KING RIDES AGAIN. Dark forces rising from the deep southern swamps of the continent and ripping into the Outer Kingdom sacking and burning everything they touch. However, Castle Heilger resting place of the Hero acts as a shield; his holy spirit reaching out and stopping any incursion of the Wild King’s forces into the Inner Kingdom. His forces now march towards the Castle staffed by the declining order. Will you hold long enough to allow the forces of good to rally or be washed away by wave of darkness.

——

Character Creation:

Name: What’s in a name?

Age: How many years?

Speciality: Infantry/Skirmisher/Scout/Anything you want

Rank: [See section]

Background: What makes you tick

Grit: 3 [See section]

-Bonus: [See Grit]

-Negative: [See Grit]

Rank:

First choose from which rank you hold in the castle, many ranks have limited populations. If your character dies in play you may always rejoin as any surviving defenders.

[Knight-Steward] 1 (Commander of the Order)

[Knight-Sorcerer] 1 (Magic man)

[Sword of the Martyr] 1 (User of the hero’s artifact sword)

[Knights of the Martyr] 54

[Order Servants] 26

[Visitors] 4 (special snowflake)

Grit Points:

Every character starts with 3 grit points which can be spent in game to turn any failure into a minor success and any success into a major success. A character can spend grit points at the start of the game to gain bonuses based on their backstory. Each character can also choose to take up to 3 negatives to gain grit points upon character creation. REMINDER: Please list clearly all Grit point purchases and gains from character creation.

—–

1: Critical Failure

2-10: Major Failure

11-19: Medium Failure

20-39: Minor Failure

40-59: Minor Success

60-79: Medium Success

80-95: Major Success

96-99: Critical Success

100: Divine Success

Maps and first turn will be on Monday. Every day will be cut into 4 turns, two for day and two for night.

R:17 / I:8 / P:10 [R] [G] [-]

Dark Souls HB

You groan, and then scream, you've been buried alive, though not very well as you feel l the cool outside breeze on your forefinger. You begin to dig yourself out while contemplating just how you got here. In fact you don't remember very much at all…. It'll have to wait, for all you know your in an unknown area with the possibility of enemies around you. You do know one thing though….

This is gonna be a hell of a journey.

>Name:

>Age:

>Gender:

>Class:

>Location: Undead Graves

>Appearance:

DON’T FILL BELOW

>Covenant:

>Soul Level:

>Inventory:

>Weapon Skill:

>Companions:

>Afflictions:

>Spells:

R:125 / I:26 / P:10 [R] [G] [-]

Fantasy Western Herobuilder / HB - Quest

Howdy partner, welcome to Bazrael's Western Herobuilder.

But put your history books and your highschool maps away, this isn't the old frontier you studied in history class.

This is the Fantasy Western Herobuilder. Where the the Dire Bufallo play. A world of magic and super science, witches and clanker bots and all sorts of fantastical things.

And that's where you come in parnter. But just who are you?

A pilgrim making a homestead, a lawman on the hunt, a criminal, a slave, and indian?

That's a story to tell.

Fill this in

>Name:

>Race: (You can play any race in theory, but please try to keep it like a “western character”)

>Fluff: (Make this good, and your bonus will probably be good as well.)

Don't fill this this:

>Health: Good

>Money: $5

>Belongings: Clothes, Rucksack

>Level: 0

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

>Combat Skill: Skills or Equip that pertain to combat

>Misk Skill: (Skills or Equip that don't pertain to combat)

>Equipment:

>Bonus: Based on fluff

>Location: (Pick one, but think about the consequences.I will likely elaborate on the nation you find yourself in if you choose one. I may override your location request based on your fluff)

Actions:

Every turn you get 2 actions, unrelated to combat. Roll 2d100.

Map:

I used to put people's colors on the map to tell where they are. And then my map editing program fucked up the colorscheme. So just remember where you are in fluff.

Triangles are towns

Squares are forts

Little colored dots are the armies of nations

[spoiler] Against my better judgement, but deciding that I would rather this my favorite game to host live than die, I've moved it here where it is more feasible for me to host.

I'm going to try a new style of update called 'stop getting hung up on so much fluff and just update you ninny' and hopefully this will ensure better outcomes

[/spoiler]

http://archive.4plebs.org/tg/thread/44212415

Last thread!

POST (if you didn't get an update yet, tell me, and I will update you).

R:114 / I:26 / P:10 [R] [G] [-]

Isle Builder - Reopening

This is the reopening of Isle Builder, do to it being so long I no longer know who is where. Please kindly post your character sheet and current location. Once that is done I will comb through and fix and mistakes that I would have made that would change the game away from what I now want it to focus on. (That being an active and evolving world) - As a side note to that post please leave a note of what you encountered throughout your travels that way I know where I can pick back up in your story, I apologize about the laziness of that however I would rather not scour through all the old threads (I will start a proper "archive" of what is encountered from here on out).

If you have any suggestions for content or map tweaks please give them to me as we are still in the beginning of this changes can be made readily.

For the next few turns this will be run on 8chan, possibly for more than a few turns… either way the number of actions per turn will be 4d100 for the duration of our stay. Updates will most likely take longer from now on simply because I am in school and I once again am trying to take this more seriously.

Once other character sheets are created I'll post an updated entrance sheet for new players or people who want to rejoin.

R:106 / I:30 / P:10 [R] [G] [-]

Not!Fallout NB

No one remembers how the realm was scorched, nor who was responsible. Some elven tribes whisper of a great war against the very weapons that protected the realm, while other long-lived tribes tell tales of a madman that turned the realm's tribes against each other before scorching it himself.

Few souls find time to contemplate such things, as the realm is filled with misery and suffering. In some places Warlords have carved out fiefdoms, holding them together day by day. In others, only doomed souls wander the land. But word spreads that the terrible storms above an ancient city have begun to fade, and that great treasures await any that dare to seek them. Some say the storms scar the land with things from other times or possibly other realms beyond any knowledge. Even as the land is twisted and changed with each flare of the great storm, those that would seek fortune and power, or are simply mad, make their way toward the ruins.

The city itself lies within a great basin, the surrounding wastes towering above from twisted cliffs. The Ogre Crin'tun rules a settlement perched upon a peninsula that juts into the basin's South-Western edge, demanding tribute from any that wish to delve into the city using the nearby passes. Other paths into the basin surely exist, though they are either well kept secrets or all that have found them have perished.

Welcome to the Storm Ruins.

Who are you, and what does your Faction seek in this deadly ruin?

Player Fills Out (Subject to change by GM, depending upon Fluff)

>Faction Name:

>Faction Leader:

>Faction Fluff:

>Race:

>Settlement(s):

Semi-Defensible Camp [Bedrolls] [Barren] [Favorable Terrain: x1.2]

>Population: 20 [Unarmed]

>Resources:

[Food: 10]

[Water: 10/10]

>Military:

Unnamed Wanderer [M/F?] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]

Unnamed Wanderer [M/F?] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]

Unnamed Wanderer [M/F?] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]

GM Fills Out:

>Bonuses:

R:571 / I:195 / P:10 [R] [G] [-]

Tiny Builder: Half Maps Start

—Setting—

Long ago the gods left this world in a flash of light and thunder which shock the very soul of the world. Emerging from nooks and crannies the new tiny inhabits emerged forming tribes and societies in the wreckage of the God's home. Will you strive to claim the glory of the old world or build new glories for yourselves!

—Misc—

[Spark]

Tiny droplets of light that float through the air during the night. Those with the aptitude for it can capture these droplets in water and use their power to change the nature around them!

[The Forest]

The foreboding woods that surround the known world. Few who enter ever return. Full of nasty critters, beasts and savage tribes!

——

There are 6 Major Nation slots and 8 micro nation slots, Major nations get 3 dice and minor nations 2.

—–

Nation Name: [Every bodies got a name]

Type: Major/Micro

Race: [What are these little things][No races with built in flight or waterbreathing]

Location:[Cellar][Yard][Farmhouse][Attic]

Background: [What do your nation do]

Rules [W.I.P]: http://pastebin.com/XAqCcTnG

—-

Maps are half done but we will start

R:99 / I:39 / P:10 [R] [G] [-]

It is the year of our lord, 851. The Dark Lord Mohammad still lives, sustained by his legions' endless sacrifices in his name. It is said by the people of Europe that he walks the land, clad in wrought iron armour, spreading pestilence and famine wherever he goes. Mohammad's subjects, however, believe that it is his power which makes the Nile flow, and which enriches the lands of the fertile crescent. His people pray to a great, black rock hewn from the bowels of hell, called the Kabbah. Their hordes number in the millions, and they are a constant threat to the border kingdoms of the Visigoths and Byzantium, the bulwarks of Europe. If they fall, then the plague of the Dark Lord will sweep across the continent. Not even the British Isles, or the harsh lands of Scandinavia will be safe from his scourge. The nations of Europe, while often preoccupied with their rivalries, recognize the threat of the Dark Lord, though they disagree upon how to deal with it. This is the world into which you were born, the world in which you will live, and the world in which you will die.

The magic users of the setting are the priests of the various religions of the world. They gain their power by performing religious rituals. This is a brief outline meant to give you a feel for the different religions and their magics.

http://pastebin.com/zAwHfKNG

Since this is a fantasy builder, there are fictional kingdoms, and anachronistic kingdoms. In addition, some religions still exist in this world where they did not before. The predominant religion in Continental Europe is Catholocism, though Brittany, Northern Iberia, and Denmark still hold onto the old pagan ways. The British Isles are a bastion of paganism. Few there espouse Christian beliefs, and none openly admit their faith, for fear of persecution by the majority. The Byzantines follow the Greek Orthodox tradition, and the Eagle Knights of Corsica are Catholics, and defenders of the Holy See.

Name:

Nationality:

Religion:

Fluff:

Color: (I may put you guys on a map.)

=========Stats=========

Skills:

Special Ability:

Inventory:

Companions: 0

Dice are 3d100

R:31 / I:15 / P:10 [R] [G] [-]

Prussian Crusade Builder - DEUS VULT!

The year is 1223, and tension in the Christian World is higher than ever.

The pagan tribes of Prussia have set eastern Europe ablaze. The Polish counties of Masovia and Chelmno have been burned to ash, and soaked with the blood of good Christians. Raids have grown more frequent and deadly as the pagans grow emboldened by their successes.

Meanwhile the threat posed by the Mongol “Golden Horde” grows ever greater as the eastern menace draws closer to Novgorod and the Russian principalities.

All previous attempts to subjugate the Baltic tribes have been met with disaster and misfortune, but Pope Honorius III has issued a papal bull, and has announced a new crusade – to take the Baltic states and drive the pagans out of Europe for once and for all.

All god-fearing Christian men must answer the call, and safeguard the frontier of the Catholic world.

Deus Vult!

R:25 / I:1 / P:10 [R] [G] [-]

Summercat's Drunk lite NB

Nation Name:

Fluff:

Population: 100

Territory: 5

Settlements:

-[Capital Name]

–[Capital Building]

Technology:

-[Basic Tech]

Military:

-1 Basic Army

Roll 2d100

1 is crit fail

below 20 is bad fail

20 to 49 is fail

50 to 80 is success

80 to 99 is good success

100 is crit success

Combat, roll 1d10 per army.

No map for abstraction and rules lightness, will try to keep track with "the north" and shit.

R:83 / I:17 / P:10 [R] [G] [-]

God Builder

You are gods. You mold the world with your divine power but may only do so through 2 miracles per turn (d100). You gain power by spreading your teachings through miracles and through increasing your hold. The higher your hold, the less open minded your followers are to other religions and to the dreaded science. Your hold is on a scale of 1-10. You can also create something like a demi-god also known as avatars which are created with 10DP of their own.

Name: (What the mortals call you)

Colour: (How to determine which area's are dominated by your religion)

———————————

DP: 20 (Divinity Points, you gain them by dominating new areas or increasing your hold over an are. Performing miracles requires spending DP)

Domain: N/A (Your domain is aqcuired by performing smaller miracles. To perform larger miracles, you need a related domain eg. both mountain gods and fire gods can cause volcanic eruptions. Gods with different domains can share followers so long as their holy texts don't contradict this)

Holy texts: N/A(Rules and guidelines your worshipers must follow. Holy texts must be recorded by mortals who you communicate with)

Miracle Costs:

Magic tricks: (eg. turning water into wine) 1DP

Small miracles: (eg. communicating with a mortal) 2DP

Medium miracle: (eg. healing a mortal) 5DP

Big miracle: (eg. shaping an already existing mountain into your likeness) 10DP

Proof of your existence: (eg. creating a new race OR creating an avatar) 20DP

Races which you create take over a single hex and give you 5 hold over that area.

there are currently no mortals on this world

R:85 / I:5 / P:10 [R] [G] [-]

Heroes of Maradoc 2

Welcome to the world of Maradoc. The world is in a golden age now as peace reigns across the entire world for the first time in known history. Though peace does not come freely to this war ravaged world. The large armies held by most nations now chafe at the bit they are bored and restless. Bandits are in never before seen numbers thanks to deserters and the nations hesitate to respond with conventional armies due to the risk of collateral damage. The naga are rising from the sea and have been raiding the Aeldun harder than ever before. There are even rumors of a dragon sighting west of Tythorp. Truly what kind of peace is this?

For new joins there are now 3 open slots. First come first serve. Understand that there is very little magic in this world and as such magical races do not exist. Every race has come to be through a much more robust evolutionary system. You can still create your own but understand it is limited to something you can explain via non magic. The only traditional fantasy race you can not play is dragons and their lesser kin like drakes wyrms as they are not fully sentient. If you have any questions feel free to pm me at any time)

The world is currently ruled primarily by 7 great empires and their wondrous capital cities. http://pastebin.com/Z6mL0yu9. Though this by no means limits you from creating kingdoms of other kinds. (such as bidderlyn having created a yuan ti kingdom east of the frog/lizard empire, or the drakonids of westerner) Quite a few of the traditional races have been heavily modified due to no magic casting (please do pm me if you wish for a race to be explained in their current state)

This will eventually translate into a NB your heroes will be the leaders of those nations and you will gain bonuses over people who just join the nb and not this HB.

Hero Name:

Hero race:

Hero's race description:(if a traditional fantasy race you don't need to explain much)

Hero fluff:

———do not fill out———-

Inventory:

Skills:

Companions:

Eccentricities:

R:309 / I:41 / P:10 [R] [G] [-]

Fantasy space station HB: Remade

The transport voice projector sounds as the pilot speaks. "Greetings boys and girls, names Kal'sola and I'll be your pilot today. We got a bit until the portal drive generates enough to get us the the rim. Don't know why you are dumb enough to join a mining base in an active war zone but whatever, your head. Now then, might as well get to know each other."

Fill this in

>Name:

>Gender:

>Age:

>Race:

>Fluff:

Don't fill this this:

>Health: Healthy

>Belongings: Clothes

>Skills:

>Equipment:

>Followers:

>Bonus: Based on fluff

Known fluff note: The rim is a sector of border space next to the Alliance of the Light, The Greenskin empire, and The Grand Lich republic. Mineral rich and with some anomalies of interest for study a three way war has raged for the sector for nearly twenty standard years. Rumor has it that the war may end soon through a treaty between the powers, and a major battle hasn't been fought for nearly a single standard year.

R:13 / I:12 / P:10 [R] [G] [-]

Roswind Nation Builder

This will be a attempt at hosting a nation builder. Rolls are 3d100. Starting tech is bog-standard medieval stuff, and anything less.

>Name:

>Race:

>Colour:

>Fluff:

>Population: 3(5)

(Population is a abstraction to how many people are living in your nation. the number in brackets is how much the nation's infrastructure can support)

>Military:

[(Unit name)|A:1|D:2]

(Unlike most builders, unit strength is static. Battle rolls are 2d100, with additional rolls gained through hero units)

>Infrastructure/Wonders:

(Important and noteworthy buildings and the like in your nation, some of which may provide bonuses)

>Civtech:

>Wartech:

(The technology present within your civilization, With Civtech being more civilian stuff, while Wartech is more militant)

>Traits:

(Basically the up and downsides of your nation)

R:620 / I:165 / P:10 [R] [G] [-]

Iron Bones Superhero Builder: INFINITUM Edition

The end times are upon the United States of America, and soon upon the whole world. The country's greatest heroes and villains have fallen against an ironclad evil– a legion of robotic, laser-toting skeletons led by the insidious Skeleton Prime. Much of the country has fallen into its grip– few capable of standing up to this horrid foe still remain.

That is where YOU come in. You are a superhero, a supervillain, a super-whatever– and because of your pitiful, overlooked, D-List status, you were not targeted by the Skeleton forces nor asked to fly into battle against them. And so you have survived.

Now, with the League of Righteousness dead and most of D.O.O.M slain or AWOL, it is YOUR time to rise up, defeat the Cyber Skeleton Legions, and claim that sweet, sweet superhuman street cred for your own.

CHARACTER SHEET

Name: The name the superhuman community and the news know you by. Secret identity optional.

Age: Approximate, as needed.

Origin Story: How YOU became a superhuman/alien/dog, and the basis for your superpowers and super-equipment.

Blood Type: Fill this out.

Signature Color: Pick a color. One that I can actually access in MSPaint. You may want to wait until the map-wipe for this.

Domain: Doctor Doom has Latveria, Batman has Gotham. You have your own domain, represented by your Signature Color. The bigger your domain, the more resources you can draw upon, but the harder it is to defend.

Superpowers: Determined by Fluff/Origin Story.

Equipment: Determined by Fluff.

Followers: Determined by Fluff.

Renown: Starts at D-List

PREVIOUS 4CHAN THREAD AND OTHER THREADS HERE: https://warosu.org/tg/thread/39813420

ALL PREVIOUS PLAYERS: You have THREE DAYS to declare that you are present IN-THREAD, or have someone vouch for your presence if you cannot post. After three days, inactive players will be wiped CLEAN and new players will be put in and STATTED.

Until then, you fucks, don't post actions or anything. New players are advised to hold off on picking a location until the map-wipe, but it's up to you, m8.

R:226 / I:93 / P:11 [R] [G] [-]

Election 2016 Builder

September 1st, 2016. With 68 days remaining before the presidential election. The debate between Donald Trump and Hillary Clinton has ended with riots in Miami and both the Republican and Democratic parties collapsing to in-fighting after a political protest involving a slingshot and an irate squid resulted in the tragic deaths of both candidates. Elsewhere, Tim Kaine and Mike Pence were both rushed to a hospital in Virginia after their jello wrestling charity event resulted in 36 dead and 600 injured by a swarm of angry bees. Local officials are quick to blame the 92 year old woman that mixed the jello, citing her use of 'very fresh honey'.

As the nation reels and attempts to process these tragedies, they also look for new leaders to guide them for the next four years…

Candidate Name:

Home State:

Political Party:

Fluff:

*Feel free to suggest other items for characters to state in chat!

R:88 / I:12 / P:11 [R] [G] [-]

Journey Builder: Prologue

Four kingdoms face each other in constant struggle, devolving to little more than war and bloodshed between them as each struggles to prove its dominance over the others. This struggle is made worse as a corruption begins in the world, a sort of cancer killing the land and pulling from the life of all who wander in it, The Decay. Heroes and villains are both born in this Age of Decay, seeking power or fame for their actions, each for reasons of their own.

The kingdom of Einhard, born of Fire, sits in decline. Once home to many of the strongest warriors, The Decay has taken many of Einhard’s lands, some making the claim that it originates from one of the Einhard’s many ancient shrines. Einhard’s government is managed by a royal line, with the first son of the King being the next to lead. The current king, an only child, has yet to produce a male heir, and many fear that the royal line of Einhard will lose its royal line.

Ibsilis, the kingdom born of Wind and currently the most powerful of the four, is small yet well defended. A massive wall separating its inner territory from the invaders faces siege regularly. However, the Aegis Knights, powerful warriors of Ibsolis who also act as leaders to the nation, strike down invaders with ease. Headed by these knights, the Ibsolis army has been known to make successful advances on enemy territories with little casualty. Very little of The Decay touches their land, only affecting the claimed territories, rather than those behind the wall.

Argolla, born of Earth, hardly a nation and more a group of once warring tribes, Argollas has lasted thanks to powerful magics its people have used in addition to the ruins that litter their lands granting them mysterious weapons technology in the form of magitech. The tribes are presently united under the Archmage, a powerful sorcerer who commands the element of Earth and demands the blood of enemy nations. Several tribes of Argollas have been claimed by The Decay.

The fourth is Ourobos, that born of water. Located on a large island by the same name off the coast of the main continent, Ourobos is a nation built on its powerful navy and technologies featuring water. Ourobos’s decay has made its appearance on borders facing the mainlands. The warriors of Ourobos are known for their stealth based tactics and maneuvers centered on misdirection. The Ourobos government is run by elected upper class officials.

This leads us to your journey to the small island of Udruay, a small neutral island off the coast of the mainland to discuss treaty between the four powers of the main continent by call of Ourobos. So far, Einhard, Ibsilis, and Argolla officials have arrived, however the group to call the meeting has yet to make an appearance. Many adventurers and mercenaries have made their way to the island in the hopes of work by the superpowers present. Others, however, have boarded their nations’ ships to explore the island, much of which is still uncharted. Whatever your reason, you are here, and your journey is yours.

———-

=Fill Out=

-Name:

-Home Nation:

-Background:

=GM Will Fill Out=

-Stats:

+STR: 1

+AGI: 1

+VIT: 1

+MAG: 1

+SPR: 1

-Skills:

+[Name]: D

+[Name]: E

+[Name]: E

-Equipment:

+L Hand:

+R Hand:

+Head:

+Body:

+Acc 1:

+Acc 2:

-Inventory:

+

+

+

-GP: 100

-Assets:

+[None]

-Followers:

+[None]

-Bonus:

+Name: Bonus Stuff

———-

Players are allotted 3d100 per turn for actions. Actions can be anything between looking for combat to purchasing items. Sometimes certain actions will change the number of dice rolled a turn. The most common of which is combat, where players are reduced to 2d100.

It is suggested (but not required) that actions are formatted so that the overall goal is shown in [Brackets], however any specifics and attached fluff should be made in the first, bracketed, part of the action. Applicable skills and bonuses should be shown below and listed with +Plus Signs, the GM is not responsible for missing skills and bonuses when scoring actions if they are not listed below.

R:198 / I:48 / P:11 [R] [G] [-]

Apocalypse Academy Thread #2

This is the 2nd thread for Apocalypse Academy.

Previous Thread: http://8ch.net/builders/res/13902.html

Previous Fluff Thread: http://8ch.net/builders/res/15890.html

Current Fluff Thread: http://8ch.net/builders/res/17778.html

R:206 / I:45 / P:11 [R] [G] [-]

FAS Builder Thread 2: Calm Seas Edition

What a Fantastical Age (of Sail) Builder

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

—–

For a long time a great storm has raged across the new world stopping new arrivals and making sea travel all but impossible to all those but the most daring. However on this day a great thunder of cannonfire can be heard all across the sea and chunks of serpent wash up on the sandy shores across the continent. The storm has lifted and with it a rush of new colonists have set out to make their claim on the new world and the riches it has been told to hold.

—–

5 Turns till the Boom starts

R:327 / I:108 / P:11 [R] [G] [-]

GoT Troupe Builder

"The Stark's were right" the maester says, looking out the ruined watchtower, the snow falling hard, as it has for the last year or so. He turns away from the dreary sky to the warmth of the fire and takes a seat next to the knight, his armor dented in most places, and rusted in all others. "Dead right, the poor bastards," retorts the knight, as he wipes some blackish ooze off his sword "Winterfell was the first to fall when this Night without End began." the maester looks forlornly at the flames, watching the embers dance as they slowly fade. "Hey old man, you hear that?" the knight says, a sudden fear taking his voice "I cannot say that I do, my hearing has departed me somewhat in my old age." "That's the thing, there isn't any noise, not even the wind…" A creaking, quiet as a dormouse, then silence again. "It's the dead of night boy, maybe the storm just died down, regardless, I'm going to sleep, and you should too, we have a long way ahead of us till we reach the sands of Dorne." "Verily, never thought I'd be so happy to see those sun-baked again." another creak, louder this time; the knight grabs his sword, chipped and slightly misshapen from constant use. "Something's here" The knight whispers, quickly kicking out the fire. "By the seven! Do you think it's one of them ?" says the maester as he fiddles with his chain link nervously; its Valaryian steel link glimmering softly in the darkness, his voice barely audible, but the hint of terror in it unmistakable. "Hard to tell, to quiet to be a wright, but not quiet enough to be a ice spi-" The words, trapped forever on the tip of the knight's tongue as his head rolls lazily off his shoulders, a being with flesh pale as snow walks out from the shadows, his blade, that of pure ice, now slick with the late knight's blood. "S-STAY BACK! BEAST FROM THE NORTH" The maester hands start to glow in imitation of the flame, however, the heat in his hands is very real… "BY THE LIGHT OF R'HLLOR, I CLEANSE THEE FROM THIS WORLD!" he screams, flames suddenly shooting from his hands. The White walker staggers, then an unearthly scream rises from it's frozen throat, it crumples under the barrage, but the maester refuses to let up, he continues to char the creature, to ensure it's death. Content that the heap on the floor is dead, the maester quickly runs to his fallen comrade, uttering a quick prayer, he blesses the man's corpse before administering the last kiss to the corpse, hoping that R'hllor's light will drive the taint of the Other from his body. Regretfully, he picks up his small rucksack and heads out into the now resurgent storm, a solemn pray uttered from his still quivering lips "The night is dark and full of terrors…but the fire burns them all away. Lord of Light, please bring back the dawn." He quickly disappears in the snowdrifts, and all is calm once again.

R:17 / I:12 / P:11 [R] [G] [-]

Ragnarok: Origins Builder

For thousands of years, the monsters have been subjugated and slaughtered by the Forces of Light. Ordinarily, the monsters would have a high level of autonomy, however, within the last 100 years the Emperor has started calling for the tribes to be organized and borders defined. This shift has been slow and been met with resistance, but it has been happening either way. You were born within one of these tribes and a great destiny or a terrible fate awaits you.

R:379 / I:37 / P:11 [R] [G] [-]

Demon Rising Builder Redux

Congratulations Scum! You're an imp, born by getting chucked out of the sea of chaos into the pits of Gehenna. You're the lowest weakest and least magical of demon kind, used as fodder and food for your betters. However with some time , much work and a massive amount of luck you might ascend to the rank of lesser demon.

You dream the dream that all demons dream, to raise yourself to the rank of Demon Lord. To gain complete dominion over a pit and make it your own. However the road is long, dark, hard and is full of competition and other pitfalls. However you're now completely without merit as you are, even though you lack a name. For you see while all imps look more or less the same some lucky imps have a few changes and upgrades in their form that make them slightly better than their fellows. More likely to survive and thrive in the various pits the demons dwell in.

Fill In:

>Physical differences:

>Magical differences:

>Body color:

Note you can only get up to 3 differences from norm total and the stronger the difference the more slots it will take. I.E. One slot of wings would let the imp glide, true flight would require two slots said flight would be slow as flying goes. Moderate speed flight would require 3 etc.

Don't fill out or you get eaten by a wandering demon

>Rank: High Imp

>Name: Nameless (names will not be acquired until you become a true demon)

>Bonus:

>Allegiance:

>Innate abilities:

>Influence:

Meta: This is a redux of my previous builder. Things have been cut out due to my inability to execute properly(like the mortal world), and I am instituting a 8 player hardcap. If you're absent for more than 5 turns you're dead and a new player gets a chance. To those who were invested in their imps I apologize, but the old builder was untenable in my opinion.

R:181 / I:40 / P:11 [R] [G] [-]

Innovelis still as the Age of Silence comes to a close, having laid dormant since the fall of civilization. This was once a prosperous continent, featuring nations with vast intelligence and armies far beyond those of the world today. However, the land was plunged into chaos by the hand of an awesome power beyond that of even the Kott, the former superpower of Innovelis. Now a new wave of civilizations begins to show. While small, these nations have the potential to one day surpass the nations that now sit in ruins across Innovelis. Still, the power that once wiped out this plane may still lay dormant below.

(Please Fill Out)

-Nation Name:

-Race(s): (Give name and some fluff if necessary.)

-Location: (Give a general location. Images of circled areas are fine, but may deviate slightly.)

-Background: (Give as much fluff as possible. This generates tech and bonuses. Good things to mention are what your nation tends to act like and what technologies they have.)

-Links-

IRC: https://client00.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net

Full Ruleset (Edited Regularly): https://docs.google.com/document/d/1i_oC3w3NSttBmmwM0j12PgRdTSpaQDU58meFMLarHRE/edit?usp=sharing

R:87 / I:39 / P:11 [R] [G] [-]

The Return: A Fourth Age Builder

The year is TA 328. High King Eldarion I, Son of Aragorn II Elessar, has just died. His son, Aranyond I, has ascended to the throne at the age of Forty-Six. Most men of the Reunited Kingdom have not known conflict, as the War of the Ring ended over three centuries ago, and King Elessar’s wars of unification ended hundreds of years ago. The ents of Fangorn and a handful of the most ancient dwarves remember the heroism that led to the downfall of the second Dark Lord and Enemy of the World. However, whispers of an evil cult have persisted for over a century, though none of the rumors have any credence to them. The realm of Man is peaceful. Some elves have elected to remain in Middle Earth after the War of the Ring, for it is the land that they have always known. They yet reside in Mirkwood, Lothlorien, and Imladris, with many others scattered throughout Arda. The Hobbits of the Shire continue their peaceful, solitary existence and remain ignorant of the world outside their borders. The Dwarves of Middle Earth live and work in their deep halls, as they ever have, with many living in Khazad-Dum (Retaken by Durin VII, ruled by Durin IX), Erebor, or Belegost. Harad and Rhun are autonomous, with some of their land being ruled by the Reunited Kingdom after the reunification wars of Elessar I. They enjoy a happy peace with the people of Middle Earth. The land is in the midst of a golden age, and it seems that the dark shadows of the past have been thrown off forever.

R:9 / I:2 / P:11 [R] [G] [-]

Dio's Deus Vult!

Name:

Age:

Country of origin:

Fluff:

Do not fill in:

Weapons/Equipment:

Bonuses:

Companions:

Countries to choose from:

Kingdom of France

Blois

Toulouse

Boulogne

Flanders

Kingdom of England

Normandy

Le Puy-en-Velay

Vermandois

Brittany

Republic of Genoa

Armenian Cilicia

County of Sicily

Taranto

Roman (Byzantine) Empire

R:183 / I:47 / P:11 [R] [G] [-]

Fantasy Hero /d/ Builder Thread 2

Hello, and welcome the Fantasy /d/ Herobuilder.

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

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

Fill this in

>Name:

>Race:

>Fluff:

Don't fill this this:

>Health: Healthy

>Money: 5 Gold Coins

>Belongings: Clothes, Rucksack

>Level: 0

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

>Skills:

>Equipment:

>Followers:

>Bonus: Based on fluff

>Location: (Pick one, but think about the consequences.I will likely elaborate on the nation you find yourself in if you choose one. I may override your location request based on your fluff)

R:39 / I:19 / P:11 [R] [G] [-]

What a Tiny Builder PreRegs.

—Setting—

Long ago the gods left this world in a flash of light and thunder which shock the very soul of the world. Emerging from nooks and crannies the new tiny inhabits emerged forming tribes and societies in the wreckage of the God's home. Will you strive to claim the glory of the old world or build new glories for yourselves!

—Misc—

[Spark]

Tiny droplets of light that float through the air during the night. Those with the aptitude for it can capture these droplets in water and use their power to change the nature around them!

—Areas—

[The House]

The old house of the God’s still stands though it has seen better years. In it now dwells many a tiny denizen from new sentient creatures to fearsome rats and mice. Those living inside the house are quite adept at scavenging and learning of new technologies! They do however have some problems growing foods!

[The Attic]

The Attic is a desolate place with but one solitary area of light from a hole in the roof. Those who dwell in the attic are isolated but resource scarce growing hard and bitter in this desolate wasteland.

[The Cellar]

The Cellar is warm, wet and dark. Perfect for squirmy and squishy things, those living here are often quite populous and the ground fertile they have troubles expanding into the light. Spark seems to also drift less often into the underground areas.

[The Yard]

The vast and open yard is home to many a tiny folk who dwell beneath the grass. They are often very in-tune with the spark and the use of it’s power while having troubles grasping technology. With abundant natural resources they can exploit far better than the others.

[The Forest]

The foreboding woods that surround the known world. Few who enter ever return. Full of nasty critters, beasts and savage tribes!

——

There are 6 Major Nation slots and 8 micro nation slots, Major nations get 3 dice and minor nations 2.

—–

Nation Name: [Every bodies got a name]

Type: Major/Micro

Race: [What are these little things][No races with built in flight or waterbreathing]

Location:[Cellar][Yard][Farmhouse][Attic]

Background: [What do your nation do]

Rules [W.I.P]: http://pastebin.com/XAqCcTnG

Map will be posted with game start

R:20 / I:10 / P:11 [R] [G] [-]

DEUS VULT: A crusader HB by Franz

Welcome to Anatolia squire! We are here to rid the Holy Land of the filth that is the Muslim religion!

What? You say you're a knight? AHAHAH! A joke like that will get you thrown in the dungeons!

Fill this in:

Name:

Age:

Country of origin:

Fluff:

Do not fill in:

Weapons/Equipment:

Bonuses:

Companions:

Rank: Squire under knight (roll 1d20)

R:108 / I:46 / P:11 [R] [G] [-]

Magical Academy HB

Welcome to the Utul College of Ancient Sorcery, newest applicant! I am your headmaster, Maximillian Donnel, and I’m delighted to welcome you to our halls! As you well know, we've invited you to join our private institution based on the quality of your innate magical ability. We see promise within you, and wish to improve upon your talent through study, experience, and, of course, tests. By the time you graduate from our fair institution, you will be a full fledged wizard in the concentrations of your choosing! Isn't that delightful?

Now, we have a number of magical guilds that you are able to choose to be a part of while studying at Utul. We require that all students choose a guild to be a part of in their freshman year, for your guild also determines where you reside. Unlike other academies, we actually let you choose your guild! Please, read up on them, and decide which one is the right fit for you.

>http://pastebin.com/nTumfDRG

You must also choose your freshman year classes! We require that all freshman study at least 1 major concentration of magic, though many elect to study 2, and the most astute even take on 3. You also have the option of taking 1 or 2 minor concentrations. Peruse the list, and make your pick!

>http://pastebin.com/P9GSmEST

Finally, if you could fill out this applicant form here we’ll be all set (A picture of yourself would help the records people! [and the GM]):

>Name:

>Year: First Year

>Origin (Where do you come from? What is your background?):

>Guild:

>Major Concentration Classes:

>Minor Concentration Classes:

DON’T FILL BELOW

>Origin Bonus:

>Inventory:

>Skills:

>Companions:

>Reputation:

>Afflictions:

>Spellbook:

Seems you’re ready now! I wish you the best of luck as you study here!

Dice+3d100 for actions.

ROLL VALUES:

1: Might as well have casted Avada Kedavra on yourself, you’re fucked.

2-10: This is gonna hurt pretty bad, hope you have a Percocet on hand.

11-20: Tis only a flesh wound! Rub some dirt on it and you’ll be good.

21-39: Regular, plain, not that bad but not too good, failure.

40-79: Ah, success! You did what you wanted to do.

80-89: Great success! Borat would be proud.

90-99: Critical Success! Bring on the booze, blow, and bitches!

100: You just banged lady luck.

**Additives to rolls cap out success at Critical successes, unless they add up with the original roll to 100.

**Roll reductions cap out at Critical Failures (2-10).

R:182 / I:24 / P:11 [R] [G] [-]

The heroes of Maradoc

The heroes of Maradoc is a preliminary HB to the NB happening in august. We will be playing a few rounds and have a few adventures with your hero to see what his/her approach to things is. This is to give me as the gm a better idea of how you plan to play this character and the nation they will lead in the future. So that your future nation will gain benefits and negatives based off how you played said hero and the moral choices you made. There isn't much risk of death in this short game however permanent injury and future alliances/grudges can and probably will be made.

Maradoc is a very low magic world while most fantasy races do exist including demons and angels they aren't super magical beings more winged human/animals with a penchant for good/evil deeds. The same for most monstrous races think of them more a result of a much more diverse and robust evolutionary system than anything coming into existance via magic. So please do keep the snowflakeness to a minimum.

Char sheet

——-

Hero Name:

Hero race:

Hero's race description: (if using a generic fantasy race feel free to leave mostly blank. IE humans/wood elves/etc we all get the idea of how those races function already)

Hero fluff: (Don't give me some super long detailed mary sue shit. The idea is to flush out your character via this thread not give an already set in stone superhero and world saver shit you people do most of the time from the getgo. Things that you should include are preferred fighting method types of geography they like and personality descriptions)

R:58 / I:19 / P:12 [R] [G] [-]

The moons unforgiving sorrow

A thousand years have passed since that wretched day.

The day the moon blotted out the sun thrusting our realm into this perpetual state of night, it is no longer our domain,but theirs.

The monsters run rampant across our kingdoms pillaging and raping and there is not a single thing any of us can do but pray for the dawns return.

We all know it's false hope,but false hope is all we have in these trying times.

It's a damn miracle anyone has lasted this long. The death toll has gone past the millions by now and continues to sky rocket every day.

The endless state of depression most of us feel is worse still, we've given that hopelessness a nickname. We've taken to calling it "The Moons Unforgiving Sorrow."

[Now that,that bit of introductory fluff is over let me introduce the setting. The setting is fairly self explanatory. It's a medieval dark fantasy with most of the plot being stated in the fluff. I will post nation templates.rules and the map in the post to come.]

R:8 / I:6 / P:12 [R] [G] [-]

Hijō ni oishīdesu Sūpā shiawasena tanoshī jikan

Hijō ni oishīdesu Sūpā shiawasena tanoshī jikan

A brand-new ridiculous cliche anime-tier HB centering around becoming the worlds best chef

I promise not to drop this one

This is pretty much Salt If salt didn't have superpowers and was pretty much a carbon copy of kofuku graffiti

CHARACTER SHEET

Name:

Age:

Fluff:Your fluff dictates what bonus I give you

Gender:

Blood-type:

Home Country:Make sure to include this in your fluff background story as well.

Food Specialty: What Dish/Food type you are best at making IE seafood,itallian etc.

ROLL CHART

100: HEROIC SUCCESS. You succeed in the greatest, most profitable way possible.

90-99: Absolute Success. You succeed as well as you possibly could have.

20-89: Varying Success. This one is ultimately up to me to decide,but if it's a low roll it's probably going to be shit

6-19: Failure/Minimal Success Anything less than a 15 counts as a fail otherwise you pretty much scraped the bottom of the barrel

1-5: CRITICAL FAILURE

pretty self explanatory hope to god you don't roll this ever.

R:113 / I:19 / P:12 [R] [G] [-]

Hello and welcome to Graceford USA, student of the newly built Graceford Community Highschool, located in the scenic district of Bivalve. Here you will conduct your studies as an average student. While we understand some recent reports of missing persons and mysterious creatures have been occurring around town, we assure you there is no need from concern.

Graceford, the city you are currently living in, is divided into 5 unique districts:

To the east is Eastbank, bordering Lake Dopelt. It features a number of shipping warehouses and previously acted as the town’s industrial center now almost completely abandoned. A few factories, however, still function, offering some blue collar jobs to the area. There are little to no commercial areas in Eastbank.

To the west is Richton, the high class part of town. Mansions and condos aplenty, the upper class fills this area, with little below. Gated communities are the standard. Little to no work exists here aside from home aid jobs.

The center of Graceville is known as Keenes, the shopping center of the town. It functions as a center of commerce and the most popular area for individuals of all ages. A carnival is held here on Saturdays.

To the south is Bivalve. It features most middle class and some upper class neighborhoods in addition to the entirety of the Graceville School District’s buildings. Some shopping centers are scattered throughout the area, though most of them are located to the north in Keenes. The Graceford Community Park is located in this area.

Finally, to the north is Holdingford, the most run down area of Graceville. Impoverished groups live in its decline. A number of factories are located in the area, providing low paying jobs to residents.

—–

-Name:

-Age:

-Gender:

-Occupation: (Any part time job(s) your character may have. Optional.)

-Appearance:

-Background:

—–

Each turn players have 2d100 to take actions over the course of the week such as training or working to focus on studies. During certain events, turns will take less time than in a standard turn. Players will be notified of such turns. Classes are also take passively by characters, and players will not need to roll for them unless a special event is occurring.

R:199 / I:77 / P:12 [R] [G] [-]

Political Guild Builder

''The Empire our mother and the Emperor our father,

who tasked us to sail, build a kingdom like no other.

We built a new city from nothing but ashes,

yet creatures awaited for us in the marshes.

Oh mother send us faith,

Oh fatrher send us strength,

Darkness arises from depth.

We banish the devils we track down the beasts,

yet each day that passes they lurk in the mists!

We fight the evil and purge the undead,

yet it won't be long until we are all dead.''

Ugh by the name of all the gods I HATE poems! Says the emperor, thrusting his fist against the wooden table. The silver plattery shakes, but not as hard as the councilor on the very far end of the table, scuffling to impode into his robes. I… I know sire. B-but this is all the common folk are talking about, is what the bards sing in t- The emperor interrupts him by thrusting his fist against the table again, this time the councilor squeaks in a cowardly voice. I DO NOT CARE FOR THE PEASANTRY THOUGHTS!. The plattery stops shaking before the councilor speaks again Yes lord, o-ofcourse you don't. But If we ignore the pleadings of the people and let our colonized city to be demised- Why would I care about one city? There are a thousand more! the emperor grunts and drinks from his goblet . The councilor takes a deep breath before speaking again, this time in a clear crystal voice Sire, it is your great name that is on the stakes here. The emperor chokes on his wine and drops the goblet to cling and roll on the marbled floor. It takes him a minute of coughing before straightening up in his chair again. Fine! send the entire fleet with 200,000 men!. W-wait sire, the situation is not severe, we need merely a thousand to deal with- NO! YOU FOOL! MY NAME IS AT THE STAKES HERE!.

This is where our story begins. In a mythical land surrounded by ever creeping darkness, there stands a city. A beacon of hope for humanoids and civilization - the colony of the empire. You take the role of a guild within the city, sent by the emperor to govern the city and defend it while the empire assembles their 200,000 troops and sail your way to secure the area once and for all. Your guild will be facing off darkness from the outside and intrigue between the other guilds from the inside. How will you act? Improving yourself within the city by might weaken the city against the hordes of evil outside. Improving the city may come over your own benefits. Will you strike the right balance?

Become influencial and write the laws everyone in the city will bow to!

Start a rebellion to become the ruler of the city!

Become the hero the city needs and slay the dark beyond the walls!

Ally with darkness and see the city falls!

And much more…

http://imgur.com/oG5mnhw - how the game is being played

http://imgur.com/nxBzbVa - character mechanics

http://pastebin.com/WqVzHLej - sign up (please contact me through mibbit IRC via PM before signing up)

R:172 / I:23 / P:12 [R] [G] [-]

The Isle - Thread 1

The Storms that surround this southern Island have drawn in the settlers heading for the fabled Iceland. Scattered many were fed to the beasts beneath the water but many have made it to the Land. With fertile soil and little else to do the People began to make themselves a new home.

Population Pools:

Blue: 4500

Green: 3000

Purple: 4000

You have two d100 to use for actions per turn, Companion and Items are used to enhance to outcome of the roll. A company or Companion can be used separately, giving you an extra roll for them, however losses are easier and heavier if you are not present.

R:75 / I:23 / P:12 [R] [G] [-]

Boredom - A History Making Game

Pretty much roll 2d100 *10 that is initial population, during each round you will roll 1d100 for additional population growth.

Keep track of you population, I will be keeping track to… >.>

With your population you can do three things

1.Expand Borders (100 population)

2.Create/Expand City (1000 Population) - produces finished good and more people

3.Develop Province (500 population) - resource production now occurs

The main focus of this game is however the story building the population growth and building is just for a progress tracker. Along with each "action" you will post a bit off fluff for your country. Use the IRC for Fluff with other nations, you can add as much or as little with each post.

Have fun

Thank to Cartogrpaher's Guild for the map :)

R:119 / I:21 / P:12 [R] [G] [-]

Barnestown: A Zombie Survival Builder

Barnestown, Michigan.

For the past week, the news has been overrun with stories about mysterious illnesses, riots, and natural catastrophes breaking out across the world. Russia, the United Kingdom, Canada, the USA.

Barnestown, of only perhaps 50 thousand people, has been in a state of panic.

Hospitals have reported a high occurrence of random bites, assaults on staff, and unexplained deaths. The police force is strained. The mayor is dead silent. The lights flicker on and off.

As people pack onto the highway and the Barnes River Bridge to leave the city for safer waters, they find themselves forced back at tankpoint by the Army. Not the National Guard. The Army. Tensions run high. Riots start forming in the streets, even as reports– very credible, video-evidenced reports– start coming out that, in Barnestown, the dead are starting to walk. And they are hungry.

It is October 4th. 8 AM. The sky is cloudless. The sun is bright. The leaves have yet to fall, but they remain a bright kaleidoscope of colors.

4 hours ago, the Barnes River Bridge was destroyed by way of specially placed explosive charges. The army insists that no civilians were harmed.

A barricade and armed perimeter has been set up around the entire city, and riverboats toting missile launchers and men with assault rifles monitor the river.

You're stuck here. For now. With the living dead.

R:42 / I:16 / P:12 [R] [G] [-]

Feudal Builder.

Kingdom: (Choose one of the five playable kingdoms described in the fluff posts - Syrrah, Sul, Sapshan, Mianda, or Holan’s Mianda.)

Family Name: (Your family’s surname.)

Dynastic Traits/Fluff: (Dynastic traits are custom bonuses that always apply to the current head of dynasty and/or their personal demesne. You begin with 2, and may acquire more during gameplay, at the GM’s discretion. At first, fill this out with a brief fluff of your family and its foundation and/or recent history.)

Dynastic Succession Laws: (The process by which your family traditionally and legally chooses its new rulers after the death of the existing one. The typical system is Agnatic-Cognatic primogeniture - i.e. the eldest son inherits, if there are no (appropriate) sons, the eldest daughter instead. Unusual systems may lead to diplomacy penalties with peers of the realm and vassals.)

Head of Dynasty: (Player Character):

Name:

Gender:

Head of Dynasty traits: (These can be positive and negative, and will prescribe bonuses for specific actions. E.g. A Strategist character will confer a bonus to troops they command in combat. An honest character will be trusted more often by npcs, etc, etc. Each character may have up to 5 traits, again, there is no exhaustive list, though I may eventually formulate one. You may choose 3 traits for your first head of the dynasty. Two may be good, one must be bad. E.g. Brave (Good), Clever (Good), Greedy (bad))

Immediate Family:

(A list of your immediate family members. This is your spouse, sons, daughters, siblings, and grandchildren, primarily used to manage succession. You start with a spouse, who you may assign 3 traits - again, 2 good, one bad.)

Notable Courtiers:

(Similar to immediate family, these are people unlikely to inherit, either extended family, or non-family members in your court with important roles. Leave this empty.)

Treasury:

Khond: (Start with 500)

Other Valuable Assets: (Leave this empty)

Income:

Tax: (Leave this empty)

Trade: (Leave this empty)

Diplomacy: (Leave this empty)

Troops:

(Leave this empty)

Holding 1: (You can name your lands here)

Size:

Terrain:

Resources:

Culture:

Faith:

Buildings:

Tax:

Levies:

(Leave this entirely empty, however - denote a starting location somewhere in your post, that is within your kingdom)

Holdings have a size value, that determines how many buildings it can contain.

The terrain type helps me decide what random resources might be there, and may effect events and battles.

Resources refer to noteworthy resources contained within the province, such as copper, tin, salt, and aegisteel.

Culture denotes the language and cultural traditions of the people who live in the holding. If they are at odds with that of the ruling dynasty, it may cause friction.

Faith denotes the religious practices and rituals of the people who live in the holding. If they are at odds with that of the ruling dynasty, it may cause friction.

Buildings is the buildings that are in the holding.

Tax is the income generated by taxing the people of the holding each turn.

Levies refers to the armed men and women one can expect to raise when mustering troops from the province.

Gameplay:

At the start of each turn, each holding will generate incomes that are added to the family treasury, and any ongoing expenses will be deducted from the family treasury, unless they specify their intent to withhold payments ahead of time.

Each turn, each player may give up to 5 orders, rolling a d100 for each. Some actions will roll against an appropriate DC (needing to roll equal to or higher than,) in order to succeed. Others will begin a process automatically, and the roll will determine how much progress is made.

Adult, capable characters may be assigned to an order (one per order, one order per character each turn), and their traits may effect it, if relevant, so remember to assign characters - including yourself, if you wish, to orders. Beware, some orders have the potential for sickness and injury - think carefully about who undertakes them. Sometimes the most skilled character might be too valuable for a dangerous task… Sometimes you might desperately need that task completed.

Each turn, the GM will privately roll dice to determine things like global - or localised events, as well as certain important minutiae - such as whether you or your spouse have children, or whether you, or members of your family or court die of ‘natural causes’. Whilst it is entirely possible to have a family and stable succession without making efforts towards it, you should beware being heirless - if you have no legal heir of your family to succeed when you die, you lose the game.

R:67 / I:17 / P:12 [R] [G] [-]

Post-Apocalyptic Mecha Herobuilder: Revival

Welcome back to Pangaea! Er, what's left of it, I mean. Following the Age of Nuclear Armageddon, the world was plunged into darkness, with the remnants of humanity fleeing far into their bunkers in the mantle of the earth for an incredibly long amount of time. It was in this period of solace that the oceans of the earth all but dried up, and the shifting tectonic plates reverted the continents to their original form…Pangea.

As humanity awoke to this new and arid world, it had company; the advancement of technology underground led to a number of groundbreaking discoveries and inventions, most important of them all being Mecha technology. Certain factions proceeded to use mechas to stake new claim in this arid world, though it wasn't before long that everyone had access to these might machines. Of these new factions, the most powerful of them all are known as…

The Risen Nazis

The New USSR

The Eastern Coalition: An alliance of former eastern European countries

The Indian League: A number of Asian nations united under the rule of one mysterious leader, known only by the name "Gandhi"

The New United Republic: An American alliance

The Crusaders: Xenophobic and highly religious knights of the shattered Christian papacy.

You are an actor in this new world. Will you seize it, or by swallowed by the shifting sands?

ARCHIVES (Look here if you think you may have played before):

http://archive.4plebs.org/tg/search/subject/Mecha/username/Luch/

dice+2d100 for rolls.

Heat Counter progresses as follows:

Cold as Ice>Chilly>Normal>Hot>Sweltering>CRITICAL

Sweltering results in a -10 to all rolls, while CRITICAL results in a -15 to all rolls and a chance of mecha failure.

Stat Sheet

Pilot:

>Name:

>Faction (If belonging to one):

>Fluff [How's your pilot different from everyone else?]:

>Inventory [Decided by Fluff]:

>Skills [Decided by Fluff]:

>Flaws [Decided by Fluff]:

Mecha:

>Name:

>Fluff [How's your mecha different from every other one?]:

>Heat Counter: [Chilly]

>Weapons [Decided by Fluff]:

>Upgrades [Decided by Fluff]:

>Defects [Decided by Fluff]:

>Fighting Style (What role the mecha plays on the battlefield (Offense, Defense, Support, Balance, etc.) [Will be determined based on Fluff]

R:111 / I:29 / P:12 [R] [G] [-]

Mu High

Pangea View is a Megaschool; a self-sufficient community consisting of a private secondary school, university, and housing, combined into a single massive skyscraper nested in the Silicon Valley of San Francisco Bay. Constructed during the new millennium as a showcase of cutting edge technology and projected to be the future of education, it was here that the brightest and those with unusual talents alike were drafted by the thousands via grant to become the leaders of tomorrow from a young age, the upper floors readying them to transition into the lower levels of the university and finally to the labs on the lowest floors where it was said miracles occured.

A school meant to encompass everything, Pangea View was notorious for rumors that it had classes in such fields as "psionics", "occult studies", and other things of dubious academic value, as well as issues regarding the exact nature of its applied research ventures; these rumors would die down to the backdrop of reality as it became increasingly apparent that a megaschool meant to encompass everything was economically unfeasable regardless, even with the direct support of a dozen sponsors and the US government itself.

The year is 203X, and it is the first day of school. The gates of the ivory tower have opened up to the masses, as a last-ditch effort to remain relevant, the secondary education portion of the complex, known as "Mu High", is now allowing regular students to come in as part of the public education system. You may be one of those students, perhaps interested in learning the exotic, a bording student who "won" your ticket here via the metaphorical lottery, a "special" student of which only these facilities can hope to service your unique talent/talents, or you might be one of the unfortunate souls whose family still believes that this rotted complex contains a degree of prestige. Enjoy your stay in Mu High.

>Name:

>Gender:

>Age:

>Physical Description:

>Background (Determines bonus)

NO TOUCHY:

>Status: (OK)

>Stamina: (OK)

>Abilties:

>Perks/Eccentricities:

>Followers:

Rollchart (2d100):

1-5: You're in deep spaghetti. (Critical failure.)

6-10: You're failed in a way that'll have immediate repercussions.

11-19: You failed.

20-29: You did what you needed to do, but in the worst way possible.

30-39: You did what you needed to do, but in a very mediocre way .

40-59: Average, plain, boring, safe average.

60-79: Good.

80-95: Really good.

96-99: Finishes most projects, cool results!

100: Critical success!

R:214 / I:63 / P:12 [R] [G] [-]

Innovelis: Thread 1

It is the dawn of a new age on the continent of Innovelis as the Age of Silence passes. For thousands of years, the continent has laid untouched and silent, returning to its natural state as the remnants of the once great Kott Empire are consumed by the land. In this silence, your people found themselves upon this island. Whether through exploration or here from birth,, you now have claim to the land, building a nation for your intents and desires. Or, perhaps, you are a hero or explorer, here to claim the treasures of the now gone Kott Empire.

———-

Welcome to Innovelis!

We currently cap at 7 nations, and may extend to 10 if the game proves to be manageable. No limit on hero slots, but one may be implemented at a later date.

———-

IRC: https://client00.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net

Rules: https://docs.google.com/document/d/1_CNG5Bz0hSgqrAHC5vtfhwgICRY8v8ov9qkVDIC_2Ok/edit?usp=sharing

———-

Fill one of these out:

=Nation Sheet=

-Nation Name: (What is your nation called?)

-Nation Species: (What species makes up your nation?)

-Map Color: (What color do you want to be on the map? Please pick a color not already taken.)

-Nation Fluff: (Describe about your nation. This helps decide your starting technologies, bonus, and eccentricity.)

-Government Type: (What type of government do your people use?)

-Economy Type: (What kind of currency do your people use? What is their market like?)

-Religion: (Has varying effects based on the setting. Can affect bonus/eccentricity.)

=Hero Sheet=

-Hero Name: (What is your name, hero?)

-Hero Gender: (Male/Female)

-Hero Species: (What manner of creature are you?)

-Hero Color: (What color do you want to be on the map? Please pick a color not already taken.)

-Hero Fluff: (Describe your nation. This helps decide your starting technologies, bonus, and eccentricity.)

-Hero Type: (Pick one of the six basic tags. This will decide your hero’s stats as a unit. See Section 4.)

R:15 / I:6 / P:12 [R] [G] [-]

>Be you

>Scrolling down /builders/ for your regular update check

>Nothing

>But what's this? A new builder?

>Oh, it's by Dara.

>Well, maybe he won't drop it right off the bat this time.

I probably will, but you can be pleasantly surprised if I don't. Also, I only run one at a time, if that helps.

Yes, this is a Matrix builder, but don't worry: The philosophy to action ratio is controlled by the player. The default is action, but players can initiate philosophical discussions with other PCs and NPCs. If you want to ask me anything about it, hit me up on Skype (My username is DaraMagUiginn.) I can't guarantee that I'll get back to you immediately, but I will get to you.

In any event:

The year is about 2100, or 1999, according to who you ask. Mankind are a species which have been crushed by the machines that they created, like Laius was felled by his son Oedipus, humans were conquered by their offspring. Now, they are grown in vast fields to produce energy for the machines. They are kept unaware of this through the use of something called the Matrix. It is a computer program which simulates life on Earth at the apex of human civilization: The end of the 20th century, and the beginning of the 21st century. People go about their daily lives in this simulation, unaware of the truths of the real world. A select few have become "Unplugged" from the Matrix. They were set free by other freed people, who were in turn set free by their unplugged predecessors, and so on and so forth. These people form a resistance against the machines, hoping to one day retake the planet, and free the rest of the human race from bondage.

The real world is ruined. It is a radioactive wasteland here, and a poisonous sea there. The skies are blackened, and no light, save that produced by the machines, is ever seen above the ground. Underground, in the vast sewage systems of the old mega-cities, lurk the resistance, who operate out of Zion, a vast underground city, and bastion of hope for mankind. However, the tunnels are also patrolled by Sentinels, machines designed to seek out and kill any unplugged humans that they find. They are optimized for ripping into the strong hulls of the hovercrafts favored by the resistance. The only defense against the machines, short of overwhelming firepower, is the EMP, or electromagnetic pulse. When activated, EMP devices release a surge of electromagnetic energy, which disables machines in its area of effect. Due to this, all hovercraft are equipped with an EMP device, and are loaded with several other EMP weapons, most of them designed for use by individuals.

Fill out the following:

Name:

Fluff:

Faction: [Machine, Resistance, or Other (Please check in with me on that one.)]

Race:

+++Machines: Independent program (Usually specialists designed for maintenance of the Matrix.), Agent (Programs with speed, durability, and strength far surpassing that of even the most able human. Although they are capable of "Possessing" plugged in humans in the film, this ability is closed to Agents in this builder, as that would be wildly unfair.), Physical Machine (Fulfills some function in the real world: Maintenance, search and destroy, espionage, etc. Great for players who want to play a rebellious machine.)

+++Resistance/Humans: Unplugged (The standard. These are unplugged humans, probably in service to the Resistance.), Natural-Born (These people are not grown, like the Unplugged, or the normal human. They were born to human parents in Zion, and almost categorically fight for the Resistance. Unlike the Unplugged, they have no hardware with which they can interface with the Matrix, and must remain in the real world.), Clued-In (Plugged-in humans who spend a lot of time online, and possibly on conspiracy theory sites. You've heard of "The Matrix", but don't know what it is. Contact me if you want to play one of these, as the storyline for your unplugging may be complex.)

——————————-Do not fill out——————————-

Health:

Bonus/Bane:

Skills:

Inventory:

R:63 / I:25 / P:12 [R] [G] [-]

Odd's Not! AoS

So I have probably forgot something, I deleted the documents with my rules and fluff. The Empires had a lot more fluff before but that'll come in later.

Your first post will be in spring of the year 975 of the Dawn Age

Turn Format will go like this

1-Spring

2-4 Summer-Best time to do things

5 -Fall -Hopefully you have a good harvest

6-Winter (Not a good time to be abroad)

Random and world events will tie into time of year.

Here are the rules and Template

http://pastebin.com/XZJ9ahyD

Rules will be added or changed as needed

For Questions Ask me in the IRC

R:253 / I:12 / P:12 [R] [G] [-]

APEX

Pick 1 species to use, then post your sheet. It may be land sea or air. Prefer it if some play land, some sea, and some air.

There are species present other than the ones on the list, but you may prey upon anything you can, and pvp preying is a-okay in my book, and in yours too if you want the points, since eating other players species nets more points than eating npc species.

You must use a tripcode for this game. Thats ‘(name)##(password)’ in the ‘name’ field of your post.

Also and finally, I’m having to edit in letters my keyboard can’t use, so please understand if it takes me a moment to post.

I’ll be updating regularly.

I’ll be updating the map regularly as well.

I have to bounce files around to pic-edit them so map updates are going to take a bit longer.

APEX

http://pastebin.com/0Rsh9pZu

This is the setup posts only, the actual game starts tomorrow.

R:56 / I:17 / P:12 [R] [G] [-]

Underwater Civilization HB

Far across the galaxy, in a solar system not yet discovered by mankind, the large water planet Aquarius slowly revolves around the large star Ustri. Our stories begin here, deep under the currents and swells of the surface all the way to the ocean floor, where life has managed to develop and grow. Humanoid like organisms with very distinct aquatic traits have managed to carve out their own civilizations in both areas where Ustri’s glare penetrates the water, and where it does not. Of these civilizations there are three that share claim to most of the waters:

Atlanteans: Mermen and women of impeccable skill and wisdom who mainly reside in their capital, Atlantis, with scattered colonies throughout the ocean. Their government most similarly resembles an aristocracy, of which the most powerful of the nobles comprise the Council of Avalon, the decision making body of Atlantis. Several other aquatic races also live within Atlantean society (a result of prior conquests by the Atlanteans) but are mostly considered inferior and “lower-class” to pure-blooded mermen. Of the three civilizations, Atlanteans are the most advanced technologically and culturally.

Nagas: Serpent-like and stoic fighters, the Nagas lay claim to the largest stretch of land underwater, all united under the leadership of King Ssivirus III, who resides in the Nagan capital Soma. Mandatory conscription is set in place for all Nagan citizens that turn the age of eighteen until the age of twenty one, contributing to the fact that the Nagan army is the biggest in the ocean. A militaristic society, the Nagas frequently raid Atlantean villages and Trenchen caves and groves for supplies.

Trenchens: Mostly comprised of deep sea creature humanoids, the Trenchens are a united civilization of outcasts, shunned by the Atlanteans and Nagas alike for usually either bizarre physical traits or harmful acts against their societies. Trenchen civilization is scattered, mostly concentrated in areas where Ustri’s light doesn’t shine, such as sprawling cave systems and coral reefs. Little is known about Trenchen society besides stories brought back from Nagan raiding parties of warriors clutching talismans and creating whirlpools and strong currents around them.

You are an individual brought into this perilous world. Will you make a name for yourself in the salty seas? Or will you be dragged out by the tide?

NOTES PLEASE READ

1. Water does not operate under the same physics as it does on Earth, which is why buildings are able to be built underwater.

2. Atlanteans are the most advanced, their technological and cultural equivalent would be the Renaissance time period.

3. Dice are 3d100

4. Dice roll results will (roughly) follow this format:

>1-2: Disaster, something very unfortunate will occur.

>3-20: Critical Failure, something bad will occur.

>21-40: Failure, nothing will occur.

>41-70: Success.

71-99: Critical Success, something very good will occur.

100: Boon, something incredibly fortunate will occur.

5. Skill Benefits will (roughly) follow this format:

>[Basic]-[Advanced]-[Expert]-[Master]-[Legendary]

>(+3)-(+5)-(+8)-(+10)-(+15)

6. Skill benefits cannot save you from a Disaster roll, and cannot grant you a Boon roll.

Character Sheet

>Name:

>Civilization (if applicable):

>Race:

>Origin Fluff:

*Don’t Fill Out Below*

>Skills:

>Inventory:

>Flaws/Defects:

>Bonus:

R:347 / I:69 / P:13 [R] [G] [-]

Praetificans - Modern Fantasy /d/ Hero Builder

Welcome to New York City, 2015! But this ain't the city of lights you remember.

As long as people have been around, there's been magic. It's a fact of life - some people are just born with the ability to cast fireball.

'course, it's not just humans that are magic. There's the elves, dwarves, orcs, trolls, even the goblins can work mana, even if it's pretty rare for all races. Just ask an ancestor spirit or something, they'll tell ya.

But then, you know all of this, of course. Now comes the part where WE learn about YOU. Just fill in the form, we'll get you set up with government-authorized housing and occupation based on your history, skills, yadda yadda. Good luck out there mate, you're gonna need it.

Oh, and welcome to America!

–FILL IN THE FOLLOWING–

>Name:

>Race:

>Fluff:

>Magic Class (if applicable):

–GOVERNMENT USE ONLY–

>Inventory:

>Health: Healthy

>Mana:

>Occupation:

>Companions:

>Spells:

>Skills:

>Bonus:

(Skills are graded in the following scale: [Basic] - +5 to related rolls, [Advanced] - +10 to related rolls, [Expert] - +15 to related rolls.)

(Mana will be drained based on the level of spell cast. Mages gain 1 mana every 2 turns unless they advance.)

R:9 / I:0 / P:13 [R] [G] [-]

SHADOWRISES SCI-FI NATIONBUILDER REBOOT thread 3

Dice rollRolled 41, 40, 89, 17, 35, 80, 74 = 376 (7d100)

Old thread got too full. so time for thread 3!

Last thread: http://8ch.net/builders/res/23968.html

>>26119

The Nu Bellum are completed, Powerarmored supersoldiers to do your bidding.

3/5 Bioproducer, Nu Bellum Design, +2 territory

Nu Bellum

Recruit: 1F, 1M, 0.5 E

Upkeep: 1F, 0.5 E 0.5 M

Attack: 3

Defence: 3.5

>>26121

The armies replenish to be able to withstand the inevitable massive assault that will come with all the bodies that went into the field.

6/10 Stabilization field, +3 armored children, +2 DD-children

>>26122

The scientists and engineers working on the pylons made breakthroughs after breakthroughs and in ways that nobody is entirely certain of all Dimensional distortions simply fail near your pylons which now are all over the nation. It also seems that creatures that need the DD to survive tend to rapidly die within the fields.

+1 territory, [DD-negating Field pylons]: NO dd-tech works in your territories at all and the same is true 2 territories around your nation.

>>26123

The fortress keeps rolling along. Claiming more land for the Warmar.

+3 territory, 4/6 construction module,

>>26124

(the psi-mecha is not a tech)

Ever so slowly the mastery of the moon progresses.

+1 territory (planet), 10/14 Passive moon expansion,

>>26125

Hear the tune of the greatest nation in the world! ONLY ASHKARI COULD PRODUCE THESE TUNES! What do you mean he comes from the Draxians? SLANDER!

3/4 propaganda, 3/7 Missile lab.

>>26126

The smarter bolds start to intermingle with the Warbolds slowly. Bringing their intelligence up slowly while also keeping groups of "pure" brainbolds around to help atleast put their society on the same intelligence level as their cousins the cutebolds.

BOLDIER BOLDS: Replace the "EXTREMELY primitive" perk with the "primitive" perk.

4/10 Bolds gonna bold, +12 stickpokers

>>26149

The Ulema are ever ready to spread the word of the Zetism. All shall come to accept the truth eventually. They set off to far off lands.

3/6 artillery, 5/7 terrace Farms, +2 Zetism spread attempts (name which nations)

>>26152

With a massive clash the hurried buzzards and Bob fight the DD-creatures. Their swarm of small creatures put up a fight but the vehicles are doing fairly poorly and Bob easily take them down supported by the buzzards.

9/20 Gungnir, +3 buzzards (need more energy to recruit more), -2 Buzzards. -15 Energon for Bob. (wreckage of vehicles litter the oceanfloor)

>>26171

the goings of the world continues and the ascendant continues as always.

1/4 Construction nanites, war factories 8/10, 1/6 teleportation gates, Upgraded military research complex 1/10, +1 territory.

>>26173

The blocky woods break a lot. which makes bolds sad. But it stops sharp things

2/4 shields, farm animals 2/4

R:15 / I:17 / P:13 [R] [G] [-]

This is the city state of Geniicia. It is wedged between New Stead to the North and Copainska to the South. New Stead is a country where Marijuana is legal and, in the capital, so is prostitution. Security between New Stead and Geniicia is fairly lax but it does exist and it is still a risky business transporting contraband between the two places. Copainska is a poverty stricken country. Many Copainskians flee their homes to make new lives in Geniicia. This illegal immigration as well as Copainskia being the largest producer of most hard drugs has caused security on this border to be extremely strict.

You are about to take control of a gang from their very beginning. It is your job to lead this gang through the good times and the bad. Jazz music has become incredibly popular amongst the Geniicians and Art Deco is at its peak. Women are just now being able to vote for the leader of this city state and the revolutionary coloured talkie is about to hit the big screen with the home radio only being about a year old. The medical world is being revolutionized too. The invention of antibiotics and baind-aids helping many ill people. With all this great stuff also comes something that has hit people. Prohibition has caused many to become cynical at the world but could it be a new business opportunity?

Gang Name:

Map Colour:

Starting Location:

Fluff:

"Businesses":

Members: 10

Notoriety:

Wealth: $250

Boon:

Bane:

3d100 per turn

R:490 / I:177 / P:13 [R] [G] [-]

SHADOWRISES SCI-FI NATIONBUILDER REBOOT thread 2

Previous thread>>10179

The previous thread got a bit full and is taking forever to load. so we're posting here now.

Just continue on as normal.

R:41 / I:19 / P:13 [R] [G] [-]

Magical Realm Knight Builder

You're the champion of your cause and you've been teleported into a magical realm. Your job is to eliminate all other competition or be a bitch ass nigga and team up. Winning this builder gives you a bonus in the next one :^)

Dice is 2d100
I will post sheet in the next post.
R:55 / I:15 / P:13 [R] [G] [-]

There is a realm separate from our own. If you are unlucky, you'll find yourself transported to this realm. The realm is so separated though that the people sent there aren't from the same time periods. You have woken up in the middle of no where, your memory is hazy

Name:

Colour:

Fluff: (include time period, occupation, age, etc.)

——–

Skills:

Inventory:

Party:

R:22 / I:16 / P:13 [R] [G] [-]

Accelia /d/ Builder

Welcome to Accelia, a world under siege. For untold millenia the magical world of Accelia lay unsullied by advanced technology, industry, and(major)warfare. The massive continents surround a truly gigantic whirlpool of water that never ceases its spin, constantly refreshing the water of the ocean. The natives of Accelia lived their lives in relative piece under the ever watchful eyes of the rulers of the land, the Elven Matriarchy. The Elves are masters of magic, namely the females who possess extraordinary magical and physical prowess conpared to even male elves. With their great numbers and skill they ruled the world with soft palm that could become an iron fist without delay.

That was until the day the Terran republic came to the world. Out of the whirlpool they came, with ships of steel and floating islands of metal. Eleven million humans armed with weapons that could annihalate steel, armor unbreakable by ordinary weapons, and with large metal ships capable of wiping out enemies from miles away. Their goal was unquestionable, the complete takeover of Accelia.

The invasion should have been swift, and for a time it was. The humans conquered Omaris, Edelmid, and Angmorl in under two months with little issue. But then they encountered the Matriarchy, and what shouldve been an extremely easy invasion turned into a grinding war. Elves took more than a few shots to kill unarmored, were strong enough to easily kill an unarmored human, and their magical ability gave them the ability enchant their armor and weapons to the point they could withstand the heavy fire they were forced to charge under, and their blades were able to slice through the superior Powered Armor of soldiers.

Its been one whole year and no ground has been gained by either side ever since the dramatic failure of the defense on Augh-chass by the Terran Military. The war goes on, and as the humans research a way to circumvent elf magic the elves grow ever more numerous.

You could be human, you could be elven, you could even be a creation of either side or something else entirely. In the end its up to you.

Human and Elf Facts: http://pastebin.com/BAn2W0si

Fill this in:

>Race:(Human, Elven, Supersoldier, Etc)

>Affiliations:(You default to Terran Republic if Human, Elf Matriarchy if Elven. You could be associated with neither, but you lose out on some benefits. You also could affililiated with an entirely separate group, though you would have to get the OK from the GM)

>Age:

>Fluff:(Determines Bonus. Paragraphs help)

Do not touch:

>Vitality:

>Mana:(Only for female elves and Accelia natives)

>Spells:(as above)

>Skills:

>Equipment:

>Fluff Bonus:

>Affiliation Bonus:

R:43 / I:28 / P:13 [R] [G] [-]

Your people used to look to the skies. Some species prayed to it and the unforeseen gods it held. Some used the constellations to communicate with the universe and tried to determine their future. You called out to it and the deep, dark abyss has called back. All around you, you find strange creatures that have been living among the stars and now you've joined their ranks but how will you write your name across the sky?

On this map, each star is colour coordinated to show the distance between each. This is a 3 dimensional map, red is alpha, pink is bravo, blue is charlie, cyan is delta and green is echo. The distance between a consecutive phonetic character is equivalent to the distance between two squares.

Ships can travel 4 squares a turn unless they have an improved FTL drive or an advanced FTL drive. The former allows ships to travel 6 squares and the latter allows ships to travel 10 squares. Being in an empty square at the end of a turn can destroy ships because of the damage a near complete vacuum has on a ventral torsional impulse compensator.

Nation statblock: http://pastebin.com/Rh8rrE1J

Hero statblock: http://pastebin.com/K8WXhK4t

4d100 per turn

R:88 / I:36 / P:13 [R] [G] [-]

WW2 Wehrmacht Eastern Front Hero Builder

The date is June 22, 1941. For two years the great war has raged, and for two years the mighty Third Reich, under the leadership of Adolf Hitler, has spread across Eurasia. The Nazi party has changed germany. No longer is it crippled due to world war 1, no longer will it tolerate the jewish and non-aryan, and no more shall it be trampled upon! The Third Reich rises across europe, and the Axis powers shall take the world by storm!

On this day the Eastern front has begun. The largest and most brutal military campaign in human history. The Holocaust, operation Barbosa, and more all take place along this front. As a glorious soldier of the Wehrmacht it is your sovereign duty to rid of communism and the jewish, to cleanse the world of all that stands in the way of the Reich.

Hitler believes in you, Germany believes in you. Now all you have to do is survive the horrors of war…

You all are part of the same army unit

>Name:

>Rank:

>Soldier Job:(Line, Grenadier, Sniper, Machine gunner, Flamethrower, tank operator…)

>Fluff:

Do not touch:

>Equipment:

>Weapon(s):

>Supplies:

R:156 / I:39 / P:13 [R] [G] [-]

Eternal Night /d/ Hero Builder

"They will clash, the gods of the Day and Night.

An eclipse where the sun and moon fight over the heavens.

Alas, the sun will fall." - Lady in Red.

The Sun spent her time and energy on creation. Making life spring forth on every corner of the world. The moon grew jealous; Instead of creating his own he stole the Suns creations during the night when she was turned away. However this corruption lead many to be unable to touch her light again.

The constant conflict between the two have been known of since those early days. It would always be so, The dark hunts the light during the night, the light hunts the dark during the day. The children of the day and the creatures of the night have always been divided. A circle of strife where one side lashes out against the other and the other seeks vengeance. Bloodshed is common on both sides. But during the day, their dear mother, the sunlight herself, has always protected the “Good” And “Righteous.” Giving the light an advantage over the children of the dark.

Until one day, prophesied the lady in red divined, The prophesy that the world scoffed at, struck true. 

In a blaze during the eclipse, hundreds years after the divination was made, the sun fell in an inferno to earth. As her divine form touched the soil her body shattered into hundreds of shards, scattering over the lands. A desperate attempt to survive the goddess hid herself in countless souls to one day be reunited.

This was only 2 months ago. As the protection of the light was lost an eternal night began. Already on the first handful of days several cities fell to the hordes of vampires, werewolves and other dark nightmares that now feely roam the lands. Guided by the pale moon still visible in the sky. Only through the innate magic of the lands does the crops grow and the temperature allow life. Though without the extra help from the sun great hardships plague the lands. Methods to create sunlight thought spells or other means can be discovered to ensure a good harvest.

>Magic.

Everyone contains magic to some degree; It is part of the soul and can be depleted. There are situations of mages killing themselves by using a far to powerful spell compared to their own capacity. However it is found that in intimate acts the two involved souls help each other recharge as well as heal wounds. It is therefore common for a powerful mage to have one or several companions for the sole purpose of pleasurable recharging.

It is also possible for two souls to be joined through acts of great passion, where a mage could empower a soldier into a mighty force, yet the soldier become dependent on the mage for more energy and recharges.

One with powerful magic can also use intercourse as an alternative way to force a change on their victim’s essence. Some use this as a way to corrupt good to the side of the dark, while a powerful force of the good might be able to use it to force a creature of the dark into their submission or even purify it.

R:14 / I:14 / P:13 [R] [G] [-]

So guys, how about an EVO thread

post making a very slight alteration to our little creature here as he slowly evolves to adapt to his surroundings. You don't have to adapt the latest creature but if you don't then there's a split and a new species is created.

Don't double post

R:72 / I:12 / P:13 [R] [G] [-]

Rimworld: A Colonization Builder

You wake up from cryosleep to the sound of alarms blaring. Despite the cryosickness you suffer from, you manage to make your way to the escape pods and jettison yourself towards the planet below. You will have to work together with the other survivors in order to survive.

Name: (Your characters name.)

Desc: (Your characters physical description.)

Fluff: (Your characters backstory. Who are they? Where did they come from?)

Homeworld Type: (Is your character from a caveworld, with its surface uninhabitable? A medieval world, with knights, peasants and lords? An urbworld, with massive, planetspanning cities? A glitterworld, where only the richest may reside?)

=:: PASSENGER LOG: DO NOT ALTER ::=

Skills: (This is what you can do.)

Traits: (These are special things about you, pulled from your fluff.)

Body Parts: Normal (You can lose limbs, have them replaced, and even get bionics that are better then flesh.)

Health: Good (Your health will be tracked specifically, from what internal organs are bleeding, to cataracts, to anything.)

Inventory: (These are things that you have, but that aren't equipped, such as spare rations or medical supplies.)

Equipment: (These are things that you're wearing or wielding, such as weapons, armor, or clothing.)

Homeworld Bonus: (This is a special bonus to your skills. Caveworlders tend to be good farmers, due to their time spent tending to fungi. Glitterworlders are good socializers and schmoozers, due to their plentiful lives. Urbworlders tend to be very industrious. Medieval worlders tend to be good at melee combat, or, if they're peasants, very good farmers. And spacers can be anything.)

Fluff Bonus: (I will read your fluff and grant you a specific, your character only bonus. The better and more fitting your fluff is, the better your bonus will be.)

=:: TRACKING LANDING ZONE ::=

At the bottom of your post, please place a vote for where you wish the colony to be placed in.

Desert

Forest

Tundra

Mountains

Island

R:191 / I:21 / P:13 [R] [G] [-]

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.

C. Barren planet.

D. Volcanic planet.

E. Oceanic planet.

F. Desert planet.

All of these planets ARE possible to have a colony on and have different advantages and disadvantages. if there is life on them is unknown.

2. the arks had slightly different focuses to try to get atleast one to survive. what was the focus of this one?

A. Military.

B. Genetics.

C. Industry.

D. Botaniy.

E. Zoology.

F. Academia.

3. Who is captain?

4. Who is Head of security?

5. Who is chief engineer?

Character:

Name:

Fluff:

Skills:

Bonus:

Inventory:

Status:

Other:

Each turn you roll 2d100 for actions and if you have 1 of the superior positions you can roll a 3rd d100 to do an action in that area.

the success scale is 50+ success with potentially MASSIVE bonuses and penalties to the action. The goal is to make it a somewhat realistic simulation of the success rate of a person with your training and abilities.

for example a person shooting a rifle at 30 meters range with a little bit of trainig at a target would get +-0. while someone with NO TRAINING at all would probably get something like -30 or 40.

Think through your actions. Interact with eachother and be reasonable. Nobody wants to die because nobody wanted to repair the air-scrubbers.

R:123 / I:25 / P:13 [R] [G] [-]

Agents of S.H.I.E.L.D Builder

Welcome to the wonderful world of MARVELS. You will be thrust into this familiar world as an Agent of SHIELD. Taking on a variety of missions and tasks to protect the world from chaos and supervilliany.

[Rules/Character Creator]

http://pastebin.com/BGrm7ajm

[Timeline] http://pastebin.com/wg3LWQsV

[Character Sheet]

Name:

Race:

Role:

Background:

If you are making a character with powers put your race into the thread before making a character. 10 sheets will be accepted.

R:86 / I:25 / P:13 [R] [G] [-]

The first day of school is always imposing. New classes, new teachers, and new people. And with the construction of Serenity High School just this year, you'll have no warning which teachers will take your phones upon seeing them.

Located in the secluded mountain town of Anarbor, the school was built with much fanfare across the county. State of the art, Smartboards™ in every classroom, carts full of Chromebooks, nonstick desks, and comfortable des…sorry, didn't have the funds for those. The three story building is arrayed in a massive squared "C", with the grassy quad in the center.

You are one of the many students attending the new school. Some are from the surrounding area, having attended the now reduced schools in the county. Others are newcomers to Anarbor and even the state, with a large number coming in due to many jobs being offered at a government facility. And more others came merely for the school.

STATS:

>Name

>Age(15-18, this is important)

>Physical Description

>Background(Determines bonus)

Don’t Touch

>Stereotype

>HP

>Combat Modifier

>Reputation

>Food

>Equipment

>Followers

>Sanity

>Bonuses

Roll chart is as follows

1-5: You're fucked

6-10: You're kinda fucked

11-19: You fucked up, but not that bad

20-29: You did what you needed to do, but in the worst way possible

30-39: You did what you needed to do, but in a very mediocre way

40-59: Average, plain, boring, safe average

60-79: Damn Good

80-95: Really good

96-99: Finishes most projects, cool results

100: A wild Laser Rocket appeared! https://www.youtube.com/watch?v=8avabTMAYPc

Meta: Shit is gonna go down, mostly an open secret OOC. PM me if you have questions

Meta: This is gonna have a lot of designing and construction from limited or scavenged items. Describing how you make something and from what materials will net you a bonus to your actions.

Meta: This is a HB at start, but as you gain Followers, you can choose to shift to a NB. Heroes have 2d100 a turn, nations have 3d100 a turn.

R:12 / I:1 / P:14 [R] [G] [-]

Welcome to the dawning of a new era..you have just been born in the gene-pool today begins your journey from a tiny cell all the way to the space age.

This is fairly rules light,but I ask you do nothing overtly silly like create a race of penis creatures.

Name:

Race:

Fluff:

Traits:Don't fill this one in either

Carnivore,herbivore or omnivore:

Tech:You don't fill this one out obviously

R:29 / I:0 / P:14 [R] [G] [-]

Space Fantasy /d/ Builder Thread 2

The year is 4893, 2000 years since the inhabitants of earth left it and made contact with the hundreds of other races across the stars. During that time there have been advancements in magic and technology, wars for resources and land, and much much more. But whatever happens in this galaxy is unimportant, as this is a story about YOU! What you do could be minor, another mere citizen in a galaxy with trillions, or it could be major, a bounty hunter tracking down the biggest crime lord in centuries. In the end its up to you…

Make your character!

>Name:

>Race:(Either standard fantasy or alien. If alien in some way include a pic or a very good description)

>Fluff:(Better fluff better stuff)

>Current Planetary Locatiom:(Im gonna take this risk, and allow you to put in what your planet is and where it is. Or you can be in space.)

>Magic Class:(Universe is very high magic, so you can be creative. Just explain wtf it is meant to do if you put something unique)

Leave this Blank:

>Health: Healthy

>Mana:

>Spells:

>Equipment:

>Ship:(If applicable)

>Bonus:

Old thread continued here!

R:29 / I:15 / P:14 [R] [G] [-]

Kirtai Hero Builder

Welcome to the grand floating continent of Kirtai home to a vast number races and countless millions. This land in the sky has been here since time imemorable, though no-one is sure how anyone managed to get to it.

Down below the rest of the world is prowled by giant beasts and creations both magical and technological. The people of Kirtai enjoy a relative peace, magic helping their lives along as the major nations deign not to war or fight. Those Nations are:

Alanosil: Technological center of Kirtai, this vast city state lays claim to virtually all skyships in one way or another. Its people are independent and creativity flourishes. They are slightly xenophobic, fearing outsiders will ruin their land

Detroni: Mixing pot of the realm, it holds the most people of any race and is the cultural center of Kirtai. If anything has passed hands it is likely to have been here at somepoint. All races are equal here, and its gladiatoral event is quite a spectacle as well.

Belzio: Smallest major city state yet not overlooked, Belzio houses some of the most powerful armies in the realm due its high concentration of magic and mages. Its people consider themselves the original inheritors of Kirtai

But the former balance is slowly devolving. Belzio wishes for more control, Alanosil's lords wish to take the earth below but needs the resources above, and the internal peace Detroni is shaky due to unspoken reasons.

Whethere that concerns you or not doesnt really matter though! Be it born on Kirtai or from the earth below, you are here for personal reasons. Maybe you're a proud nationalist, maybe a slaver, maybe a simple soldier. Whatever you are, you will influence the world somehow.

Fill this out

>Name:

>Race:(if your not human or anything typical then just be a bit discriptive)

>Class/Job:(Battlemage or Tailor for example)

>Magic:(Specific Magic style or type Y/N? Rid of this if N, gimme something fun if Y)

>Fluff:(Better fluff = Better stuff)

Dont touch:

>Health:

>Mana:

>Equipment:

>Followers:

>Goods: 5 Kirtali Currency

>Spells:

R:22 / I:9 / P:14 [R] [G] [-]

Corrupt Steampunk NeoVictorian Imperial Capitol Herobuilder

Corrupt Steampunk NeoVictorian Imperial Capitol Herobuilder

This is the Capitol of the Universal Empire, a state that controls half the planet and dominates the rest. Through the use of its Aether Technology, the Empire in in a position of unmatched might - and with it, corruption and decadance. Dickensian would begin to describe the conditions of the lower classes, while the rich squander wealth in vain pursuits. Factions conspire within the military and government, and the Emperor is weak-willed and prefers to spend his time on quiet pursuits than affairs of State. Illnesses run rampant, cured by the Aether creation of Aqua Vitae - but such healing comes at a price of both coin and humanity.

And this is the city and the world in which you live, be you normal human, living machine, or animalistic moreau. Perhaps you are or once was partof the military. Maybe a noble in search of an end to boredom. A living machine seeking more than just labor, or a moreau searching for answers beyond instinct.

We shall see.

Note: Never run a HB before. This may suck :v

Rolls: 3d20 for actions. Combat is an action. Locations are limited to Capitol and the immediate surronding farms/mines/towns.

1: Crit Fail, Bad Stuff

2-7: No Success

8-13: Meh Success

14-19: Good Success

20: Crit Success

-fill out this-

>Name:

>Current location:

>Fluff:

-don't fill out this-

>Health

>Inventory:

>Skills:

>Reputation:

>Powers:

R:478 / I:58 / P:14 [R] [G] [-]

Space Fantasy /d/ Builder

The year is 4893, 2000 years since the inhabitants of earth left it and made contact with the hundreds of other races across the stars. During that time there have been advancements in magic and technology, wars for resources and land, and much much more. But whatever happens in this galaxy is unimportant, as this is a story about YOU! What you do could be minor, another mere citizen in a galaxy with trillions, or it could be major, a bounty hunter tracking down the biggest crime lord in centuries. In the end its up to you…

Make your character!

>Name:

>Race:(Either standard fantasy or alien. If alien in some way include a pic or a very good description)

>Fluff:(Better fluff better stuff)

>Current Planetary Locatiom:(Im gonna take this risk, and allow you to put in what your planet is and where it is. Or you can be in space.)

>Magic Class:(Universe is very high magic, so you can be creative. Just explain wtf it is meant to do if you put something unique)

Leave this Blank:

>Health: Healthy

>Mana:

>Spells:

>Equipment:

>Ship:(If applicable)

>Bonus:

R:154 / I:46 / P:14 [R] [G] [-]

Lewdbold's "im better than stamper" /d/readful builder.

Welcome to the world of friskilvania. A dark age is soon to arrive and you are its heralds.

You can play as either the ruler of a particular nation, or a rouge hero/villian.

Name:

Colour:

Fluff/background:

Population: 100

Money: 500€

Tech/Magic:

Bonuses:

Armies:

Each turn you post 3 actions along with related bonuses that will affect the rolls and roll 3 d100. write "dice+3d100" in the email field. You then wait for the end of turn while being idle, watching some tv or maybe chatting with the other players and making fluff posts.

Combat actions are not part of the normal 3 actions but are separate. To fight you post a new post stating where to send your armies, how many armies and other relevant information, then you roll 1d100 for each army.

(defense bonuses only work when defending, but then count as x2, this is also true for other situational bonuses)

Writing fluff and generally roleplaying is encouraged and might give bonuses to rolls and actions, free actions can also be gained by roleplaying outside of your standard actions, eg. having a warmeeting with other players etc. can lead to bonuses and to things happening without actually being part of one of the normal actions.

Bonuses: Bonuses might be anything that might provide bonuses to certain actions goes if it's believable.

There are combat bonuses and general bonuses, combat bonuses might be for example weaponry or defences. While general bonuses could be infrastructure or puppets. There is overlap between the two categories.

HFill this in

>Name:

>Race:

>Age:

>Gender:

>Fluff:

Don't fill this this:

>Health: Healthy

>Money: 5 Gold Coins

>Belongings: Clothes, Rucksack

>Level: 0

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

>Equipment:

>Followers:

>Bonus: Based on fluff

>Location: (Pick one, but think about the consequences.I will likely elaborate on the nation you find yourself in if you choose one. I may override your location request based on your fluff)

Heros can rule over nations, but they must forge a new one. Otherswise, its fair game.

R:66 / I:12 / P:14 [R] [G] [-]

Underbuilder: Thread #1

Long ago, two races ruled over Earth: HUMANS and MONSTERS.

One day, war broke out between the two races.

After a long battle, the humans were victorious.

They sealed the monsters underground with a magic spell.

Many years later…

Legends say that one day, when seven human souls are gathered, King Asgore will break the spell, and free everymonster.

Until that day, all monsters are trapped below the surface. And you are one of them. You have lived in the underground for a very long time, just like every other Monster. But that is soon to change. There are rumors that a new human is entering the underground. And with that, comes the possibilities. A Human soul is a useful thing for any monster to have. Not only does it ensure great power and the ability to leave the underground, but with the right use, almost any height is reachable.

RULES:

-Characters can not be any from the original game

-All Major characters in game, aside from Toriel and Asgore, are no longer present

Please, Fill this out:

Name:

Monster Kind:

Home(Snowdin, Waterfall, Hotlands, Newhome):

Fluff:

Fighting Style (How your character fights):

Quirks (What makes your character unique?):

Dreams (What does your character aspire to do?):

Based on these answers, this is how you'll earn your stats.

R:136 / I:16 / P:14 [R] [G] [-]

Plague over Poulontoria (Prologue to MHbuilder)

d20 Hero Builder about being a Hunter of Monsters.

Themes:

+Gothic Horror

+Gray/Grey Morality

+Nature of Life

+Ethics of Murder

+Civil Religion

+Mysticism

+Necromancy/death

The land is overwhelmed. In the wake of conflict, kingdoms lick their wounds and turn to their collective fears towards the things fester on the edges of society, and the rot that threatens it from below. Two Great Holds of Dwarves tower over the land, their caravans fewer and better armed–first the war cut them off from their brethren in the east, and now the Steppe Orcs do. Remote settlements and historical redoubts of civilization are under siege by foes rarely evident on the surface. The Belifaunt Imperium chafes under the threat of the Tundral Horde finally pushing past the stalwart Vakyngr. Something awful rises in the Swamp Kingdoms, and though it has been home to many abominations over the years, this one reeks more of civil conflict. Djenseria, secure in its victory over the Imperium, remains determinedly ignorant of what their libertine policies towards forbidden knowledge have wrought. Telistara to the south has closed the Sandsweep Pass, amid rumours the heartland of their domain has descended into a decadent rule by Magocracy–although their bustling tropical ports are more busy thoroughfares than ever.

Everywhere the threat posed by monsters grows. Unable to spare their deadliest warriors and unwilling to continue paying for sufficient standing forces, the rulers of the land seem to abandon the people to their own fates as threats mount. Hunters are needed now more than ever.

Acting on rumor of a Necromancer Cult on Poulontoria, you book passage across the channel and arrive on the island. Awaking from your slumber you hear on every lip the same story–the Craftsman's Ward is overrun with a queer plague, the Inquisition killed to all but a man, and the final survivor has summoned the fleet. Ships scramble in the harbour too late; seven Dromons lined with ballistae hold steady outside the port. There is to be no escape.

But who are you, and what will you do in the wake of the Plague over Poulontoria?

>><<

Name:

Race: (w/ brief desc if not generic)

Type of Hunter: (fluff)

Strength: 1

[+to hurt, threshold for damage to stun you]

Swiftness: 1

[+to hit, difficulty of others to hit you]

Intellect: 1

[+to cast (hit), difficulty of others to cast spells on you]

Charisma: 0

[+to Diplomacy/Seduction/etc attempts, reduces Upkeep on Cadre 1:1]

((add 5 points across the above))

[[DM Fills Out]]

Vitality: 17 (20) [+1/turn if below the (cap)]

Fame: 0

Wealth: 10

Cadre: 0

[Unit Names]

Upkeep: -0 Wealth/turn

Weapon of Choice: (effect)

Vestment:

Knowledges:

Items of Note:

Advantage:

Quirk:

Corruptions:

>><<

>I highly recommend those seeking to become Magick Users read the below document's Sections 3 & 4

Rules+Explanations:

https://docs.google.com/document/d/1AbiGrLvhhRYbZYOaq24upeewDjqZV-_YREvluZqI8ws/edit?usp=sharing

R:17 / I:10 / P:14 [R] [G] [-]

Dz'thxia a land of terrifying intrigue

Enter Dz'thxia a land of terrifying intrigue. The land has been beset by a terrible darkness. Foul creatures have emerged from the night and it is up to you and you alone. As the brave heroes of this land you must find a way to exterminate the threat that is continuing to grow larger every day.

Rules:

1.Three actions per turn roll d20 for each

2.This is intended to be a serious builder act accordingly

3.Fluff is allowed and encouraged.

Fill this part out only

>Name:

>Race:

>Age:

>Gender:

>Fluff:

DM fills this part out

———————————–

Inventory:Clothes,Rucksack

Health:20/20

Sanity:20/20

Gold:500

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

>Equipment:

>Bonus: Based on fluff

>Location:The Kings Legs Tavern

R:428 / I:122 / P:14 [R] [G] [-]

Sci-Fi nationbuilder reboot.

SHADOWRISES SCI-FI NATIONBUILDER REBOOT

In this nationbuilder you are on an earthlike planet that has recently passed our technological level.

How to make your posts.

Name:

Colour:

Fluff/background:

Fertile:

Metal:

Oil:

Energy:

Tech:

Bonuses:

Armies:

Each turn you post 4 actions along with related bonuses that will affect the rolls and roll 4 d100. write "dice+4d100" in the email field. You then wait for the end of turn while being idle, watching some tv or maybe chatting with the other players and making fluff posts.

Combat actions are not part of the normal 4 actions but are separate. To fight you post a new post stating where to send your armies, how many armies and other relevant information, then you roll 1d100 for each army.

(defense bonuses only work when defending, but then count as x2, this is also true for other situational bonuses)

Writing fluff and generally roleplaying is encouraged and might give bonuses to rolls and actions, free actions can also be gained by roleplaying outside of your standard actions, eg. having a warmeeting with other players etc. can lead to bonuses and to things happening without actually being part of one of the normal actions.

Bonuses: Bonuses might be anything that might provide bonuses to certain actions goes if it's believable.

There are combat bonuses and general bonuses, combat bonuses might be for example weaponry or defences. While general bonuses could be infrastructure or puppets. There is overlap between the two categories.

Territories: Territories are good for several things, it works as HP for your nation, It allows you to take resources, and lets you send your armies from more areas. And most importantly it looks cool on the map and lets you feel superior to those that have less territories than you do.

>> YOUR CAPITOL IS WORTH 3 OF EACH RESOURCE!!

Resources: Fertile(F) is fertile grounds and food.

Metal(M) is minerals, iron etc.

Oil(O) Is oil needed to have vehicles moving and energy produced. Each oil gives 1 free E.

Energy(E): is a produced resource and needed for various things.

Results: Your actions are divided into crit failures,failures, successes and crit sucesses.

a rolled 1= crit failure. something BAD happens here, it might be a nuclear reactor blows up in your lands or there is a revolt, whatever is fitting.

2-39= Failure.

40-80= Success.

81-99= double success

a rolled 100 = critical success. something REALLY GOOD happens for you, anything from finding Discovering how to manipulate the higgs boson to making REALLY good soup.

Tech progress goes ( /4 is how many steps each tech needs to complete)

Weak /4

average /6

Good /8

Excelent /10

Supreme /12

and no matter what you roll if several of your rolls are the same number then those actions combine and automatically succeeds. For example training solders rolled 70 and breeding dogs rolled 70 then they combine and the result might be that you get wardogs or some kind of chimera soldier due to a bored scientist happening to have nothing better to do.

Your armies will consist of different models that can be standard troops or unique to your faction. These models will be unlocked similarly to researching and will depend on what technology and such you have. What troop it is will determine the stats and what bonuses they might have.

All troops have stats that follow:

Name:

Recruitment: ( how much free resources you must have each turn to be able to recruit one)

Upkeep: (How many resources this unit takes from free to upkeep each turn)

Attack: The attack strength of the unit

Defence: The defence strength of the unit

Move: The mobility of the unit.

Extra: Extra abilities/info.

The standard units are:

Infantry:

Recruitment: F:1 M1

Upkeep: F1

Attack: 1

Defence: 2

Move: 1

tanks:

Recruitment: F:1 M1 O1

Upkeep: F1 M0.5 O1

Attack: 3

Defence: 1

Move: 3

Fixed defences:

Recruitment: F:1 M1 E1

Upkeep: F0.5 E1

Attack: 0

Defence: 3

Move: 0

R:387 / I:64 / P:14 [R] [G] [-]

King of the Cinder: A Post-Apocalypse Nation Builder

The year is 2XXX. The third world war has destroyed the former United States and the remainder of the world. The cause of the conflict is unclear: nuclear weapons were certainly involved, and prolonged wars certainly led to the exchange. At the time of the end, the United States military had found itself trapped in a spiral of debt, complete defeat on two fronts, and rotting civil infrastructure combined with an anemic civil society. By the time the bombs fell the state had hollowed itself out with yet another wave of defense appropriations with civil strife gripping many cities in protest. The protests would come too late: the bombs hit at around the time police began openly resorting to using live rounds on the political dissidents, looters, protesters, and others. After the bombs, the civil governments nationwide collapsed entirely as petty gangs and militias consumed each other and the rotting blubbery bulk of the state. A thousand tiny wars between proto-states, demistates, cartels, mormons, protestants, black muslims, hoods, anarchists, the poor, and racists erupted. With that, two centuries of experiment by a gaggle of rich men had come to a disgraceful grisly finale worthy of Rome.

The nuclear winter that followed the petty wars proved worse than anyone could have expected. It lasted for three years decade and exterminated most human beings on the planet: 60% of the 8 billion souls would die from the bombs and fallout, another 20% from disease, and another 17-19% would die in a variety of ways uncatalogued – shallow graves, fields, or huddled in frozen and dead cities.

It is now. The world no longer exists. In the ruins of the former United States, odd things have come to stir and stake their claim in the wastelands. The radiation has finally retreated and the skies have yielded enough mercy to allow crops. The birds have begun to migrate again. The ocean does not have an acidic taste. Fish can be seen in the rivers sometimes. The rotting corpses of the great cities house great treasures that await plundering.

You are among what stirs. As you struggle from whatever place you come from, you find a world of cinders. The question is: what is your place in it? The freakish experiments by the state are legendary, and the hysteria of technology before the fall is quite well known. What is out there in the wastes and cities hiding, hidden, or waiting?

>>[[GM: This is a pulpy post-apocalypse themed nation builder. So long as you stay toward pulp and avoid strict realism while avoiding too much fantasy, you will be right on track. Please read the rules, as they are experimental.]]

——————————————–

To be filled in by player during generation:

——————————————–

Name:

Race:

Color:

Fluff: One or two paragraphs (or more) please. You may be rewarded for genuine effort.

Government Type:

Economy Type:

Religion [if any]:

—————-

Chat: https://client00.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net

Rules: http://pastebin.com/tvxm3uMC

R:35 / I:11 / P:14 [R] [G] [-]

Stampers /d/readful tale

Welcome to /d/readful tales a brand spankin new /d/ hero builder revolving around a seemingly endless mansion of horrific beasts and abominations without further ado let us get into plot and whatnot.

The year is the twentieth of the dawn of fire. You have all journeyed forth on a boat to a land plagued by horrors that were summoned in the local estate on the hill by a insane necromancer. Your objective is simple venture down into the very bowls of the estate and find a way to shut the gates of c'zthnark stopping the eldritch abominations from coming through.

RULES……………..ha there are no rules rules are for faggots.

No template because you faggots can probably figure it out it's name age fluff than I fill out inventory and whatnot as well as bonuses ya dig?

R:0 / I:0 / P:14 [R] [G] [-]

/D/readful tales fluff

Since you autists seem to enjoy rp'ing so much you can do so here. This is directly related to the game itself and anything that happens here is to be considered cannon as long as it's reasonable.

Enjoy….

R:141 / I:37 / P:14 [R] [G] [-]

A rules light nation game. You are about to lead a new nation to glory or to destruction. Your people were hunter/gatherer nomads that have taken your promise of greatness and have stopped moving to settle into a town.

Nation Name:

Nation Colour:

Race: (May give you a starting bonus and disadvantage that are as strong as the other)

Starting Location:

Fluff: (This is the dawn of society, it should be very short. and add to it throughout the games as you develop things such as governments and interact with others and the world around you)

Food: 10

Pop: 10 (Increases by 1 every turn, can't be greater than the amount of food)

Military: (can't be greater than 90% of Pop)

Buildings: (To create permanent building you must have a tech and resources, eg. Stone architecture and quarry)

Tech/Magic: Stone Tools

Bonuses: (can be gained by adding to your fluff)

Disadvantages: (will also be gained when things are added to your fluff)

5d20 a turn. 1s and 20s are crit fails and crit successes respectively. Will update once a day. If you ask for a location or colour that is already taken, a new location or colour will be given to you and I will pick bad colours. Like Maroon.

The blank area is grassland however, it still contains plenty of hills and trees to provide with enough resources for a thriving nation.

R:220 / I:55 / P:14 [R] [G] [-]

Broken Nation Prologue

The Central Empire has stood for longer than 1000 years by most counts, longer than 2000 years according to the Fae Courts. And never in it's long history has it lain so desolate as it has today.

The Emperor and Heir lie dead along with the Mother-Empress, and only by a miracle, many claim to be from the gods themselves, has the other eldest half-sibling of the former Crown Princess now shown their own royal blood, and a link to the regalia.

Never the less, they are too young, at the tender age of twelve years of age this day, the Regents Council must take the floor of the Imperial Senate, and set the course of the Empire for the next 6 years. In 6 years time, the Crown Prince will be of age to take the throne properly and rule the Central Empire, but until that day, the Empire sits in the hands of the Regents.

The issues facing the imperial regents is the following:

Regent's Council Only:

1) The formal recognition of the Crown Prince Cichol Ta'lach Centis as heir apparent.

2) The signing of the marriage contracts between the Prince and his two prospective betrothed Lady Vallinia Strikeclaw of the Snake Clan Beastfolk (Denial puts him in debt for 1 Military, 1 Shadowy, and 1 Nobility Oath), and Lady Nachezerina Vladostinak the Nephilim Vampire House on the North Western Boarder Regions (Denial puts him in debt for 2 Military Oaths and 1 Shadowy Oath).

Full Senate Decisions:

1)The Empire is beset on 3 sides:

1a) There are raids across the wild lands to the east upon the farmer protectorate townships not technically within the Central Empire Borders, but who pay tribute to the Central Empire. The source of these raids is unknown. Who will be assigned to investigate?

1b) The Crag Barons have not sent a deligation at all to this, and there are rumors that they are sealing their boarders against official intrusion, and raising tarrifs on trade against the Central Empire. But these are uncomfirmed

1c) The mining communities of the central plains have reported more and more frequent shaft collapses and raids by the mysterious denizines of the deeps.

2) A full investigation into the death of the Emperor and most of his entourage has not been launched. What is known is that a freak storm blew up near the mouth of the Centris River, and his Ship of the Line foundered, and was dashed against the reefs there, cracking it open and killing almost all hands.

3) The allocation of resources to bring the Old Wing of the Palace up to full operational capacity (Failure to allocate resources to this endeavor will result in the lvl.10 Sky Castle, Emain Macha, bequethed to the Crown Prince, to be immobile until resources are allocated to it to allow it's maintanence and repair from ages of neglect to essential automagical systems).

Do Not Post, rules post to follow.

R:109 / I:37 / P:15 [R] [G] [-]

Dawn Of Dawns Tribal Builder

In the first light of a new world new life crawls from the primordial muck. As time races forwards intelligent life blooms forming into close nit tribes that vie for dominance on this young world. While you thrive or be crushed under the heel of history.

Tribe Name:

Name:

Leader:

Color:

Fluff:

Location:

Each turn you will have 4 actions with 1d100 each. Game will start with 4 players.

R:87 / I:6 / P:15 [R] [G] [-]

Mistborn builder

a few generations ago the world suffered under the lord ruler. The Skaa slaving away with hardly any rights. The sky covered with ashes protecting the world from the rays of the sun. But that was before the downfall of ruin and the coming of harmony.

As a citizen of Elendel you are part of an age of prosperity never before seen in this world. What are you?

Either be a koloss(huge brute, but agressive and of diminished mind) /kolossblooded. A brute being of size, strength and durability. Or roll 3d18 to decide if you are a mistling, a ferring. or maybe a mixture? or maybe even a true mistborn or ferruchemist!

with the appearance of steampowered trains and rails the world is connected within the safe areas and with the recent revolvers and rifles beasts can more easily be put down. All in all the world is safer than ever. Except some foul rumors…

Name:

Description:

Powers: Leave blank

Perks: Leave blank

Inventory: some simple things

other:

I will update occasionally

R:85 / I:10 / P:15 [R] [G] [-]

Cityworld Builder

Welcome the the planet of Cynesial an entire word covered in a sprawling city. Despite the sheen and elegance of the atmos-scrapers of the surface the planet isn't anywhere as luxurious as it looks. In the streets of the surface, beneath a never ending river of floating traffic millions of people bustle about trying to make a living in a world divided up by vying factions. Uncountable crime syndicates fight over continent spanning territories and shady businesses often drag people from the streets away for product testing. The planet's very government is hard pressed to keep order in with their security forces being outnumbered on every front, only holding the planet together with their training, discipline and equipment. Illegal goods are easy to obtain from the literally underground markets and deep below the surface in the abandoned city horrific creatures and mutant tribes roam. There are even rumours of a city of machines down on the planet's true surface. Due to all of these threats the planet has been quarantined by the galaxy at large and survives via a fleet of unmanned cargo ships delivering food and supplies every month.
You are one of the denizens of this fine world and this is the tale of your success's and failures as you try to make it big or die trying on one of the most wretched hives of scum and villainy in the universe.

Fill this in
>Name:
>Species: (Human, Mutant, Cyborg, Robot)
>Appearance:
>Fluff:
>Location: (Surface, Undercity, Abandoned City Ruins, True Planetary Surface, Moon Markets)
>Profession: (Criminal, Security, Maintenance, Store Owner, Bounty hunter etc.)


Don't fill this in
>Inventory:
>Companions:
>Bonus:
R:175 / I:43 / P:15 [R] [G] [-]

ACCORD: The Orelius Event

Ladies and Gentlemen welcome to my game, ACCORD: The Orelius Event. This is a 100% co-op game that takes place in a Sci-fi universe. All the necessary details are in the rules. Meanwhile plot and other details depends on the players fluff, as you shall see in the rules.

http://pastebin.com/zhdbN3rA

R:164 / I:24 / P:15 [R] [G] [-]

Sheol Builder [Thread 1]

[Hellbuilder: The Rules]

[Introduction]

Welcome to Hell. Or, rather. A Hell. There are many hells, strictly speaking, each of them weird or wild in their way. Most of the are bad, some are neutral, some higher, some lower. Some are worse. Some are better. However, like most things it has rules and a follows a general manner and order of things. Hell is generally arranged and managed by Satan and his leviathan bureaucracy based out of the rings; Satan himself only manages to control the entire mess thanks to his immense prestige, brutal armies, and formidable intellect.

You are in Sheol. Sheol is a middling hell of an old type. If it were a color it would be dark grey: certainly grim and unpleasant, but not the pitch black that is the sight of the lower layers of the pit. This mediocrity carries certain benefits as it is a special place: Satan maintains it as a training area and a place where orderliness presides over the usual clamor and chaos of the lower pit. Because of this Sheol-trained forces are able act as Satan's shield and sword: they fight enemies internal, external, and utterly alien to existence itself. Now, while it is true that there is always a certain degree of violence in the pit – it is Hell after all – but too much or too frequent brings intervention by God or the powers. As such Satan needs such troops for interventions and control around the Hells to keep such brush fires to a minimum.

However, and this is a problem: though Hell is timeless, training and the general conduct of existence and the constant turnover of Sheolite troops; their constant destruction is problematic insofar as it takes a year or so for them to respawn (it's not like there's anywhere else to go). As such, given the raw amount of fighting, new recruits are constantly needed or existing soldiers grow bored; death in any real sense only occurs if the powers-on-high manage to save the soul of some errant hellion. Of course, there are worse things than God, and those things can destroy a what God has created without much issue…

This is where you come in. You have been brought to the most prestigious Sheol-based university (SHU) for training due to a peculiar ability that you have. This makes you very impressive to the powers of Hell, and you are at the institution for that ability. You will be trained, equipped, and developed into a very fine servant of the powers until the end of the time or whenever Armageddon rolls around. Hopefully it will be soon, but frankly Satan doesn't seem terribly optimistic about this millenia. Nevertheless, great Lucifer hopes this latest batch of recruits (#9990) will break the general trend…

[Player Provide The Following]

What Is Your Name?:

What Kind Of Creature Are You? [It can be anything, really]:

What Do You Value? [Strength, Love, etc?]:

What Is Your Strength? [what do you do well?]:

What Is Your Weakness? [what you are weak against]:

What Is Your Story? [fluff]:

What Is Your Personality? [Longer explanations helps..]:

R:122 / I:28 / P:15 [R] [G] [-]

Solaris - The Reprisal

Solaris - The Reprisal

Session 0

The Meridian Hegemony, the crux of socio-political growth in the galaxy. A unified system for all races, humanoid and otherwise. A system where votes are measured in degrees of socio-economic progress, cast by mega-corporations, monarchy and democratic council alike.

But all this doesn't matter now. For the Hegemony and the Periphery burn.

It started as lights in the Periphery flickering out, scouts and surveyors missing check ins. Until the infamous Battle of Lone Star, where we learned the strength of the enemy. Where we learned how doomed we truly were. A self-replicating race of homonid-esque machines, operating in resounding unison across the galaxy, with fleets of ships of unheard of strength. This was the enemy that knocked our door down. This was the enemy that burned our homeworlds. This is the enemy that lead us to flee.

With the last vestiges of civilization crushed under the weight of the rolling tide of the Enemy, a plan simply titled "Evacuation" was enacted. Small fleets made up of the remaining FTL-capable ships grouped up to dive into the depths of the stars beyond the Periphery, and attempt to hide among the billions of remaining stars in the galaxy. Your ship is one of these, tasked with the heavy burden of carrying the mantle of your civilization's future into the stars…

RULES (Original Rules & Combat Rules for now): http://squidkid.ink

The TL;DR :

I abide by the rule of cool. If it's not broken, stupid, or otherwise detrimental to the story, it flies. If it's awesome and improves the story, I'll leave the only stumbling block to the dice.

-> If you abuse this rule, I reserve the right to remove the portions that adversely affect game-play, although I will almost never do this.

Don't be a dick, plain and simple. If you're going to harass, harm, or otherwise bar a player from achieving goals, have a solid role-play reason for it. Saying "because I can" doesn't cut it.

Dice is law. While I'm lenient in a lot of regards, the dice rolls are what they are. You may not re-roll, pre-roll, or call foul. I'm not RNGeezus, and I wont fudge your rolls for you.

*New turns are declared with important information regarding the location of the fleet, notable anomalies, and other information. If you post before the new turn is declared, you may miss out on that information. I will not allow you to redo a turn if you do so!*

R:161 / I:24 / P:15 [R] [G] [-]

Broken Nation Builder Preliminary Thread

The full game will not be starting until a proper map can be posted, but for the moment, I'm looking for 7 people to declare positions. Positions are first come first serve. Once Positions have been declared, then players can start filling out character sheets.

R:169 / I:16 / P:15 [R] [G] [-]

Paradox world

The story in brief.

>A nuclear age world was catapulted through time and space

>It spent 33 septillion years time locked, various technical processes continuing infinitely and never running out of resources but also never finishing

>It returned to normal time

>All beings and all structures on it instantly experienced 33 septillion years of time, crumbling instantly into mineral dusts

>A paradox field kills organic life that tries to go to or from, but robotic and cybernetic life isn't affected by it that much

>The paradox field isn't permanent, but it is a guarantee of security from organic beings invading, so the great techno-powers of the universe struggle to claim this planet

>It is both in a strategic location and ripe with thousands of years of minerals, as well as rare elements normally only found in nuclear science processes

You, daring pioneers of feared and fierce technopowers, have been selected to conquer and claim it. All of it. However, you are different races and are not (at present) in any alliances with any other players..

See the pastebin for further rules and information, its set to expire in 1 month, so it can be updated and reposted at the end of each month if changes are made.

http://pastebin.com/G66bZXAX

R:364 / I:107 / P:15 [R] [G] [-]

Primal World

Your people find themselves stranded in an unfamiliar environment- a prehistoric world, untouched by time. They have no recollection of who they once were as a society, nor any idea of what they may become. That is all up to you, the player. Your tiny nation can become anything, from peaceful traders to bloodthirsty conquerors, waging peace or war… or both! This is a world where anything is possible; brutal and savage orcs may rise up to become an advanced, civilized society, and high-tech, sophisticated robots may dwell in caves, bashing things with rocks, if you so choose.

Welcome to Primal World. Good luck, and have fun!

First thing's first, create your burgeoning nation…..

———————-

Name: (What do your people call themselves?)

Race: (What ARE your people?- helps determine starting eccentricities, base pop growth)

Fluff: (A general physical/intellectual description, for now- but civilization is just beginning, and you may (if you choose), add onto this as your nation grows and progresses, creates it's own distinct culture, discovers new technologies, and makes new friends. (Or enemies. Either one.) )

Color: (What color you are on the map)

Location: (General- forests, plains, etc.)

–Don't fill out (unless specified)–

Food: (Determines pop growth)

Population(+growth per turn): (generated by GM)

Happiness: 0

Structures: Simple Dwellings (fluff accordingly)

Defense: 0

Military: (generated by GM)

Resources: (generated by GM)

Technologies: (Wood, Stone) (Hand tools, Simple) (Construction, Simple) (Agriculture, Basic)

Eccentricities: (generated by GM)

R:27 / I:8 / P:15 [R] [G] [-]

NEXUS BUILDER: CHARACTER POSTING AND Q&A THREAD

Let me tell you a story about god. 'Let there be no genesis,' is the first command of [GOD]. For indeed, there was none. God had always existed and had never existed. At the instant of [GOD]'s creation and death, [GOD] was the undisputed master of the omniverse. They had, and will have no equal. [GOD] knew all multidimensional songs, knew all syllables of royalty, and wielded the infinite powers of reality and burned with infinite fractal fire. [GOD]'s power was great. Existing in an infinite state, [GOD] had no equal. Being was only circular. It was a wretched life, without meaning or perception. Imagine infinite stories to tell and no one to tell them to. So god rejected singularity and circularity and made the first and greatest division: Division of Self. He c omitted a holy suicide. From him was birthed multiplicity, gods of black and white. They forged a city of iron and red stone, and ruled and warred there for aeons. The Nexus. And when they tired of infinity, they forged inheritors, so as to sustain and perceive their mightiest works. Finally, each faced a different direction and told a story. Each story burned a beautiful line, and each line a spoke, and all the spokes formed the wheel, the collective of all universes, all planes. To each god, a universe. And at the center, The Nexus, the ultimate mausoleum.

The seat of creation stood silent for an uncounted age. The gods decayed, angels and devils grew monstrous and swollen. But it was breached. There in that rotting city, a solitary man cracked the gates of heaven. Through the power of will he had recovered a fraction of the universal song. He had sought to meet god, but in doing so he inherited creation itself. His first act was to make battle with the prime angels, the last attendants of god. He smote their ruin across the dead city. The first master of the universe. With the firmament breached, it was not long before others came. They were the ultimate masters of their kind. Heroes, warriors, poet-kings. They, who inherited god's final works, and would seek to rule them. They found the seat of creation no longer defended, but not occupied. The fruit of the first conquest. There amidst the smoking ruin of the prime angels they gathered, the masters of the universe who sought ultimate hegemony. And thus, did the first master of the universe become the ruling master. It was these masters who rebuilt the great works of gods and bent them to their will. They, who sought the void, and forged bodies for the angels, and agreed on the law. They, who subdued, masked, and named the devils, and stole their secrets.

For a time, they were content to remain apart from all other worlds, aloft, a virtuous society of philosopher god kings. There they coaxed many secrets from the universe, and lived in enlightenment, art, and song. It was a fat age, ripe with learning. It was not to last. Amidst that multitude, a singular hunger grew. The hunger of dominion. To rule. The gods made a fatal error in using the pure essence of [GOD] in their creations. They granted them a terrible curse. A will. A will that lead to hunger. To give names to forbidden things. To discord, greed, and violence. To want. To insanity. To ruin.

It is from this will of creation you were born, from the multiplicity of one. By this will your flame chooses to burn even in death. A weaker flame would be smothered by the universe, fading into nothing more than starstuff returned to the greater flame ever giving and rekindling itself with souls new and old. By this means of creation, you persist. Without a body, you were to either find a new host or find yourself returned to The Nexus. Not by your choice or knowledge, you are pushed to The Nexus turned to ruin in this age of recession. Confused by your surroundings, you find awaken lost in the central ring of The Nexus. What you do now will decide whether your will persists, and if you take a place as a new ruling master of a returned enlightened age.

—–

This is the first thread for [NEXUS BUILDER].

[CHARACTER SHEET]

Name(What name were you bound by before you found your way here?):

Race(The form of your flame molds to a shape, even as starstuff.):

Gender(Are you a male or female? Perhaps your race is without?):

Color(As little more than will, you appear a mass of color, roughly holding your form.):

Character Background(Tell about your time before The Nexus.):

Planar Background(Surely your world was different as well? Tell about it.):

R:222 / I:45 / P:15 [R] [G] [-]

>>The Year 2037. Following the great recession of 2036 and the fall of the Trump administration, the world has held its breath as the United States totters on the edge of collapse with the entire world economic system similarly poised to implode into perpetual stagnation. Prior to this era it was once said that it was easier to think of the end of the world than the end of capitalism, but now it seems both might occur at the same time: Kaiju, monsters from disparate origins, have begun to hound the urban centers of the once great nation states of the world and have begun to attack any major population center they can find.

>>As is their way, the states of world are slow to react and lumbering: their economies are shattered and their militaries are gutted by many years of climate change, internal conflicts, and other challenges. Despite the Kaiju, has begun another war with India, Japan has begun to clash with China, and the European Union was formally dissolved last year. The world is a petty bickering place with little coordination and zero hope to speak of. As such, Kaiju attacks have run rampant with the cities of Sydney, Paris, and San Diego being destroyed. Nuclear weapons, once thought to be the ultimate defense of mankind, have proved to be useless – the Kaiju in question all have some sort of defense that seems to defeat such weapons, and conventional combat is wholly ineffective.

>>In 2038 things changed. The world began to formally coordinate their defense under the newly formed GKI (Global Kaiju Initiative). This transnational organization, drawing from researchers and specialists from around the world, had established fortified cities in London, New York, Hong Kong, and Tokyo. GKI operates a host of experimental weapons and projects, and attempts to stop the Kaiju – you – from YOUR apparently random acts of destruction. The organization is unproven and untested, but the effective administration and amount of resources put into it seems to promise success.

>>You are one of the these Kaiju. How will you handle the world? Beneficent protector or hated enemy? Capricious ally or wrath of god?

>>This game can support 10 Kaiju and a GM defined amount of Mini-Kaiju

>>IT IS EXPERIMENTAL AS THE GM HAS NEVER RUN A GAME OF THIS SORT BEFORE. RULES ARE BEING PREPARED.

Player fill this out

Kaiju Name:

Kaiju Origin Fluff: [A story or information about your Kaiju]

Kaiju Attack: [How does your kaiju handle violence?]

Kaiju Alignment: [Good, Evil, Neutral, Chaotic]

Kaiju Location: [Where?]

Other Kaiju Facts: [Things that might be funny]

R:27 / I:3 / P:15 [R] [G] [-]

>New 8chan is kill

Fuck this shit. Who wants another builder? It's a new premise I thought up, and it's probably only going to run a couple turns before I get swamped with even more work, but hey, whatever.

It's Star Wars time, bitches.

Since Jaundice's builder is kill, I'll be making a new one.

Please note that this is not concurrent with any Star Wars timeline. Neither the EU nor the new movies' plot will come up in this builder. Your choices will first affect you, then those around you, and maybe, if you play your cards right (or horribly wrong) planets, systems, or the entire galaxy.

Over the course of this builder (if it takes off), your character will grow according to your choices, beginning as a blank slate, who will affect, and be affected by, his surroundings in such a way that he develops skills, natural talents, and other traits.

Your childhood will last two turns, your teen years will last three turns, and the rest of your lifespan will develop over the course of the game.

It is fourteen years before the Battle of Yavin. You, of course, don't know that for several reasons: One is that it hasn't happened yet, another is that you're an infant. As of right now, your father (or equivalent figure if born to non-humans with non-traditional means of reproduction). Is filling out a form describing himself, his partner, their economic status, and… well, you'll see the form itself now.

[OFFSPRING REGISTRY FORM, IMPERIAL CENSUS OFFICE]

CHILD'S NAME:

SPECIES:

SEX:

FIRST PARENT'S NAME:

SECOND PARENT'S NAME:

FIRST PARENT'S SPECIES:

SECOND PARENT'S SPECIES:

FIRST PARENT'S OCCUPATION:

SECOND PARENT'S OCCUPATION:

INCOME (Please rate on a scale of one to ten. Actual figures are too much for the primitive droids we have doing the paperwork. 10 is extremely affluent, 5 is middle class, and 1 is financially destitute.):

PLACE OF RESIDENCE (Please only be as specific as a planet. Again, the droids are fairly mediocre.):

——————–NOT ON FORM——————–

Roll 1 d100.

R:751 / I:102 / P:15 [R] [G] [-]

In Victory and Defeat - #Nation Family Builder

"You? A noble? Bugger off beggar!", the Guard laughs in your face. He has every right to. What a pityful sight you are, you and your once great family of nobles. Far from the East is where you're from. Once your family held a Castle there, but then the Uhlmannen came. They burned it down, razed it, enslaved your people and salted your fields as they spat on your god and set your church alight. Nothing remained.

Now here you are, in front of a new city like beggars. Dressed in rags, barefoot. You lost anything you had left when the bandits came for you. Your hand instinctively wanders into your rags.

Everything except for one thing. A family heirloom you had protected with your life.

(Pick an item, something at least partially subtle, so no full body armor or horses)

Either way this is the end of your journey. Weissstadt and within Weissburg. Not the most secure location in the Kingdom, but more than far enough away from it's borders. Two noble families ruled here in their always ongoing rivalry. You had never met before and there was no kindness to be expected of them. You would have to make it on your own, like peasents.

However it seemed like god had given you his blessing.You had received another chance and you made the journey alongside your family more or less healthy. A chance to start over again. But remember, whatever your actions will be in the weeks to come, they will influence how your family is perceived and thus shape life for your other family members as well.

(The Family's name is currently "Nation" obviously this is just a placeholder and can be changed if you can agree on a new name)

Name: [Your Name] Nation (the clue is all players are members of the same family)

Fluff: [Tell us a bit about your character, what is he/she good at? Where lie his/her flaws?]

Inventory: [Do not fill this out] (One Family Heirloom of your Choice)

Skills: [Do not fill this out]

Flaws: [Do not fill this out]

Bonuses: [Do not fill this out]

Two actions per turn.

R:290 / I:66 / P:15 [R] [G] [-]

This is fifth thread for King of the Cinder. I don't know what to add at this point. The map is rushed.

Chat: https://client00.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net

Rules: http://pastebin.com/tvxm3uMC

Previous Thread: https://8ch.net/builders/res/17557.html

Previous Thread 2: https://8ch.net/builders/res/15579.html

R:90 / I:33 / P:15 [R] [G] [-]

It is the Age of Sail and YOU have set out to the "New World" to seek whatever it is you seek most. Are you here for adventure? Perhaps wealth. Or maybe even the power that goes with forming your colonies all throughout this new land. Whatever it is that has dragged you here you are not alone in that quest. There are others who seek the same that will stand in your way.. And the land itself will fight you every step of the way.

This is a NB/HB thread. There are three nation "Classes" to choose from.

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

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

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

Heroes can be anything or nothing, the world is your oyster and can be anything for you.

(Keep in mind this is LOW fantasy, the only magic from the "European" side is very basic holy magic that constitutes healing and the like, it is very reagent heavy as well. You can use historical countries if you wish but I would prefer you to make up your own. Assume Age of Sail tech level, Decent gunpowder tech but melee still has its place.)

Dice at start are 3d100

>Nation Stats

Start Position:

Name:

Country of Origin:

*Country Fluff:

Nation Fluff:

Nation Type:

Dont Fill

Resources:

Assets:

Military:

Navy:

Bonus:

Negative:

Tech:

>Hero Stat Sheet

Starting Position:

Name:

Country of Origin:

Profession:

Fluff:

Do Not Fill

Followers:

Assets:

Inventory:

Resources:

Bonus:

Negative:

R:25 / I:5 / P:16 [R] [G] [-]

Syndicate Thread 2: Electric Boogaloo!

>BIDS HAPPEN THIS TURN NOT BEFORE

edition

Previous Bread:

>>14492

>>16979

1. You gain +0.3 wealth\turn, and

>3 regions,

but [Old (Bad) Blood]–after your major competitor in Europe went down The Powers That Be did some digging. They don't know everything yet, but your Threat Level Assessment Report has just been updated.

Extensively.

>+3% Heat

2. Mr. Kurosawa's considerable credentials allow him to prepare a run where there might have been a shitshow. Still, it's a run just waiting to be a shit-show.

3. +1 Wealth\turn–you control Honshu, but outlying islands yet evade your omnipresence. Still, people are coming to see you as the central authority in Japan.

>+10 regions

4. You manage to gain the [Accounting II] technology through purely theoretical means. +0.2 wealth\turn as you manage to re-organize some of your assets more effectively.

>You may now hire a 2nd agent

5. You get [AI 2] to [3/15]

>>16980

>>-[Nu-U Towers(HQ)]+[Perimeter Defense+]>>-[Nu-U Towers(HQ)]+[Perimeter Defense+][Interior Checkpoints]

>>-[Hemlock Group Compound][HQ: Eastern Europe]>>-[Hemlock Group Compound][HQ: Eastern Europe][Interior Checkpoints]

+0.6wealth\turn, gain [Hong Wo Towers][HQ: Asia]

>6 regions

2. Your investigation is underway–still gathering leads and chasing down dead-ends [2/10]

3. No progress is made.

4. Medical Applications III[10/30]

Agent Actions

5. Reports from Dr Vendermyn’s lab grow substantially less… palpable. You don’t know what’s going on over there. He assures you the lab in California has proven indispensable for his work, however. [??/??]

6. Nelson IV manages to salvage some gains in the Peloponnese after an underling offended a prominent Greek shipping magnate. +1 wealth\turn,

>1 region

>>16991

1. You manage to install [Interior Checkpoints] in the HQs.

>>16996

>>roll d6 for Personnel Casualties

>>-10% Solvency

>>-7 Wealth

>>+0.1 wealth\turn

>1 region

>>Gain: [IdioTV: -0.5 Wealth\turn, Outlet to manipulate public opinion]

22, 67, 7, 53, 99, 41

atk: 22, 67, 41

def: 87, 81, 88

Alexander Billiton makes an aggressive maneuver, his Proper Prior Planning helping him get a leg up on the competition. It’s not all gains, however.

Your middle managers manage to make some costly gains, ceasing one of their corps.

3. -1 Wealth as shucksters sell you gutted hulls and you realize the folly too late to cancel the whole transaction.

4. Gain the asset [FAF Missiles], effective in Anti-Air and Anti-Tank combat.

5. Djeff goes above and beyond in the line of duty.

>20 regions

+2 wealth\turn

gain the puppet corp: [RusAsian Sea & MagRail: +0.2 wealth\turn, easy access to transit all over Asia]

gain the asset [RusAsian MagRails]

6. Lysteria, seeing the acquisition go south in the face of her lackluster business skills, says “fuck it” and starts a gunbattle in a boardroom. Both sides take heavy casualties before the day is done.

>>15170

-5% Solvency

-2 Wealth

-1 region

-0.1 wealth\turn

Lose: [IdioTV: -0.5 Wealth\turn, Outlet to manipulate public opinion]

-1d4 Personnel (your roll)

>>17003

You initiate the run.

>>17061

39, 55, 51, 51, 1

You gain +0.6 wealth\turn–your Chairman personally sees to it that acquisitions continue apace. She’s careful to skirt north of Old Guard and Powers That Be held regions, however.

>6 regions

2. You obtain [AMBroadcasting World Wide: +0.7 Wealth\turn, can acquire media

3. You get a good batch of [Sonic Suppressor Tanks] shipped to Laserian.

4. Your jingles are growing in power. The time will soon be ripe.

[Propaganda III][8/20]

5. You Agent is [Wounded] at the outset of what was looking to be a productive training session. They do not get to act nexturn as they are recovering.

R:71 / I:10 / P:16 [R] [G] [-]

Throne of the Empire -Revival of Bello-

New players can either replace afk nations or pm me for another *secret* option.

You are a Lord of a Province of the Great Empire.

>Lord's Name:

>Fluff:

>Skill:

>Heir/Heiress: [Fill according to fluff]

>Bonus:

>Kingdom's Name:

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

>Fluff: (Fantasy Races are allowed)

>Population:

>Military:

>Economy:

>Buildings:

>Technology:

>Storage:

>Magic:

>Bonus:

>What happened last thread

Emperor Bello has died.

Now for the sake of the Empire, the majority of the Lords must vote who shall be the new Emperor.

The Voting happens every 10 turns. All Lords, Ladies, or representatives must travel to the throne before then.

Rules not mentioned above: http://pastebin.com/0FtuGsBA

R:22 / I:7 / P:16 [R] [G] [-]

Cyberpunk Merc Squad Builder

Pitch:

Nu Kal City glistens on the otherwise desolate, glassed West Coast of Noramerica. The corporate oligarchs who run this city base themselves out of a central tower which doubles as a prison for high security for VIPs. After an expansion into Japan gone south they find themselves trillions of kreddits below their quarterly subkreddit schedule, and they've lost the whole investment save for one thing.

The only child of the Golden Dragon Yakuza's Oyabun, his cherished daughter and princess, Momo. They hold her now in their fortress tower at the heart of NKC and hope to blackmail her for impossible sums. So the Oyabun, unwilling or able to meet this extortion with anything less than professional violence, has turned to elicit mercenary services.

Are you a bad enough group of dudes to save the Oyabun's daughter, /builders/?

>><<

CharSheet

>><<

[Player Fills Out]

Name:

Gender:

Fluff:

(Spend 7 points) [all refresh up to cap, permanent number (spendable number)]

Vitae: 1 (1) [+1/day]

→(Health, physical exertion)

Psyche: 1 (1) [+1/day]

→(Knowledge, mental exertion)

Luck: 0 (1) [+1/day]

→(Spend to reroll)

Cyber: 0

(How much Cyberware you have; see Items in Rules for shopping list)

[DM Fills Out]

Overdrive: (Special Snowflake /Ability/)

Edge:

Quirk:

Skills:

[Marksmanship I] [Driving I] [Swimming I] [Climbing I]

Weapon: [10mm Pistol: MT: 3, HM: -3]

Equipment:

[Zero Suit (Whole Body Below Neck)] [Helmet: Head] [Breastplate: Chest]

Kreddits: 500

Rules:

https://docs.google.com/document/d/1_xn-72jK-8dLcHbC9c6RYTk7hDim5cvRiWB7nZAPUMY/edit?usp=sharing

R:73 / I:10 / P:16 [R] [G] [-]

Magic Revolution

In the year 2020 a wave of rapid advancement in green energy technology and implementation, called the Green Revolution, swept throughout the world. In the year 2040 pollution has dropped to nearly the same as it was before human habitation in most of Europe, and a few short years after in North America. In the year 2045 unexplained phenomenons occur in Germany, Japan, and USA involving creatures of myth and explosions of unknown causes. Now it is 2050 and the magic revolution is in full swing.

This is where you come in. You are a citizen of Greenlight California, a super city designed and maintained as the most advanced city in the states. Not only any citizen either, you are one of the one in millions able to create large amounts of mana and use it, a magic user, and you have been given permission by the city to open your own school of magic. A school of magic differs from a normal school, and more akin to a gym focusing on a martial art, you are allowed to study magic, develop new spells and ideas, and teach those to your disciples in your own way as long as you do not break any other laws or manipulate the minds of others.

Magic:

Magic is a strange force that is not fully understood. What is known is that all living creatures create mana and that even non-living things have mana in them. There are some creatures that create large amounts of mana, these either become Magic Users, monsters, or explode from their own energy. Magic users can 'spin' mana from inside themselves to become mana threads, these threads are 'weaved' into spells. Mana can also be consolidated into gaseous, liquid, and crystalline solid forms. Unfortunately alone these have no properties to be used and will usually remain inert. They must be 'colored' by an 'element' such as fire, water, or air. This coloring process happens by leaving Mana Matter in the presence of the desired element, or for Mana thread passing through a 'lens' which is usually a Mana Crystal of the desired element. Mana can also be infused into a substance, and if done through a lens can be used to give the material magic properties. There are also 'sprites' or beings of pure mana that can be bribed with mana into aiding a magic user.

Character sheet:

Name: What are you called?

Age: How old are you?

Gender: Are you a boy or girl?

Backstory: What is your story?

School Name: This is usually something short that reflects what you will be teaching and researching, such as Pyromancy, Elementalism, or Technomancy.

—-Do Not fill out—–

Inventory: 1000 Credits, Magic User License

Property:

Known Magic:

Magic Your Teaching: (You can teach any spell you want and know and you can refuse to teach something)

Disciples: 0

Renown: 0% (How many people know of you)

Influence: 0% (What people think of you, negative means they think of you as evil, positive as good)

Bonus/Flaw:

When you make a character roll a d10 and give me an idea on where in the city you want to start.

Rules:

- Be original with your character

- You must be human, and you cannot be a monster.

- Be creative, have fun with trying to learn new magic. Fluff up what you are doing and you may get some bonuses, or do something completely different.

- Starting dice are 2d100, but you get 1d100 more per disciple to order them around, but disciples are hard to find, especially if you have nothing to teach.

- I can add more rules if I damn please.

R:563 / I:63 / P:16 [R] [G] [-]

King of the Cinder #4

This is fourth thread for King of the Cinder. The previous thread is full and we can't have nice things. LELSISMAXIMUM

Chat: https://client00.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net

Rules: http://pastebin.com/tvxm3uMC

Previous Thread: https://8ch.net/builders/res/15579.html

R:78 / I:12 / P:16 [R] [G] [-]

DMW's Alpha Centauri Builder, Prep Thread

In the last gasp of the United Nations attempt for Peace, a colony ship to Alpha Centauri, the UNSS Harmony was launched under Captain Laurel. Disaster struck the Harmony en-route as meteorite struck the ship, greatly damaging it and forcing the cryofrozen colonists awake. Though various members of the crew focused upon their own agendas, through the efforts of Captain Laurel the Harmony was held together until an engine misfire put the colony ship into a rapidly decaying orbit. Amongst the confusion, someone shot Captain Laurel and damaged the ships computers.

Seeing that several crew members were already abandoning ship, Captain Laurel ordered the remaining colonists and crew to evacuate, staying aboard the doomed Harmony's bridge to give the colonists enough time to land safely. Releasing and scattering the resource pods across planet was his last act as the Harmony began to tumble and burn up in Planet's atmosphere, eventually crashing to the surface as a wreck.

Thus begins Humanity's newest chapter. You play as a faction leader, shepherding the colonists who have followed you through the test of time and the trials of Charon. Will you Explore Planet, to discover its secrets? Will you Discover new technologies that Earth never dreamed of? Will you Build a mighty economy, developed beyond what your current colonists might dare? Or will you Conquer, sweeping your enemies before you? In each, you might find yourself the master of Alpha Centauri.

Rules: https://docs.google.com/document/d/1eMmmvJUCQuERa2Z09h0Zk8kwiCvN_eUklveG-1UYNoM/edit

Faction Name:

Faction Color:

Faction Leader:

–Spend 6 points across these four traits

–Each point is +1 to related Faction Leader actions and Research

-Explore:[]

–Planet has many mysteries, and your Explore stat determines how well you can find and benefit from them.

-Discover:[]

–Much knowledge has been lost, but a high Discover stat can help you not just relearn old technology, but push the boundaries of science.

–Build:[]

–Amateurs talk about tactics, but professionals study logistics. A good Build stat allows you focus on the infrastructure of your Faction.

-Conquer:[]

–War never changes, even on Planet. A high Conquer stat means better focus on Units and Combat, and bonuses to units.

Faction Leader Fluff: [Include Earth background, Role on the UNSS Harmony, Actions taken after being Awoken from Cyro]

[DON'T FILL OUT]<except Capitol name>

Wealth: 10(+2.1/turn) [Wealth = Territory x 0.1, +Buildings]

Territory: 1

Faction Stability: 0 [Sliding Scale, -3 to +3]

Max Settlement Actions: 2

Secret Projects:

Settlements: [ Player Named Capitol:Pop 1/8, +.2/turn ][Headquarters: +1 Wealth/turn]

Leader's Mania:

Leader's Weakness:

Technology:

Unit Equipment/Training:[Fission Power: Multiplier 1][Infantry:Moves 1][Hand Weapons:Power 1][Colony Pod]

Unit Designs: Scout[INF,1x], Colony Pod[INF,Defenseless]

—–

I still need to obtain a proper map. Updates likely to be once a day, in the Californian Evening, Thurs through Mon.Still tweaking the rules; will entertain comments and suggestions on such.

R:15 / I:8 / P:16 [R] [G] [-]

WW3 Nation Builder

The year is 2028, and the world is on the brink of war. Worldwide oil supplies are quickly dropping to critical levels, and multiple nations have managed to increase their power to the point where they could be an actual threat. There have been many rumours of oil in africa, though with the recent stabilization of many african countries it is alot harder for other nations to infiltrate and learn what needs to be learned. If any nation has oil reserves somewhere its very tightlipped, and espionage of the highest class or aggresive action will be needed to find out whether they do or not.

South america also has major rumours of being an oil oasis, but like africa it has partially stabilized. Unlike africa, it is easy to send in men to check for oil undercover, though with a number of other nations competing for a chance the black ops fighting will be extreme if sny rumours are found true.

Each player has an oil reserve numbering at 20. You lose two oil a turn, and as oil reserves get lower civil unrest(which is already rising)will only increase as prices rise. You can do anything realistic, research weapons, conduct black ops missions, search for oil, or attack another nation. Make it seem like another nation sponsored a terrorist attack, steal oil, all of this is allowed. Nuclear weapons are allowed, but gm approval is needed and launching nukes too early or at a certain time may result in them being shot down or cause gg to happen.

(Maximum of 12 nations, any nation you pick will be a superpower)

Stat sheet below:

Nation:

Government:(it may have changed)

Color:

Fluff:

Current country ruler:(your PC)

Major imports and exports:

Dont touch:

Military forces:

Oil Reserves: 20(+1 per turn)

Civil Unrest: 0

National Stability: 100%

GDP: 15(each 1 equals 1 trilion us dollars)

GDP status: Shaky

Dice are 4d100. Each dice is for a thing.

1. Presidential or ruler action

2. Government action

3. Black Ops/Special Forces/Top Secret Action

4. Military/Police Action

You also get a 5 and 6th dice for national events. You can lower civil unrest via police action or otherwise(lower taxes, try to give money to people etc) and you can ruin another countries gdp in a few ways

R:204 / I:9 / P:16 [R] [G] [-]

Apoc. Academy Fluff Thread #3

Because everyone likes to roleplay cus' shit is fun.

Previous fluff threads:

https://8ch.net/builders/res/17778.html

https://8ch.net/builders/res/15890.html

R:31 / I:2 / P:16 [R] [G] [-]

http://pastebin.com/QQQRmbB4

Ibellica is a world set in the early 16th century. Arquebuses are used alongside glittering knightly cavalry charges, and the pike and halberd have begun to truly supersede the sword and shield of previous generations. Across the world a new land has been found, long forgotten by scholars and wizards alike. The Sword Order flexes its muscle, clamping down on the practice of Magic and unregistered witches and warlocks that roam Valencia. The Imperial States and Otterbach-Anchluss break from their war to recover their strength, while Chauchard, Gwynreth, and Espana all chafe under the eye of the Confederacy and their own colonial ambitions. Only one nation can reign supreme in Ibellica. Will it be yours?

Tn Ibellica you will take over the role of national leader of one of the 11 nations found at the bottom of the Rules linked above.

R:154 / I:46 / P:16 [R] [G] [-]

[Political builder] The Patriarchy

In a mythical land surrounded by ever creeping darkness, there stands a city. A beacon of hope for humanoids and civilization. You take the role of a guild leader within the city, facing off darkness from the outside and intrigue between the other guildleaders from the inside. How will you act? Improving yourself within the city by might weaken the city against the hordes of evil outside. Improving the city may come over your own benefits. Will you strike the right balance?

Become influencial and write the laws everyone in the city will bow to!

Start a rebellion to become the ruler of the city!

Become the hero the city needs and slay the dark beyond the walls!

Ally with darkness and see the city falls!

And much more…

Fill your sheet like this: http://pastebin.com/cjRxZpbN

each turn has 2 phases

Council phase:

> In this phase you can choose either to vote on city laws that will change how the game is being played, or choose to leave the council and get your own personal event.

> In this phase everyone who remained to vote for laws in the council can make alliances and trade freely

> DM posts the updated city stats with everything you need to know about what's going in the city.

Action phase:

> In this turn DM posts a list of possible actions player can make. All possible actions will be described to great depth and will be based on your scores and stats. The types of actions and the outcomes may be dynamic cased on the laws you implemented in the council phase and on your political status.

LET THEE POLITICAL ENTRIGUE BEGIN

R:62 / I:13 / P:16 [R] [G] [-]

Grimoire Advent HB

December 10, 20XX, an unidentified object made collision with the planet. Although damage is reported as minimal, the object has been speculated to be unstable, and several military and research groups have been moved into the area until further notice to study the anomaly. Borders to the area have been closed due to the appearance of the mysterious object, and as such, many riots have begun and the civilian sectors have fallen into chaos. Additionally, several labs believed to have relations to an underground research group, ORACLE, have been uncovered in the area, and mutated individuals have escaped, spreading what is being referred to as ‘decay’. Such individuals are to be avoided at all costs and are considered highly dangerous. Civilians in the area are instructed to stay indoors, and avoid contact with potential threats within the area.

[Please note your character's starting location/objectives are decided by your chosen class and fluff.]

—–

Ruleset: http://pastebin.com/rNGg812s

IRC:https://client00.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net

[Please direct all questions to the IRC, I'm happy to answer them]

—–

PLEASE FILL OUT:

Name:

Role:

Level:

Health: 100

Wealth: 0

Decay: 0

Fluff:

DO NOT FILL OUT:

>Inventory:

>Skills:

Bonus/Eccentricities:

—–

ROLES/CLASSES:

[Soldier]

-Combat Uniform (+5 Combat Mod)

-Standard Pistol (+5 Combat Mod)

[Civilian]

-Regular Clothes (+5 Action Mod)

-+10 Wealth

[Officer]

-Standard Pistol (+5 Combat Mod)

-Police Uniform (+5 Action Mod)

[Scientist]

-Lab Coat (+5 Research Mod)

-Strength Serum (One Time +25 Combat Mod)

[Doctor]

-Doctor’s Coat (+5 Research Mod)

-Healthpack (Recover +25 Health)

[Engineer]

-Engineer’s Clothes (+5 Action Mod)

-Engineer’s Goggles (+5 Research Mod)

[Genetic Experiment]

-+10 Corruption

-Tattered Clothing (+5 Action Mod)

—–

YOU HAVE 2d100 TO START

R:499 / I:23 / P:16 [R] [G] [-]

Apocalypse Academy Fluff Thread 2

Previous thread reached the point where posts stalled, so here's the new fluff thread.

R:226 / I:12 / P:16 [R] [G] [-]

Zork Buildr: or, a tale of N\S\F\W

>this is a simple d20 game to kill time between serious buildrs, don't both getting salty over it

>you get one action. If you move or something moves into you and it's hostile a fight ensues. You will roll for Advantage but I will process the fight. View the above > for reference.

>there is a simple fog of war

The object of the game is to escape the dungeon, but knowing you shitters I suspect you'll find some other ways to have fun ( ~ ʖ °)

>the map exists as-of this thread's posting, but it's up to y'all to figure it out (° ʖ -)

[[Fill Out]]

Name:

Backstory:

Gender:

Race: Dwarf/Elf/Gnome/Human/Orc (Only)

[[DM Fills Out]]

Health: [7/10]

Special Snowflake /Ability/:

Inventory:

[No Backpack]

[No Pockets]

[Left Hand Open]

[Right Hand Open]

>No player limit, anytime infinite drop-in

>AFK characters eaten by a grue on 6th turn of inactivity

>there is no turnbank but you're assumed to Rest any turn of inactivity, which may be beneficial

Useful Action Suggestions:

>ignite x with y

>move to w/e/s/n (if a valid exit exists in that direction)

>Rest

>Eat

>put item in [hand/pocket\backpack]

>put [clothing] on [yourself]/[another]

>[w]ield shield\weapon in [left/rigt] hand

R:87 / I:22 / P:16 [R] [G] [-]

"It is the 41st Millennium. For more than a hundred centuries the Emperor of Mankind has sat immobile on the Golden Throne of Earth. He is the master of mankind by the will of the gods and master of a million worlds by the might of his inexhaustible armies. He is a rotting carcass writhing invisibly with power from the Dark Age of Technology. He is the Carrion Lord of the vast Imperium of Man for whom a thousand souls are sacrificed every day so that he may never truly die.Yet even in his deathless state, the Emperor continues his eternal vigilance. Mighty battlefleets cross the daemon-infested miasma of the Warp, the only route between distant stars, their way lit by the Astronomican, the psychic manifestation of the Emperor's will. Vast armies give battle in His name on uncounted worlds. Greatest amongst his soldiers are the Adeptus Astartes, the Space Marines, bio-engineered super-warriors. Their comrades in arms are legion: the Imperial Guard and countless planetary defence forces, the ever-vigilant Inquisition and the tech-priests of the Adeptus Mechanicus to name only a few. But for all their multitudes, they are barely enough to hold off the ever-present threat to humanity from aliens, heretics, mutants – and far, far worse. To be a man in such times is to be one amongst untold billions. It is to live in the cruelest and most bloody regime imaginable. These are the tales of those times. Forget the power of technology and science, for so much has been forgotten, never to be relearned. Forget the promise of progress and understanding, for in the grim dark future there is only war. There is no peace amongst the stars, only an eternity of carnage and slaughter, and the laughter of thirsting gods."

There's the spiel, you've heard it before and you'll here it again, so here's the actual details of the game, this is the Arcuaus Sector, in Ultima Segmentum, the Imperium once held control of the Sector back in the days of the Great Crusade, but during the Horus Heresy, warp storms in the area denied it to both sides, and thus was Arcuaus isolated from the galaxy at large for nigh on several millenia. Now, in the year 787.M41, the storms have lifted and the Imperium has called forth a new crusade to conquer the lost sector, but other powers are at play here, and it seems that every faction in the 40k world has something at stake here….

Tell us, oh traveler, who are you, and what is your role here?

Fill this out

>Name:

>Race:

>Alignment: (only for chaos/non-chaos races/people)

>Fluff:

>Pysker: Y/N?

————————————–

Don't fill this out:

————————————–

Equipment:

Inventory:

Favor: (Chaos players only)

Powers: (Pyskers only)

Bonus:

^this is also fluid, as in I will add and drop additional sections as I see fit

R:106 / I:38 / P:16 [R] [G] [-]

Underdark Builder: Now on 8ch

I think we know the Raouls by now.

Post civ+turn.

R:317 / I:62 / P:17 [R] [G] [-]

Welcome to Søren, the World of Clouds! It's the latest magical nation building game from me, red_philosophy.

This is the seventh(!!!?) thread, as the first as reached a post limit. (huea)

Søren is the latest world and probably my most advanced map; it lives alongside Moco and Baader. It's going for "ultra-high" fantasy, which I'm admittedly not sure about conceptually, but we're going to give it a try. Think first age Lord of the Rings with politics similar to Victoria 2. Conceptually the game goes for an aesthetic of "huge".

Rules: http://pastebin.com/Y2GzvhQa

Chat: https://client00.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net

Previous Thread: https://8ch.net/builders/res/15228.html#17132

R:58 / I:19 / P:17 [R] [G] [-]

Galactic Nation Builder

Welcome to the Milky way. Home of humans and so many other races. In the rise and fall of galactic empires now is an interesting time. Old fallen empires rise again, new empires discover FTL travel for the first time, and revolutions form new empires. Now a great era in the timeline of the galaxy begins, what part will you play?

Fill this out where it says to:

Name:

Race: If not human be creative, if you make a race of humans with makeup or pointy ears without a very good reason I will slap you.

Color: Single solid colors

Fluff: One or two paragraphs please. You may be rewarded for genuine effort.

Government Type: Get political, please.

Economy Type: Get political. Command, cooperative, etc.

Religion/Ideology: What do your people believe in?

FTL Method: How do your people get around?

To be filled in by GM:

Population: (generated by GM) (+-/turn)

Food: Adequate

Raw Currency: (generated by GM) (+-/turn)

Legitimacy: (generated by GM)

Culture: (generated by GM)

Industry: (generated by GM)

Policies: None

Unique Buildings: (generated by GM)

Defenses: (generated by GM)

Military Units: (generated by GM)

Naval Units: (Generated by GM)

Resources/Quantity: (generated by GM) (amount)

Technology: (generated by GM)

Trade Routes: [none initially]

Planets: 1

Bonuses/Eccentricities: (generated by GM)

Rules:

- You have 3 actions, a research slot, and a random nation event slot. The 3 actions can be used for anything but research. You can research one thing at a time and rolled to progress. The random nation event slot is rolled every turn and something may happen to your nation, good or bad. Put fluff in to add direction to the result.

- It takes an action from a player to give a resource to another and it may take time to reach them depending on distance and travel technology. Giving technology is the same.

- Over-extension happens when you have more planets than you do culture. People will be unhappy and might revolt. Can also be used to peacefully take over border planets.

- Remember to build up your planets or your people may complain. Build up, Expand out, or build satellites to house more people.

- Fluff up your actions and slots with how your people go about doing something and you may get different results. This is especially important for special resources and ancient artifacts.

- No nation is truly good or truly evil, and no one believes themselves to be evil, get cultural and have fun. Your not playing angels and demons here.

- Expansion is just the claiming of more space, relatively easy. You may find planets during these actions but most will be found through exploration.

-I have the right to add more rules if I damn please.

R:65 / I:5 / P:17 [R] [G] [-]

Magic Apprentice Builder

Once upon a time, as any story begins, there was a young Magical Apprentice, or two, or five…. ten…. ok you know what, I'm not reading this story for each of you. Better idea, write your own story, wont that be fun?

*Ahem*

You! You are a young magical apprentice, under the teachings of one of the great masters. Your mission, should you choose to accept it, (And you already have) is to learn all that you can about magic, and endear yourself to your master enough that he will declare you his heir, or if you so desire you can set out on your own and quest to become a Wizard/Warlock/Witch/Magician/Fishmonger of legend!

But, watch out, for there are other apprentices that are looking to do the same thing as you, and not all of them are as nice as the local constabulary. And then you also need to worry about the monsters outside of the tower, the monsters inside the tower, the failed experiments, the successful experiments, bad potion ingredients, week old fish. Truly an Apprentice's life is fraught with peril, but if you can make it through, power and Glory are yours for the taking, until someone comes along and knocks you over the head for it anyways.

R:399 / I:17 / P:17 [R] [G] [-]

Apocalypse Academy temp fluff thread

Last thread hit post limit but we want more fluff! so until generic comes back to post the next thread we fluff here!

R:346 / I:58 / P:17 [R] [G] [-]

This is third thread for King of the Cinder. The previous thread is full and we can't have nice things.

Chat: https://client00.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net

Rules: http://pastebin.com/tvxm3uMC

Previous Thread: https://8ch.net/builders/res/14004.html

R:321 / I:60 / P:17 [R] [G] [-]

Syndicate Buildr

It is the year 207X, and there is only business.

Shadowy super-corps have replaced governments for the delivery of basic goods and services and the management of the global economy. There is no war, between the neutered nations. There is no more starvation, for those who can pay. You can live forever–if you can afford the cyber-tech and drugs.

The old world order is due for a shake up. Nobody's holding down the fort as execs sit fat and happy thinking they own the world. Time to change that.

Cybernetics, narcotics, advanced weaponry, magical pharmaceuticals–there are so many markets to corner, and such little time. Because you're not the only person in on the shake-up, and soon you'll need to see who's going to run the world.

<<this Buildr caps at 10 Syndicates. Other players may join as Agents, getting d100 actions and bound to not counteract their employer. If another Syndicate is removed, a player Agent may be installed as its Chairman and graduate to full-fledged Syndicate-hood, no longer compelled to serve their master.>>

[Fill Out]

Syndicate Name:

Syndicate Fluff:

Colour:

Starting City/Region:

Chairman Name:

–Grit:[spend 5 across these]

Action-y business.

–Guile:[]

Espionage-y business.

–Acumen:[]

Business-y business.

Chairman Fluff:

[DON'T FILL OUT]<except Headquarters name>

Wealth: 10(+1/turn)

Pull: 5(+.5/turn)

Regions: 1

Agents:

Puppet Corporations:

Assets: [Pistols]

Personnel: 15

Solvency: 75% [How solid your Syndicate's control is]

Heat: 0% [How much the powers-that-be want you dead]

Projects:

Significant Properties: [Player Named Headquarters]

Chairman's Edge:

Chairman's Heel:

Conglomerate's Edge:

Conglomerate's Blindspot:

Technology:

Raouls:

4 actions to start.

1 action per Agent.

Action 1: d100, your Chairman's personal action (anything your Chairman could personally facilitate.

<you can assume s/he has a small personal complement of bodyguards or/And saboteurs>

Action 2: d100, Corporate Action (anything the conglomerate could do).

<does not personally risk your Chairman, can involve a multitude of non-Agent personnel>

Action 3: d100, Corp/R&D Option slot: can either research or be an action.

Action 4: d100, your R&D [Research] Slot.

R:254 / I:57 / P:17 [R] [G] [-]

The Aether. The beginning plane. Empty except for the divine energy, but not for long. The void of the Aether shifts as the first beings come into existence. The gods have been born, and you are one of them. Now who are you, and what will you create?

Fill this in:

Name: {What do you call yourself?}

Appearance: {What do you choose to look like to your fellow gods in the Aether?}

Domain/concept: {What do you hold domain over? Note, this does affect what you are good at.}

Fluff: {Remember, you were just born within the Aether. Anything saying otherwise and I will fuck you up}

R:327 / I:48 / P:17 [R] [G] [-]

Apocalypse Academy

Humanity is on the edge of destruction. Civilization buckles under the weight of assaults from deamons, corrupted witches, horrors from other dimensions, and biological weapons from alien worlds. The news is filled with humanist propaganda and tales of great heroes leading the military forces of humanity to victory, but the truth is that humanity's soldiers are being butchered with every stand they mount.

Humanity has been forced out of the Pacific Ocean and most of the surrounding coasts for nearly four years. Korea, Japan and most of China have been destroyed, while Vietnam has managed to defiantly dig in against seemingly unending waves of horrors from beyond this world. Eastern and Northern Austrailia are devastated, the population forced into an ever shrinking section of the continent's West coast.

North America lies shattered well over a decade after the American Jazz Crisis, the fractured fiefdoms forged out of the crisis barely able to hold the horrors of the Pacific at the Rocky Mountains and the occassional pocket of resistance along the Cascades. Central and South America likewise have managed to hold out where mountain ranges stall the advance of the Pacific's horrors.

Africa is an ever-shifting mess as warlords battle eachother and incursions from beyond this world, though there are three beacons of hope upon the Dark Continent. South Africa continues to stand defiant, while a resurgent Rhodesia has grown into Greater Rhodesia from the fires of anarchy. Both nations have seen great success against the witches and daemons that assail them from the depths of Africa, growing increasingly powerful as they reclaim regions lost to Humanity. Egypt is the final beacon of hope in Africa. Holding the unenviable title of most embattled nation, Egypt is struck by a C class threats or higher every month on average, with an average of 4.2 D class or lower threats striking during the same period. While some credit this to the Lion of the Sinai, many note that the Israeli and Jordanian contingents of the forces stationed in Egypt see more combat than any others.

In the Middle East, the Persian Gulf states struggle with semi-annual 'Angel' attacks targetting Mecca and Jerusalem. Israeli and Jordanian contributions to battle these attacks are often downplayed or outright ignored by the Gulf states.

Russia's vast size has crippled efforts to effectively counter attacks upon the nation. With the Pacific lost, Russian commanders have effectively returned to the strategic plans of the 1940's, with a twist. Now, Russia effectively ceases to exist East of the Ural mountains. So far, there have been ten Battles for Moscow.

Europe herself stands oddly intact. Some credit this to formerly suppressed items of 1940's German origin, while others credit the elite Swiss Guard of the Vatican and their decicive interventions in nearly every major incursion upon European soil.

The only hope for Humanity is found in the so called 'Apocalyse' Academies. Scattered across the remaining outposts of civilization and fed by legions of youths in the hope of producing skilled soldiers to plug the crumbling borders.

You are one of the youths that has made the cut to attend Euro Central Academy. Humanity is betting everything on you. No pressure.

R:73 / I:19 / P:17 [R] [G] [-]

Future Hero/Villain Builder

Welcome citizen to New Wayvilla, the city of the future! Filled with the latest in technology this city is assured to have all your needs. We have advanced cybernetics, free electricity, the best in medical coverage, and even are making breakthrough's in robotics. Take in our beautiful beaches, pure and enhanced forest, and so much more we have to offer in the city with the highest amount of metahumans in all of america. Please, enjoy your stay!

You just got your hero/villain/rogue license from the hero academy/assassin school(or if your a rogue your not affiliated with either secret school)and its time to make your mark on the world.

Character sheet:

Real Name:

Hero/Villain/Rogue Name:

Race:(white, black, mutant, alien, robot, etc)

Affiliation:(hero, villain, rogue)

Powers:(Can be anything within moderation)

Power Origin:(self explanatory, how did you get your powers)

Costume:(if any)

Fluff: A paragraph or two will do.

Roll a d100 with your powers to determine their overall strength

Dont touch this:

Gear:

Money: 10,000

Hideout:(Heroes and Villains are given a starting apartment, Rogues may choose where they want in the city[like a cave or underground lair]but wil have no support from a foundation unless they find one on their own)

Rep: 0(for heroes positive is better, villains negative is better, and rogues can go either way)

R:101 / I:25 / P:17 [R] [G] [-]

The Not-So-Magical Nations of Orlais

The Empires have fallen to the corruption at their core and the enemies at their borders. It was a long time in coming and many new nations have taken up the mantle of ruling their small territories carved by blade or by politics from the husk of the old world. It's time for the New World to be born.

There are two options for generating your civilization. You can roll http://chaoticshiny.com/civgen.php and post it or you can fill out the chart below. Just ignore the magic portion that you pull. People who just fill out the chart are lame and should be shunned.

Name:

Race: (Purely magical races are not allowed. It must be mundane. IE no snoopytons, no golems, no ethereal creatures of the mist etc.)

Color: See the map key for available colors. (IE: Red with white trim)

Fluff: One or two paragraphs please. You may be rewarded for genuine effort.

Government Type: Get political, please.

Economy Type: Get political. Command, cooperative, etc.

Religion:

Location: Where you are on the map. The GM has the final say on location.

To be filled in by GM:

Population: (generated by GM) (+-/turn)

Food: (generated by GM)

Raw Currency: (generated by GM) (+-/turn)

Legitimacy: (generated by GM)

Culture: (generated by GM)

Industry: (generated by GM)

Unique Buildings: (generated by GM)

Defenses: (generated by GM)

Military Units: (generated by GM)

Resources/Quantity: (generated by GM) (amount)

Magic/Spells: (type: generated by GM) (spells: abstracted; generated by GM)

Technology: Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] (generated by GM)

Trade Routes: [none initially]

Territory: (generated by GM)

Bonuses/Eccentricities: (generated by GM)

General Rules

- Territory provides .1 currency and .1 population per hex. Building up a hex doubles bonus. Towns turn into .2/.2, large towns .4/.4 etc. Losing towns will take an additional portion of currency, population, and resources.

- Every unit costs both resources, currency, and population. Unit upkeep and cost will be reflected in the recruitment result. For this reason keep all units tracked separately.

- Magic is based around the use of magical resources which can be found through trade, research, or expansion.

- You have 3 actions, a research slot, and a random nation event slot. The 3 actions can be used for anything but research. You can research one thing at a time and rolled to progress. The random nation event slot is rolled every turn and something may happen to your nation, good or bad. Put fluff in to add direction to the result.

- It takes an action from a player to give a resource to another and it may take time to reach them depending on distance and travel technology. Giving technology is the same.

- Baseline Technologies automatically spread after 5 turns to your neighbors, then to their neighbors after 5 more turns etc.

- Over-extension happens when you have more settlements than you do culture. People will be unhappy and might revolt.

- Building cities, towns, and villages can be beneficial. Especially since your capital can become overcrowded or your people will wonder why they're all living in villages in the middle of nowhere. Then you get angry and hungry peasants.

- Fluff up your actions and slots with how your people go about doing something and you may get different results. This is especially important for special resources and the rediscovery of magic.

- No nation is truly good or truly evil, and no one believes themselves to be evil, get cultural and have fun. You're not playing angels and demons here.

-I have the right to add more rules if I damn please.

R:37 / I:17 / P:17 [R] [G] [-]

ÆØN Progession Nation Builder

Welcome to the world of ÆØN, a world ready to be filled with sentient life and nations, yours specifically! This game will(hopefully)progress from the beggining of civilization to when the world takes to space! As such here is the statsheet and a map!

Name:(name your budding civilization)

Race:(as we are starting from the bronze age, the races you pick are the only ones of their kind for the time unless another player picks the same thing)

Location:(where would you like to start?)

Color:

Fluff:(1 or 2 paragraphs at least please, the better it is the better the stats)

Government:

Economy:

Religion:(vague or detailed, your call)

Specialty Magic:(you can always have none if you wanna take that risk or be jack of all trades, though this will mean your number of magical units is rather unstable)

R:95 / I:9 / P:17 [R] [G] [-]

Oppressive Communism the game(If you can come up with a better title by all means tell me)

The year is 2021 Russia has invaded the U.S and things have gone to utter shit, that is if you were one of those filthy capitalist pigs,but luckily for you, you have been born strong glorious russian citizen. However the motherland is not all it's cracked up to be the lack of freedom,the imposed curfews, the violent riots taking place every other day in the street. Russia is worse than america right now and you either have to find a way to flee your homeland safely or come up with a plot to overthrow the corrupt government pigs controlling your beloved country , our slogan used to be Съ Нами Богъ(God is with us) but nowadays you are beginning to think god has turned his back on the people. Above all else your number one priority is to not arouse suspicion, OBEY, FOR BIG BROTHER IS ALWAYS WATCHING. " ENTER OPPRESSIVE COMMUNISM THE GAME"

R:68 / I:10 / P:17 [R] [G] [-]

Magical Nations of Baader #6!

Welcome to Baader, the World of Buried things! It's a magical nation game where you survive, grow your nation, and generally try to have fun. ** The game can't handle more players, but the GM might be able to let you in. ** [[games reoccur every week at 6PM EST]]

The theme of the game is mid-power fantasy with political themes.

>>GM Note: There have been several adjustments to the rules.

Rules: http://pastebin.com/Y2GzvhQa

Chat: https://client00.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net

Previous Thread: https://archive.4plebs.org/tg/thread/43414253/

R:578 / I:48 / P:17 [R] [G] [-]

Welcome to Søren, the World of Clouds! It's the latest magical nation building game from me, red_philosophy.

This is the third (!) thread, as the first as reached a post limit.

Søren is the latest world and probably my most advanced map; it lives alongside Moco and Baader. It's going for "ultra-high" fantasy, which I'm admittedly not sure about conceptually, but we're going to give it a try. Think first age Lord of the Rings with politics similar to Victoria 2. Conceptually the game goes for an aesthetic of "huge".

Rules: http://pastebin.com/Y2GzvhQa

Chat: https://client00.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net

Previous Thread: https://8ch.net/builders/res/11428.html

R:77 / I:18 / P:17 [R] [G] [-]

Vizera, land of the fallen, Fantasy NB

Welcome to Vizera, land of the fallen. Why the fallen? Long ago it was said the races of the world created wonders a plenty, used great and powerful magic, and communicated with gods and elemental lords. Those days are lost, lost in the fall. Monsters roam the world in larger numbers, the secrets of magic and other knowledge have been lost to us. But that was long ago, when we were forced to stone tools once more. Now we have swords of iron and castles of stone. May fate smile on your people, my lord.

Fill this out where it says to:

Name:

Race: (Must be something fleshy and non-magical. No undead, constructs, spirits, elementals, or races with magic abilities or rely on magic to live.)

Color: See the map key for available colors. (IE: Red with white trim)

Fluff: One or two paragraphs please. You may be rewarded for genuine effort.

Government Type: Get political, please.

Economy Type: Get political. Command, cooperative, etc.

Religion: Atheism is *not strictly penalized*.

Location: Where you are on the map. The GM has the final say on location.

To be filled in by GM:

Population: (generated by GM) (+-/turn)

Food: (generated by GM)

Raw Currency: (generated by GM) (+-/turn)

Legitimacy: (generated by GM)

Culture: (generated by GM)

Faith: (given by GM)

Industry: (generated by GM)

Unique Buildings: (generated by GM)

Defenses: (generated by GM)

Military Units: (generated by GM)

Resources/Quantity: (generated by GM) (amount)

Technology: [Tools: Stone, Copper, Bronze, Iron] [Construction: Wood, Stone] [Food: Agriculture I, Domestication I] (generated by GM)

Trade Routes: [none initially]

Territory: (generated by GM)

Bonuses/Eccentricities: (generated by GM)

Rules/ Notes:

- You will not start with magic, no matter what. Magic exists and evident in the world through monsters and magic items in ruins but the secret of how to do magic was lost in the fall, you will have to find it again.

- You have 3 actions, a research slot, and a random nation event slot. The 3 actions can be used for anything but research. You can research one thing at a time and rolled to progress. The random nation event slot is rolled every turn and something may happen to your nation, good or bad. Put fluff in to add direction to the result.

- It takes an action from a player to give a resource to another and it may take time to reach them depending on distance and travel technology. Giving technology is the same.

- Over-extension happens when you have more tiles than you do culture. People will be unhappy and might revolt.

- Building cities, towns, and villages can be beneficial. Especially since your capital can become overcrowded. Then you get angry and hungry peasants.

- Fluff up your actions and slots with how your people go about doing something and you may get different results. This is especially important for special resources and the rediscovery of magic.

- No nation is truly good or truly evil, and no one believes themselves to be evil, get cultural and have fun. Your not playing angels and demons here.

-I have the right to add more rules if I damn please.

R:751 / I:81 / P:18 [R] [G] [-]

Magical Nations of Søren #2

Welcome to Søren, the World of Clouds! It's the latest magical nation building game from me, red_philosophy.

This is the second thread, as the first as reached a post limit.

Søren is the latest world and probably my most advanced map; it lives alongside Moco and Baader. It's going for "ultra-high" fantasy, which I'm admittedly not sure about conceptually, but we're going to give it a try. Think first age Lord of the Rings with politics similar to Victoria 2. Conceptually the game goes for an aesthetic of "huge".

Rules: http://pastebin.com/Y2GzvhQa

Chat: https://client00.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net

Previous Thread: https://8ch.net/builders/res/10348.html#q10348

R:547 / I:37 / P:18 [R] [G] [-]

Demon Rising Builder

Congratulations Scum! You're an imp, born by getting chucked out of the sea of chaos into the pits of Gehenna. You're the lowest weakest and least magical of demon kind, used as fodder and food for your betters. However with some time , much work and a massive amount of luck you might ascend to the rank of lesser demon.

You dream the dream that all demons dream, to raise yourself to the rank of Demon Lord. To gain complete dominion over a pit and make it your own. However the road is long, dark, hard and is full of competition and other pitfalls. However you're now completely without merit as you are, even though you lack a name. For you see while all imps look more or less the same some lucky imps have a few changes and upgrades in their form that make them slightly better than their fellows. More likely to survive and thrive in the various pits the demons dwell in.

Fill In:

>Physical differences:

>Magical differences:

>Body color:

Note you can only get up to 3 differences from norm and the stronger the difference the more slots it will take. I.E. One slot of wings would let the imp glide, true flight would require two slots said flight would be slow as flying goes. Moderate speed flight would require 3 etc.

Don't fill out or you get eaten by a wandering demon

>Rank: Imp

>Name: Nameless (names will not be acquired until you become a true demon)

>Bonus:

>Allegiance:

>Innate abilities:

R:127 / I:27 / P:18 [R] [G] [-]

Planet X: A God's boredom

After billions of years, being an all-powerful God can get boring, especially for a trickster God. Searching for something to do, he comes across a world in our earth's solar system: Planet X. Life here is much like earth, but unlike earth, mass extinctions have never happened, and there is little intelligent life. The Great Trickster gathers members of species from across the universe, strips them of their memory, and touches them down onto the fresh soil of Planet X.

Let the Game begin.

Rulesheet: http://pastebin.com/iED1zpk2

Chat: https://client01.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net

Statsheet

Name: (What do your people call themselves?)

Race: (What are you? (determines starting bonuses) )

Racial Fluff: (Determines starting bonuses-not nation fluff, which will come later as your civilization progresses)

Color: (What color you are on the map)

Location: (General- forests, plains, etc.)

—Don't Fill Out—

Food: (determines pop growth)

Population (+growth per turn)

Military: (generated by GM)

Resources: (generated by GM)

Industry: (generated by GM)

Science: (generated by GM)

Bonuses: (Generated by GM)

Flaws: (Generated by GM)

R:6 / I:1 / P:18 [R] [G] [-]

Petr'oil: Risklike Hexxer, Game 01

Rules

>https://docs.google.com/document/d/1doP6bxRc9m144vbhrdVrwkx9Pe9Zqt-ouIyZigCEnFI/edit?usp=sharing

We utilize the official /builder/ irc, #Nation on mibbit.com, for coordinating play.

We currently need 1 more Kretchen Commander to even out the game.

The current players are

———————————–

Kretchen (Purple) Commanders:

Werenhof, Engineer

Royshkan (Red) Commanders:

Commander Ishmael La'Ahad, Zeppelin Commander

Commander Leopard, Armor Commander

Desert Princ(ess)es:

Prince Azziz, Warlord

Prince Galbatorix, Warlord

R:751 / I:121 / P:18 [R] [G] [-]

Magical Nations of Søren

Welcome to Søren, the World of Clouds! It's the latest magical nation building game from me, red_philosophy.

Søren is the latest world and probably my most advanced map; it lives alongside Moco and Baader. It's going for "ultra-high" fantasy, which I'm admittedly not sure about conceptually, but we're going to give it a try. Think first age Lord of the Rings with politics similar to Victoria 2. Conceptually the game goes for an aesthetic of "huge".

Rules: http://pastebin.com/Y2GzvhQa

Chat: https://client00.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net

The update schedule will be roughly daily, at a rate that I am unsure about. To start, fill this in:

Name: Something not stupid, please.

Race (Determines bonuses): Something not stupid, please.

Color: (Determined map color): See the map key for available colors. (IE: Red with white trim)

Fluff (Determines bonuses): One or two paragraphs please. You may be rewarded for genuine effort.

Government Type (Determines some stats): Get political, please.

Economy Type (Determines some stats): Get political. Command, cooperative, etc.

Religion (Determines magic): Atheism is *not strictly penalized*.

Location: Where you are on the map. The GM has the final say on location.

R:24 / I:5 / P:18 [R] [G] [-]

Lands of Eidolon

Welcome to Lands of Eidolon, a nationbuilder where new nations rise from the ground up in a world where the ruins of a once great empire remain. Several new races have just taken their steps into forming communities, soon to form into powerful nations.

—–

Rules: http://pastebin.com/Y2GzvhQa

This game functions on the alpha rule system created by Red_Philosophy.

—–

Chat: https://client00.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net

R:70 / I:22 / P:18 [R] [G] [-]

Moon Colony Builder

Welcome to the Future!

Humanity has spread beyond its home to its closest neighbor: The Moon. While this has brought prosperity to the Earth in the form of cheap metals, Helium 3, and a place for countries to compete rather than the battlefield, it's all about to be for nothing.

An unforeseen group of asteroids just obliterated everything on Earth's surface and in orbit, leaving the Lunar Colonies as the only survivors.

…Good luck with that!

>Colony Name:

>Fluff:

>Location:

>Color:

Don't fill this out:

>Population: 10,000

>Civil Order: 10

>Needs Met: 1

>Bonus:

I'm probably missing something up there.

Some clarifications in the next post.

R:34 / I:13 / P:18 [R] [G] [-]

Modern/Sci-fi Nation Builder

The year is 2015.

The global economy is about to shatter like a bullet going through glass, and the middle east has exploded in conflict. The 1% richest men have become the most politically powerful, and control the entire world. Meanwhile, Ukraine has become a hot-spot in armed conflicts with the US, Ukraine, and Russian military forces. And all the while, a secret bill is being passed all around the world, to throw out human rights, and entertainment for profits sake. In Europe, and in Northern America, surveillance is increasing more, and civil rights within the continents are beginning to dissapear.

But that doesnt matter to you. You are a tiny nation, residing within another country. Will you take over the inferior countries, or will you fade into obscurity, like many others?

R:15 / I:1 / P:18 [R] [G] [-]

Clovis's Spaceship Pilot Builder

>Archived Last Thread

I will now continue with the update.

R:79 / I:13 / P:18 [R] [G] [-]
For thousands of years, the continent of Ambroia has been embroiled in clan warfare as technological progress was taken to a halt. Rumors of a advanced civilization that came before this all existed in only legend and myth among the campfire. Finally though, kingdoms, republics, and even empires have formed out of the tribes that once remained disunited. This is fortunate for dark tidings are on the horizon and you never know what the future may bring.

The game will go on in turns and every turn, you can take two actions whose successes are determined by a 2d100. I encourage you all to make allies early and to build up your military might as soon as possible, war will likely break out in a matter of turns from FUN. Barring events, any combat will be decided by roll a 1d20 for every unit that you field and adding any bonuses those units have to the roll. Lets get started.

Name:
Color:
Location:
Race:
Allies: (Do not fill out yet)
Resources: (Do not fill out}
Military: (Do not fill out)
War Technology: (Do not fill out)
Civil Technology: (Do not fill out)
Bonus: ( Will be decided upon by Fluff and Race)
Fluff: (Good Fluff = Good Bonus / Fill this in)
R:37 / I:12 / P:18 [R] [G] [-]

Skeleton War HB

En Garde, Fuckboy!

The great Skeleton War is upon us! Ar your bony ass, we got murdering to do!

fill this out:

Skeleton type:

Fluff:

don't fill this out:

Strength:

Equipment:

Bonus:

Swag:

R:35 / I:11 / P:18 [R] [G] [-]

Island: Tales of the New Kingdoms

The World had long since change after the appearance on the first island, the wealth and mysteries it held fueled a revolution in Europe that slowly spread to the World, what civilized lands still separate from the World Power were split into thousands of small land holdings. The Major Examples of this were the warring states of India and the Crusader states. The Crusader states was the work of Spain and Rome coming together a funding a massacre of biblical proportions that lead to the end to the Spreading Muslim Empires, growing fat on trade they pour resources into their demise and came out relatively ahead. These blood soaked lands were now filled with refugees, soldiers and massive amounts of consumer goods flowing between Europe and the Xiang Dynasty. Partitioned up and ruled by tens of thousands of petty lords, all under the name of God they aided in the growing trade routes between Europe and China. That is until the discovery of the New Continents, with this in mind the lords were scrambling the grab ahold of these new lands, a civil war had begun…

You are a citizens of these broken realms every nationality is represented along these routes, you watch as the Crusaders children look down upon those their fathers oppressed. What you do with your life is up to fate, what you do with the lives of others, well that is up to you.

http://pastebin.com/egpBSLPM - Lore on the civilized world

>Name:

>Sex:

>Nationality/religion/Race: Whatever best describes your character in these lands (Magical races are allowed, these races are from the new continent and are however mostly trade goods or slaves.)

>Ruler: (Give me an Area on the Map and describe who rules there, this will be your starting location)

>Fluff:

Bonus will not be like normal, they will be entirely based upon fluff and will be for the most part monetary. Unless you are another Race at which point you will get a trait, once again entirely based upon fluff.

R:93 / I:12 / P:18 [R] [G] [-]

S.T.A.L.K.E.R. Hero Builder

The year is early 2013, as the Brain Scorcher within the Zone of Alienation, bordering within Ukraine and nearby Belarus, has been deactivated by a STALKER named 'Marked One'. STALKERs, Dutiers, Freedomers, looters, and bandits alike have flocked towards the center of the zone, in hopes of a treasure trove of artifacts, or for the legendary wish granter. Whether you decide to adventure deeper within the lands of The Zone, or stay, only you can choose. Or perhaps you'd like to start your own band of STALKERs, or possibly a faction?

Name:

Age:

Appearance:

Gender:

Skills: [Do not fill out]

Gear: [Do not fill out]

Fluff: [Your backstory, how you got here, what happened before you entered the zone, and Etc.]

Also, sorry if this game looks like shit, I just started making builders again.

R:68 / I:13 / P:18 [R] [G] [-]

Shattered World HB

Long ago the world shattered. The lands changed rapidly and created a new landscape. Almost all who were caught within the shattering died. Many of those that lived were hunted down by monsters after the shattering ended. Your ancestors lived thanks to living within the city of Ark. Ark and it's surrounding lands have been surrounded by a magic barrier that protected the land from the Shattering and monsters. Times were hard, most books in the libraries have been burned during the long winters. Overcrowding and starvation are rampant. If it not were for the blessings of the gods disease would have killed everyone left years ago.

Now the year is 127 AS and the barrier has fallen. You were once a citizen of Ark but now have been kicked out or left willingly due to the overcrowding to settle this new land. Now then, who are you, and what will you do in this new world?

Notes: Magic and magic like things work in a specific way, you will not be able to start with magic but are able to learn how magic works. So far no one from Ark knows.

Character sheet:

Name:

Age:

Gender:

Race: (Only standard fantasy humanoid races, if I don't know what it is you can't play it. This means YOU Orodnon)

Fluff:

———- Don't fill out bellow the line ——–

Money: 1 silver 10 copper

Inventory: Clothes, rations, water skin, backpack

Skills:

Bonus:

I will update tomorrow and then weekly.

R:128 / I:14 / P:18 [R] [G] [-]

Supers

The year is 2018. The world is pretty much as it was three years ago. Politicians still squabble over the same bullshit, corporations still screw the little guy, and you are still short on rent money. Looking around your flat, you wonder how you got to where you are.

Fill these out:

Name:

Age:

Sex:

Ethnicity:

Place of Birth:

Place of Residence:

Heavenly Virtue:

Deadly Sin:

Fluff:

Do not fill these out:

Power(s):

Traits:

Money:

Inventory:

R:82 / I:16 / P:19 [R] [G] [-]

Gods Willing - Mythological Hero Builder

"That which is not dead" Edition

Archive: https://archive.moe/tg/search/subject/Gods%20Willing/

The religions and mythos of the world are myriad and endless. For millenia, humanity has prayed to awe-some gods and fought beastly monsters. Each region held its own pantheon and its own culture, and the world grew in spite of the countless fel things spoken of by storytellers and seers.

But something has changed - for what reason it cannot be said, but the gods, spirits and monsters of the many mythologies are caught in a chaotic shift known as the Conflux. Chaac sends fierce storms through the deserts of Arabia. Freyja's chariot rides through the plains of North America. The god's followers are often caught in the same transporting chaos that afflicts their divine - and so are the monsters they fought. Prayers are often met with strange and unfamiliar answers, and warriors face odd new lands to conquer and beasts to fight.

Now is your time. You are a figure of legend, be it a hero, monster, prophet, or vagabond, caught as so many have been in the storms of the Conflux. Where you will end up is beyond even the Fates, but we must first know where you have been…

(Any character concept fitting or based within a real-world mythology before the 16th century will be allowed here, so long as it's of a moderate power level [no demigods yet, sorry].)

>Fill out the following

Name:

Race:

Allegiance: Choose either a god from a real-world pantheon, or a concept like 'Death' or 'the Harvest'. You may choose not to have an allegiance.

Fluff:

>Don't fill out the following

Favor: (X) 0/100

Status: Healthy

Inventory:

Skills:

Bonus:

Actions will be 2d100

R:29 / I:27 / P:19 [R] [G] [-]

Winters' God Builder

Civilization is dawning across the world. The advent of farming has begun to let previously nomadic tribesmen settle down and form permenant communities, accumulate wealth and increase their numbers.

Somewhere along the way, each new culture begins to form…an entity. A National God, if you will. An extention of the collective unconscious which has gained awareness.

Now, it is your duty to guide your people, so that their might may grow, even to the stars. Will you succeed, and have your name spoken across the face of the world? Or will you fail, and be crushed beneath the wheel of time?

(fill this out)

>Civilization Name:

>God Name:

>Aspect: (Other than your people, what are you a god of? choose one initially)

>Color:

>Location:

>Fluff:

(don't fill this out)

>Powers:

>Population: 1

>Food:

>Happiness: 10

>Defense: 1

>Attack: 0

>Military units:

>Constructions:

>Resources:

>Items:

>Civtech:

>Wartech:

>Bonus:

>Detractor:

R:80 / I:10 / P:19 [R] [G] [-]

Newport is a vicious city. People say that someone can live here their entire lives and never even scratch the surface of what really goes on. Drug deals and shootouts are the obvious things, but there are entire meth labs, factories full of slaves working day and night for factions that are no more corrupt than the politicians letting them keep the property. These gangs and groups are nearly all powerful, they do what they want to who they want when they want, and almost no-one questions them.

You play as gang members fighting for control over the dangerous and diverse streets of Newport. From the loud and foul-smelling slums to the high-rises full of scummy lawyers. You come from all areas of life, but one constant is that you fell upon hard times. The economy is in serious recession and you can see it everywhere. Concealed carry permits are given out almost free, as walking alone without one is almost suicide. This is the dangerous world you live in, and your about to take advantage of it for all it's worth.

Write stuff for this-

>Name

>Fluff

>Basic Physical Description

>Relation to any gangs within the city

>Preferred weapon

>Business

Don't put stuff down here, it will be decided by the above

Inventory-

Skills-

Weapons-

Bonuses/Detractors-

R:213 / I:44 / P:19 [R] [G] [-]

Solaris: Phase Two -- The Reckoning (Colony/Fleet Builder)

Solaris: Phase Two – The Reckoning.

Session #6: New Homes, New Challenges

The Demurge hunts you, the Symphony subverts you, the SOC betrayed your people.

And yet you still continue.

With no civilization in sight, a weary crew and peoples begin preparations for establishing permanent colonies on worlds in the far flung Lao Sho Nebula, a place where your people have begun a bloody history in fighting for survival. Now with the promise of stability only a planet can offer, your crew is given new hope and a promise of salvation by their own blood, sweat and tears. Take solace in your survival thus far; Your defiance is your strength.

But it alone will not beat back the dark.

Previous Thread: http://8ch.net/builders/res/7005.html

READ THE RULES: http://pastebin.com/MsiZXX31

COMBAT RULES: http://pastebin.com/LEJs8sxV

PHASE TWO RULE ADDITIONS: http://pastebin.com/nyLpSc5t

If you have questions, feel free to post in thread or (preferably) message Maldaris in IRC,

>#natone in irc.mibbit.net

R:61 / I:22 / P:19 [R] [G] [-]

Nation Builder (Not Curtbowl Edition)

So, I'm stepping away from my traditional civilization type game. In this game everyone makes a separate nation or civ. You do your own actions and roll 1d100 for every action, and then when everyone has said their actions for the round I put down the results, the game continues like that. If this is popular I will continue this for as many threads as it's still popular. So start by filling out the character sheet (see below) and claiming a small area on the map. If you have any questions please ask me in this chat- https://client01.chat.mibbit.com/ . The name for the chat is #Nation and I'm Undeadciv

>Name

>Fluff

>Color

>Location

Don't fill this out, will be decided by NM and fluff.

>Population

>Food

>Happiness

>Resources

>Attack

>Defense

>Special Units

>Bonuses

>Negatives

R:103 / I:22 / P:19 [R] [G] [-]

The End Game

>B-but what about Throne?

I'm doing that right now, shut up.

>Leader's Name:

>Leader's Fluff:

>Leader's Traits [0/100]: (Blank)

>Nation's Name:

>Color:

>Fluff: (Race). (Then write fluff)

>Technology:

-Economy:

>Economy Bonus:

-Science:

>Science Bonus:

-Industry:

>Industry Bonus:

-Food:

>Food Bonus:

>Cities:

>Population:

>Military:

>Buildings:

>Storage:

>Nation's Traits [0/100]:

Fantasy, Stone Age Era

Any race available.

6-8 players max.

Randomly placed, map is pmed by chat.

Afk players leave open spots for new nations or replacing leaders.

"The builder that ties all other builders together."

R:189 / I:24 / P:19 [R] [G] [-]

Star Wars: The Salt Wars

Cold War has settled across the Galaxy.

The Sith Empire and the Galactic Republic have come to an uneasy ceasefire in the wake of the former's attack upon Coruscant and the destruction of the Jedi Temple.

The ensuing series of small-scale conflicts and arms races that have fired up across the galaxy have proven to be a boon to spacers, smugglers and bounty hunters alike. The Jedi lick their wounds, preparing once more for another war, while the Sith and their Empire press their luck with constant, inflammatory strikes upon Republic holdouts. The Republic itself struggles to hold down separatist uprisings and corruption within their own ranks.

The future is uncertain.

CHARACTER SHEET

Name: Your name, or most common moniker.

Age: Your age, as appropriate for your species.

Species: What species you are. Hutts, Yuuzhan-Vong, Droids, Ssi-Rruk and other strange races are not applicable.

Profession: Your line of work. This might change as you play. If you want to be a Jedi or a Sith, you start as a Padawan or Dark Neonate.

Faction: Which faction you belong to, important for figuring out where you travel, who you know and who your allies are.

Fluff: Your background and motivation. Misc items and possible skills go here.

DON’T FILL THIS OUT

Starship: What starship, if any, you possess.

Equipment: Your equipment.

Skills: Your skills.

Powers: Any force-related powers or exceptional species abilities.

Misc: Other dumb shit not listed elsewhere.

FACTIONS

Republic: By choice or birth, you were born in, and serve, the Galactic Republic, a bastion for freedom and democracy. You can fly unmolested in Republic space. Sith cannot be part of the Republic.

Empire: You serve the Sith Empire, in every capacity. You are likely a human, but you may also be an alien who is either forced to serve or has no interest in knowing life otherwise. You can fly unmolested in Imperial space. Jedi cannot be part of the Empire.

Hutt: You serve one of the Hutt cartels as a hired gun, a smuggler, or any other wide variety. A great many of the Hutts’ servants are aliens, some from far flung, distant planets. You can fly relatively safely within the home range of your current liege, and have access to numerous underworld favors—if you can pay the price. Jedi cannot serve the Hutts.

Independent: You might be living in the Outer Rim or Unknown Regions, or perhaps you stubbornly refuse to follow anyone. You have almost no safety net in place and only your immediate acquaintances to fall back on, but you are also free of any obligations that you would otherwise have. You know how to navigate factionless space without harm. Jedi or Sith that are Indpendent are hunted down relentlessly by their former peers.

THE FORCE

Roll 1d100 when you put up your character. If your character is explicitly a force user, as per their profession (no you can’t bullshit it by saying you’re a force-sensitive bounty hunter), then the 1d100 determines how great your natural potential with the force is, and which side you are naturally connected with. If your character is not explicitly a force user, this determines whether you have any connection with the force.

FORCE USER

1 – Strong In the Dark Side – You are destined to fall to darkness, and it will be a magnificent fall. The real question is not if you will fall, it is if you will climb your way back up.

2-10 – Seeds of Darkness – You are naturally inclined towards the Dark Side of the force, though your destiny is not yet wrought in stone.

11-89 – Undedicated – You are strong in the force, but you have no inherent leaning. Your choices will decide your alignment.

90-99 – Vestiges Of The Light – You are naturally inclined towards the Light Side of the force, though your destiny is still yours.

100 – Strong In the Light Side – You are destined to become a great force of good and compassion in the galaxy, one way or another. It is up to you whether this great act will be at the pinnacle of your enlightenment or at the nadir of your fall.

NON FORCE USER

1- Force Sensitive, Dark-Inclined

2-8 – Force Sensitive, Aware

9-15 – Force Sensitive, Latent

16-84 – Not Force Sensitive

85-91 – Force Sensitive, Latent

92-99 – Force Sensitive, Aware

100 – Force Sensitive, Light-Inclined

ROLL VALUES

1 – Disturbance Failure

2-10 – Hard Failure

11-25 – Failure

26-74 – Varying Success

75 – 89 – Success

90-99 – Double Success

100 – Vergence Success

R:8 / I:5 / P:19 [R] [G] [-]

Asshole Mercenary Builder

They year is 2043, and the city of London has been "abandoned" After a series of bombings left the city in disrepair. Those who are left are resistance groups fighting for their freedom against the government force sent to remove them from the city by force. It's the classic tale of the common man facing against big brother, the kind of story that births heroes! However you are not a hero, you are a mercenary, and you are doing this for entirely personal reasons. Whether for money, drugs, or the thrill of putting bullets into someone's head, you are here to get paid and kill anyone trying to stop you.

Tech level is just between modern and cyberpunk. Electricity guns and motion sensors are things but don't expect to be disintegrating fools.

Name: Your name

Gender:Male/Female/Trans/Agender/Dog/Tree/Whatever

Age:How fucking old are you

Nationality:Where you're from

Fluff:Why are you in this god forsaken hell hole.

Faction:3 choices, you're either working for the rebals, working for the english forces, or freelance/independent.

Inventory:Decided by Fluff

Skills:Decided by Fluff

Bonus:Decided by Fluff

R:78 / I:6 / P:19 [R] [G] [-]

The Wellness of suffering (hero builder)

Welcome to evergreen, a planet that has been frozen over by pollution and war, forcing the populace to move underground to the caves. Society has devolved over the decades, reverting to a more medieval age. Religion is also a deep part of life, the recent rise of the death cult know as the Thanatais has placed great stress upon the inquisition of the grey church. May god in coma smile upon them, for the Thanati wish death on all being, themselves being the last to go.

Welcome to my hero builder, this builder will focus more on individuals than nations. It will most likely be a high fatality game for the foolish or unlucky. However a game does not end at death, for one must achieve peace of the afterlife. Something you might long for soon enough. Things will be ran loose and casual, like me.

for rolling we use…

2d100, usual stuff.

I'll need the following from those who wish to participate.

Name:

Physical description: (absolutely no equipment mentioned here please)

Notable strengths: (I'll give you these based on class)

Flaw: (Something that you are not good at, addictions and mental illness are highly suggested here)

Class:(They will be listed below)

Equipment: (I'll give you this)

Mood: (A light idea on how you feel, you start off indifferent)

Religion: Grey Church or Thanati, pick one.

also, please roll a 1d20 when you create your character.

More tabs will be added and taken away as time goes on.

Max of ten players for now, first come first serve, if you are player eleven don't ask if you can join, cause you can't (for now) >tm<

Here are the classes.

Miner

Mercenary

Mushroomcutter

Hunter

Count

Priest

Expedition Leader

Peasant

Drugdealer

Thief

Vampire Hunter (You start off alone)

Prostitute

Consyte (A member of the Cult of Cons, dedicated to peace)

Engineer

Blacksmith

Alchemist

Pathfinder

Healer

Bone Surgeon

Crusader (You start off alone)

Monk

R:131 / I:17 / P:19 [R] [G] [-]

A new act has passed allowing prisoners to be experimented on so long as they are seen as humane. Greyrock Correctional Facility is the first prison opened that specializes in these experiments and the first test is to see how prisoners react when the two genders are integrated. This is what the public believes however but it's quite obvious by the way the tests are carried out that the people in charge don't care about results, this is just a temporary fix for the overcrowding in prisons. The first busload of prisoners arrive at the front gate and you are on board.

>Name:

>Fluff:(really go in depth here, what ethnicity is your prisoner, are they religious, what did they do to be put in prison, what gender are they?)

>Equipment: orange jumpsuit

>Skills:

R:39 / I:27 / P:19 [R] [G] [-]

Solaris: Before the War, a Megacorp Builder

At the peak of the economic empire, the Osiris Conglomerate was the leading Mega-corporation in DCS space and beyond. A veritable trove of capitalistic might backed by the largest names in the galactic industrial complex, Osiris has seen a dramatic change in leadership, now led by the immortalized Klaus Vanger, a Earth-born Human, a member of the family behind the Vanger Institute. By his 17th birthday, he had already begun amassing wealth and power to rival a small nation, and by the time he was tapped to step up to the Osiris Board of Directors, his net worth was well over the total GDP of the entire Outer Rim combined. However in a shocking move that has boggled the minds of legislatures and corporate analysts the galaxy over, Klaus successfully lead a motion that dissolved the Osiris Conglomerate, giving each of its member corporations full autonomy and independence. It was in this event that your rise to power began. Where previously the Osiris Conglomerate regulated inter-corporate competition, nearly every industry has begun a brutal power struggle to achieve market dominance. Will you rise to power as an unstoppable juggernaut of industry, a spotless face of PR glory, or the symbol of modern Greed? Or will your company become a footnote in the acquisitions ledger of your foes. Only you and your ingenuity, strategy, and foresight stands between you, your company, your employees, and financial ruin.

>Stat Sheet

Corporation Name:

Industry: (Select 2-3 fields)

Fluff:

Company Logo (Pic Related)

Company Motto:

roll d100 for these

Market Share:

Capital:

Public Relations:

Security:

Connections:

Talent:

Credit Income per Quarter : (1d100 x 100)

This is set in the Solaris Universe, however it's not required to be familiar with it to play. For those that do know the lore, this is Pre-Enemy Invasion, by 150 Years. The DCS, or the Democratic Council of Species, is at its peak, and is embroiled in conflict with the Slathi Empire in the Astral Sea, the starfield to the "south" of the Core Worlds. While Corporate power holds weight in the Core Worlds, nigh autonomy can be achieved by Corporations in the Outer Rim, where much of the actual corporate R&D occurs, free from prying eyes.

Rolls are checked against your stats + an event modifier based on the action. 3d100 per turn.

Unlike Solaris, there is no resource management, however Capital and Connections determine how effective you are at acquiring and moving goods.

Credit income also determines how much money you can invest in R&D projects, as research, manufacturing and similar actions may have an associated quarterly cost.

The Objective of this game is to either aquire, bankrupt, or defame your opponents in your field of industry, or similar fields, and achieve uncontested Monopoly. This can be achieved by mergers as well.

Fields of Industry:

Entertainment

Construction

Materials Aquisition/Sourcing

Agriculture

Exploration & Colonization

Consumer Goods

Military Manufacturing & R&D

Orbital Manufacturing

Cybernetics

Architecture & Construction

Banking & Investments

Computing

Medicine & Pharmaceuticals

Archaeology

Logistics & Supply

(Write In, will need approval)

R:343 / I:95 / P:19 [R] [G] [-]

Atomic Space Empires

After the fall of the Soviet Union in 1953, and several important scientific discoveries, mankind has set out to settle the Solar System and explore the galaxy! You now lead a one of the factions that bathes in the light of our home star in the glorious year of 2015. Space is starting to fill up, and it's up to you whether to fight for a place in the Solar System, or pack your bags for worlds beyond!

As stated before, most of the system is filled, from the arid deserts of Mercury and steaming swamps of Venus, to the frozen wastes of Pluto and the comet fields, to the lagrangian stations around Earth. Space travel is fairly simple (SSTO from Earth is a snap) and a good pilot can get from New York to Luna City in an afternoon, or to Marsianingrad in under a week of steady flying. Earth's population is about fifteen billion, and total human population is pushing 25 bil. The good ol' U.S. of A is still a superpower, but most everything outside of Low Earth Orbit is outside its direct influence (also an NPC). About half of settlements are lawless frontier towns, but some larger cities have been set up. Aliens are still unknown, but you can be an exploration/invasion force from the stars if you so choose.

Fill this out

>Faction Name:

>Faction Location: (can be on a planet, moon(s), asteroid belt or in interplanetary space)

>Faction Fluff: (The better the fluff, the better the bonuses.)

Leave this alone, will be based on fluff.

>Faction Population:

>Faction Life Support:

>Faction Military Vessels:

>Faction Ground Forces:

>Faction Tech:

>Faction Minerals:

>Faction Bonus:

R:85 / I:21 / P:19 [R] [G] [-]

YAR HAR SHIVER ME TEETH

After ten long years of bloodshed and toil, the Great War has finally come to a close. All gave some, some gave all, and quite a few gave more than that.

The world is broken, with few major nations in existence any more, and most of the minor ones dealing with their own border wars and daughter conflicts.

And you? You're a captain of a ship, stationed far from home, and after years of fighting for the cause, you've decided to make the most terrible decision a captian can make: to raise the black flag, and become a pirate. Adventure, fortune and immortality are yours for the taking, but disgrace and death will forever lie in wait over the horizon.

(fill this out)

Captain's name:

Ship's name:

Ship type: (destroyer, submarine or airship)

Original nationality:

Current port: (do some research and find out where your original nation's colonies were)

Fluff:

(do not touch)

Guns:

Ammo: 10

Hands:

Morale: 10/10

Fuel: 5

Bonus:

R:28 / I:15 / P:19 [R] [G] [-]

Sagas of Lorendale

Lorendale. A name that has echoed throughout the halls of nations and homes alike. A city whose very existence has been threatened by all that has come before it. A place that inspires hope in the hearts of it's masses. There is no city like it in the world and it is our heaven. A heaven of liberty. A heaven of corruption. Our heaven. Come closer and I shall tell a tale of Lorendale. From the start to the end, I will spin this tale for you. Come take a seat and listen for awhile.

You see, there was not a Lorendale at all in the very oldest of ages. To the south of what is modern Lorendale, the tribes of Jeklan united under the banner of the Savlok Dynasty in much fanfare and glory. A victory won through war and diplomacy alike, the Savlok grew to become capable kings albeit for a few bad apples who were always "weeded" out early through political assassination. Along with Jeklan, much of the world grew to match this fledgling kingdom and dark powers made themselves known to them. To the far east, the kingdom of dragons ruled over the lands of men and kobold alike. Slaves to the whims of the wyrms, the nation encompassed all of the eastern continent that simply became known as the Dragonlands to the simpler men of the West. Some say that they is some sort of conflict in their lands but word of it has not reached me, so it is not true.

South of Jeklan, the Empire of Roses followed in their example forming a very similar nation with a much different result. Dedicated to the religion of the Rose, the Empire became fanatical in their pursuit to end heretics and infidels despite being kin of Jeklan during their earlier tribal days. Some whisper of a foul conspiracy made by the elder races. Whatever the case, Jeklan and the Roses have been in a state of endless war since the dawn of modern civilization. Borders fluctuate and soldiers endlessly die for the two nations but thankfully, there has not been a big conflict in some time. Speaking of civilization, one of the gravest threats that Jeklan faced was that of the Northmen upon the frozen continent. Choked in eternal frost and ice, these savages once sent ships of ice itself onto our shores filled with savages and beasts unknown to our land. Barbarians, one and all despite what some may tell you. Strangely, their usual raids have died out as of late. I personally think that we have pushed them back and they have turned to the east but that is me. Of coruse, there are plenty of other nations to the far south but they are boring in my opinion. Some seem to openly practice witchcraft like that of the Bonehold and some of them even hold slaves freely like the Novosi. It is of no matter. The only matter to me is of today's history. Much more interesting. Much has changed since the passing of the Witch-King Maric.

All of us remember the iron fist that he reigned with over Jeklan! The only lord of the Savlok dynasty who was shite in my opinion, he was said to practice dark magics. Peasant and noble alike died under his gaze! The economy of our lands fell into the shitter! Even our cattle died by the dozen! A grand civil war is what finally took the demon down, crown and noble alike battled while the peasants spilled their blood. We of Lorendale watched on in horror and fear! We remember our early days a vanguard against the Northmen but we are free now. Free to choose our own homes. Free to choose our harbors. Free to choose our service. Why not free from the nation of Jeklan? Even now, the little boy that now reigns over Jeklan watches hungerly over us for even once moment of weakness.

It is our duty as citizens of Lorendale to serve the Republic proudly! We all may remember the day of flowers when the Council ascended to rulership with the old lord of Lorendale paving the way for them. We all may have been a member of the revolution who opened the city gates to our fellows and stormed the guard's barracks. We all may have even been a member of the Republican Party during it's early days. It does not matter. Today is today. Tomorrow is tomorrow. We must all strive to be a noble member of this Republic and to serve it well! So I say!

Now that my Lorendale-Mandated-Storyteller speech upon our civic duty is done, let us actually get into some fun tales. Let me tell you the tale of eight people in Lorendale. Eight people who would shape Lorendale during it's infancy.Shortly after the rise of the Republic, they would make themselves known. Let me tell you of….

R:87 / I:21 / P:19 [R] [G] [-]

Primeval Fantasy Nation Builder

Long ago your people walked the land under the watchful gaze of the Gods. These beings were your creators, your benefactors, your masters, and they worked wonders that the primitive minds you were allotted were mystified by. For eons your kind toiled and worked for them, bringing forth crops and castles, playing soldier in their great Blood Feuds, and generally living under that familiar and comforting yoke of servitude.

Then, however, came the Swine Lord.

The Swine Lord, a being encased in black armor wielding a massive axe and commanding a nigh endless army of misshapen Man-Beasts, marched to conquer the realm of the Gods. Your people fought alongside their masters, but the enemy's forces were too numerous and too monstrous to defeat.

The Gods fell, your people fled as the Swine Lord's booming voice echoed across creation:

"LET ALL NOW BEHOLD, THE AGE OF SAVAGERY!"

Now your race must rebuild, rising to find their place in this new horrid world, they must face the scattered Man-Beast 'Lords' with pretensions of rulership, and maybe-just maybe-defeat the Swine Lord himself and reclaim the world.

>Nation Name:

>Color:

>Race:

>Pantheon: (What Gods, did you serve? Gods of the Elements? Gods of Battle? Of Field? Of Love?)

>Utilization: (What did the Gods use your race for? Keep in mind they did not trust their creations with their powerful magic.)

>Location:

>Fluff:

R:37 / I:11 / P:20 [R] [G] [-]

Scifi Nation Builder

The time has come for empires to rise. Across the galaxy dozens of races are taking their first steps into space, their FTL ships carrying them to worlds known and unknown. As they travel they encounter each other, and the first galactic wars begin! Your race(s), like it or not, is one of many in this massive conflict. Whether it supports one group or forms its own is up to it, but for now it is safe from the flames of war, as its solar system has not been touched. Now is the time to rise in power, taking the galaxy in an iron grip. Will you be destroyed forever, stuck on your planet, or rise as a galactic power? The choice is yours after all.

Fill this in:

>Nation:

>Race(s):

>Planet:(gib details on it)

>Psionics: Y or N

>Fluff

Dont touch!

>Population: 10 Billion

>Military: 1 million soldiers, 300 Ships

>Economy Level: 1

>Tech Level: 1

>Bonus:

R:18 / I:10 / P:20 [R] [G] [-]

Fallen London Builder

1889

Three decades ago, London was stolen by bats. Dragged deep into the earth by the Echo Bazaar. The sun is gone. All we have is the gas-light of Mr Fires

But Londoners can get used to anything. And it's quiet down here with the devils and the darkness and the mushroom wine. Peaceful

But then YOU arrived

Welcome. Delicious friend.

R:302 / I:38 / P:20 [R] [G] [-]

Solaris -- The Long Journey (Nation/Fleet Builder)

Solaris – The Long Journey

Session #5: Uncharted; Unknown

The Democratic Council of Species has fallen. An unknown enemy has taken your worlds, marched machines on your capitals, and detonated EMPs in your habitats. The Enemy is ruthless, their technology advanced, their tactics cruel, and their strategy clear: To Wipe out all Sapient Life in this sector.

For those of you lucky enough to escape, you've been tasked with the greatest challenge: Survival. With no worlds to support you, no agriculture, industry, or services to provide for your people, you've banded together with races from all across the DCS. Ships remain loyal to their nations, their populace clinging to the last vestiges of civlization. And they look to you for guidance.

For the Enemy is Coming. And they will only stop when your people are dead.

Previous Thread: https://archive.moe/tg/thread/41289478/#41293564

(After a bit of discussion I decided to move this to /builders/ from /tg/, helps to have found a 8chan app for Android.)

READ THE RULES: http://pastebin.com/MsiZXX31

COMBAT RULES: http://pastebin.com/LEJs8sxV

If you have questions, feel free to post in thread or (preferably) message Maldaris in IRC,

>#nation in irc.mibbit.net

R:14 / I:3 / P:20 [R] [G] [-]

Mutation Tribe Builder

>Map is pmed to players with fog of war

You are the leader of a small tribe in a harsh, desert environment.

Your technology level is very low and you probably would have already died if Saint Wit didn't help you.

It's low fantasy, however, there is no magic available for you.

But you do get the < Gift of Saint Wit >.

Saint Wit gave all the tribes in this tragic land the power to change…

To change ourselves, animals, and nature.

A mutation.

>Tribe's Leader Name:

>Leader's Fluff:

>Tribe's Name:

>Fluff:

>Color:

(Things below are blank)

>Pop:

>Units:

>Buildings:

>Technology:

>Bonus:

>Mutation Tree:

R:66 / I:17 / P:20 [R] [G] [-]

This is The Isles. A nation born from the destruction of it's creator. It was once home to savage barbarians but a more sophisticated nation invaded and claimed the land as it's own. Unfortunately the land is infamous for mysterious creatures and deadly environments. Having put all it's forces into taming the landscape the first nation was attacked at the capital and the settlers were abandoned in The Isles. Taking culture from both the old nation and the barbarians, The Isles quickly became it's own nation. Currently, a power struggle shakes the foundations of the nation as a tyrant king uses his forces against the powerful creatures that are fighting for the land back. All of this fighting is attracting people from other cultures and lands to face the nation and delve into mystery and adventure.

It is the time of revolution but not against power. Against stationary thinking, the turn of an era. Firearms are beginning to be invented and mages are fighting technological advances.

You are a hero. Not in the classical sense but rather an extraordinary being. Although you could become a hero of the people. Or a villain. Your future is in the hands of the dice now but your present is up to you. Who are you? Into the stats you have 90 points to place. An average human has 10 in each field.

>Name:

>Race

>Colour:

>Where On The Map You Are:

>Fluff:

>Strength: (How strong are you?)

>Dexterity: (How quickly can you react?)

>Constitution: (How hard can you get hit?)

>Intelligence: (How smart are you?)

>Wisdom: (How wise are you?)

>Charisma: (How charming are you?)

>Equipment:

>Skills:

R:26 / I:3 / P:20 [R] [G] [-]

Solaris: Combat Rules Testing

In preparation for a major content & rules update, Phase Two, I'm hosting a "combat sim" for my players.

You can find the current thread here: >>7005

We'll be running this with existing tech and ships as of Turn 13, so please list your stats here accordingly.

READ THE RULES: http://pastebin.com/MsiZXX31

COMBAT RULES: http://pastebin.com/CwTh1Lqq

Rule Additions For Testing: http://pastebin.com/MrdjCMGd

As always, please join #natone on irc.mibbit.net and ping Maldaris, if you have any questions.

R:49 / I:7 / P:20 [R] [G] [-]

The Year is 2296, 15 years after the Second Battle of Hoover Damn in which a person known only as Courier Six led the united tribes of the Mojave along with an army of Securitrons to a victory over both the legion and the NCR, creating a new nation known as the United Mojave Coalition. United States is beginning its time of revival. The NCR continue to strengthen their east coast territories, while the Legion begin to falter after their loss in the Mojave and the ever falling health of Caesar. The Midwestern Brotherhood and Enclave still remain. Lastly while the Capital Wasteland has begun to improve after the start of the Water Purifier the area still suffers under bandits and the lack of a strong stable source to provide rule over the region.

Now who are you in this land and how will you mark your place in American history.

Character Sheet

Name:

Age:

Race: White, Black, Asian, Etc

Species:I'm limiting it to only Human, Ghoul, Android, Robot. No centaur, supermutant,or other abomination or animal.

Fluff:

S:5

P:5

E:5

C:5

I:5

A:5

L:5

You have 5 points to spend but you can remove from one to add to another, max 10.

Don't Fill this Out

Inventory:

Color:

Level:

Karma:

Location:

Bonus:

Map:

Blue:Ncr

Red:Legion

White:Midwestern Brotherhood

Purple:Capital Wasteland and Sundries

Green:Unified Mojave Coalition

Black:Enclave

R:71 / I:14 / P:20 [R] [G] [-]

The Sun was setting on one of the World’s first great ages, The People had built monuments and wandered the world but they had accomplish little in their time here. But nearly 400 years ago a man had finally had enough, no more wandering. He cultivated the land around him and started the world’s first farm, He died that winter when a tribe came through his lands and ate all his crops, but his vision had not died. All this time after and word of this practice had reached your ears, so you traveled to a land you remembered to be lush only to find you weren't the only ones with the idea. So you all settled down, but relations were tender to say the least…

You will also get a character bonus depending on fluff, if you wish to join a tribe another person has made their population will be tripled giving you and them more influence in the growing city the tribe will be influenced by your fluff though, it is now both of our tribes: (If this is not something you would like please say so next to your tribe, if any attempt to join they will be told they can’t)

Personal Stats

>Name:

>Job:

>Tribe:

v don’t fill this out v

>Inventory:

>Personal Holdings:

>Bonuses:

R:22 / I:4 / P:20 [R] [G] [-]

Knights of the Pentagonal Table Builder

Welcome to the British Isles, circa 1141, after it's abandonment by the Legions of the Grand Quellonian Empire.

The remnants of the Legion have crumpled inwards, one full legion remaining in a grand total, the most effective military force in the isles. The Kingdoms of southern britain, consolidated by the empire, have formed into three kingdoms,The First: Berentague, holding cornwall, backed by the Doux of Brittany, holding more continental culture, and a much more foreign system of governance. The Second, The Kingdom of Loess, ruled by Aetheb The Yielding King, holding the most classically British tradition, a blend of pre-empire culture and Quellonian, currently at war with the third kingdom, Far Saxony, Ruled by the Grand Chief Alaric the Quellonian, who has reaved across the coast of Britain, stealing and looting, before entrenching himself on the rest of the island.

North of Loess and Berentague, is the Greatest state still present, the Perwin Principality. The Perwin Principality rules all of central wales, having established a protectorate state over the Warring states of Powen and Powin, ruled by the sons of the late Pows the Great. The Principality is ruled by Princeps Cathador, whom was maimed decades ago in a joust with the father of Aetheb. He is nearly 90 years of age, his kingdom ruled by his three sons, Cucull, Kay and Constantine, who make a decent enough triumvirate to rule. The Principality has recently done the unthinkable, establishing two settlements in the unsettled and insane frontierland of Eire, The lands inhabited by countless hordes of beastmen, revolving around the pulsing heart,felt by woods witches and the mad hermits of all the isles.

North of the Principality, the Marches lie, York and Lancaster, interchangeable working to fight off the northerners or each other, or the saxons, or whoever happens to be nearby. North of the Two warring Marches, lies the Grand March, built around Hadrian's wall, left on the isles to hold off the northerners at all costs.

And in the Untamed north, lie the myriad states of Scotland, revolving around the Kingdom of Gowrie, recently reunited by Utr the German. Utr, through a blend of strength and brutality united the tribes of southern scotland, making his capital in Gowrie, on the site of the ancient city, forcing the tribal savages to the lands of the Bearded Men, and the rather simply named Northern Pictland, named by traders, as it has little to no settlements. The other civilized nation in Scotland is the Empire of the isles, Ruled by the self proclaimed Emperor of all the Sea.

Now that we have the isles out of the way, who are you? A Knight of Loess? A Merchant of Berentague? Perhaps even a Beastman of Eire?

>Character Template:

>Name:

>Race: (Beastman,Quellonian, Cornish, Welsh, Powish, Powenish and so on)

>Fluff:

>Allegiance:

(Don't Touch this, Unless you want to be challenged to a self Beheading challenge)

>Home:

>Lands/Holdings:

>Title:

>Inventory:

>Location:

>Bonus:

R:71 / I:29 / P:20 [R] [G] [-]

Bleak Skies Nation Builder

Welcome to the world of Undilavel, a massive and dark world. In the skies hangs a black sun, its light covering the world in depressing soul crushing despair. At night there is no moon, only an all encompassing darkness in which the true horrors of the night live in. The people of this world live in walled areas, only going out of their safe enclosures when absolutely necessary. Even then they are not safe, as flesh-sculptors and mimics infiltrate their cities to get in reach of the soft flesh and warm blood inside, along with many other horrid creatures.

There is no such thing as healing magic or true warmth. Magic is destructive, a beast willing to consume both the caster and the target. The closest one will ever reach to healing magic is the devouring of blood and souls, as magic does not come without a price. The materials of this world range the more feared parts of the color spectrum, from bone white to soul devouring black, and everything in between.

The only truly sentient races are Humans, Dark Elves, Non-feral Vampires, and a few other beings of the night. They are the ones who retained their knowledge and mindset compared to those who lost their's eons ago, the last children of such a horrid place.

One of the above walled cities is owned by you, a member of the last few intelligent races upon the surface off Undilavel. Will you rise to greatness, or fall into obscurity as another dead peace of flesh?

Fill this in:

>Leader Name:

>Nation Name:

>Race:

>Special Magical Arts:(if any)

>Color:

>Leader Fluff:

>Nation Fluff:

Do not open unless you wish the creatures of the night to take you:

>Population:

>Military Forces:

>Resources:

>Leader Bonus:

R:38 / I:14 / P:20 [R] [G] [-]

Cleric Builder

You are a cleric, devoted to a great and powerful god. What god is that? That's up to you! There are many people in need of conversion and many tasks your god will need you to do so there is a lot of work ahead for you. But paradise and service to your god is your reward!

This is a fantasy world so you can be other races but keep it reasonable.

Fill this in

>Name:

>Race:

>Fluff:

>Deity:

Do not fill this in

>Equipment:

>Skills:

>Bonus:

R:219 / I:74 / P:20 [R] [G] [-]

Creator God Sandbox Builder

Welcome to a universe of chaos. Unlike many others in the multiverse, this one is still pure raw aether, waiting to take its form. There is no sky, there is no land, there is only the aether…and the beings that are forming in it. In this mighty maelstrom of power, order is finally asserting itself and creating the first living things…

And the first living things are Gods.

There are no concepts of time and space, no mortal thoughts or perceptions, but as these gods come into being these concepts shall be made, for these beings are the precursors to all that shall come. Their actions will shape a world that does not exist, and create a universe of order. But first, they must make a kingdom of order in the realm of chaos…

>God name:

>General Description of god:

>Concept:(Only one for now)

>Fluff:

R:152 / I:25 / P:20 [R] [G] [-]

X-Com Builder

The year is 2023, and aliens exist. One year ago, the extraterrestrials first invaded Earth. They were beaten back, but at great cost. It was decided that a specialized fighting force must be created, should they ever return. You are of that force.

Fill in:

>Name

>Age

>Gender

>Nationality

>Fluff

—————————————————————————-

Do not fill out (These will be determined by your fluff. Make it good.) :

>Class

>Abilities

>Inventory

R:25 / I:12 / P:20 [R] [G] [-]

Island Builder 2.5 (Hero Builder)

The world is young, and even younger are the people. The cultures that inhabit this planet live out their mundane lives fighting against themselves and nature. But you will change that soon they will be fighting each other, you are the champions of this world the first generations of heroes that would drastically change the course of history. Above are to maps one showing the climate of the world, determining what you might fare against in those regions, and the second is the geo culture map. The Culture map shows the 16 cultures and their areas of influence.

Choose one Based on this info and then make your hero.

1. Pao Pao - Peaceful Island people who worship the Sea and her storms as gods. A Matriarchal society where the women control politics, breeding, and crafting while the men fight and fish to impress the women.

+Male: Storm Rider - Failure and Crit Failures on Water are significantly reduced in damages.

+Female: Craftswomen - +10 to crafting rolls with what you are good at (you choose 1 thing that you are good at)

2. Incomplete

3. Shetathi - A vile race of Cannibals who don't have the manners of Manao. They raid and capture people across the seas and bring them home where they are ritualistically butchered and fed to the gods (and themselves).

+Merciless - If the situation is right you are allowed to murder you fellow players

4. Seir'ka - Living in the dry steppes they live a life of hardship, centered around keeping each other alive the seir'ka are great traders. The seir'ka are fighters but most of the time those fight are non lethal raids on rival clans. Rarely does a lethal attack happen on another Seir'ka.

+Tribal Unity - +10 to interaction with your tribe, +5 to interacting with other Seir'ka

5. Incomplete

6. Bärsärk - A tribe of hunters you scour the cold forests and grassy plains of the Center Continent in search of food and warmth.

+Hunters - +5 to rolls against large beasts (killing, harvesting and tracking)

7. Thac'al - living in the abundance of the Great Jungle they are a free spirited people who rarely settle down.

+A land of many customs - +5 to cultural discoveries and diplomacy with other cultures

8. Conin Isle - An Island fertile and divided, 7 kings rule these rich lands. The kings take many wives and fight each other over lands, advanced compared to many but so preoccupied with themselves they would quickly fall behind.

+7 king's Riches - +1 token of a kings favor (this item can be anything you can think of, within reason)

9. Sinöörit - A culture that control large swaths of land, they build great monuments and cities in these fertile plains, forever trying to one up there predecessor with even greater fetes of engineering.

+Engineer - +5 to all Engineering related actions

10. Wani - Similar to the tac'al but the live deep in the norther swamps a harsh environment compared to the lusher forests of the south. The Worship the Great alligator goddess Wanit as she has blessed them with her children, the alligators, which are the wani's main food source. IN return for her good graces the feed captives to the alligators and sacrifice living Thac'al children to boost the goddess's fertility and have her birth more of her delicious children.

+Muck dweller - +5 to all movement and tracking rolls

R:142 / I:42 / P:20 [R] [G] [-]

Super Science Builder

At last, you made your perfect invention! After dozens of failures and going through hundreds of assistants, you created something(relatively)stable! And just in time too, the M.A.D scientist commitee has opened registrations after losing 10% of its members in a freak black hole accident! Luckily you have the form right in front of you, all you have to do is fill it out and send it right to them!

M.A.D Scientist sheet:

>Name:

>Age:

>Ethnicity:

>SCIENCE!!!!:(whats your main scientific Field you dolt!)

Thank you for filling out your M.A.D sign up sheet! There is a ding as the paper teleports an official M.A.D lab right to your home. Excellent!

>Lab type:

>Inventions:[Insert first stable invention]

>Research money: 1million

>Facilities: M.A.D certified Lab

R:49 / I:7 / P:21 [R] [G] [-]

The Royal Road Builder

Welcome to the path of the emperor. Lets begin.

Read the Pastebin: http://pastebin.com/VTGd9VTz

Here is a light summary of the different kingdoms.

Yellow. The Kingdom of Breman. Mostly human.

Green. The Kingdom of Thor. Mosty Dwarven.

Red. The Kingdom of Britten. Mixed Races. Ruled by a Giant King.

Light Blue. The Kingdom of Rosenheim. Mixed Races. Ruled by a Human King.

Purple. The Principality of Thebe. Mostly Elfs. Ruled by a High Elven king.

Blue. The Kingdom of Haven. Mostly dwarves and humans with some other races.

And here is the character sheet.

>Name:

>Race: (Generic fantasy, Human, Dwarf, Elf except you can also have distant humanoid monster ancestry. Such as Orcs, Giants, Arachnids and the like. Warning, this will affect how people react to you)

>level: 1

>Health: Healthy

>Fluff: (This will determine your Bonus, starting skills and starting class. Remember you are starting off at the bottom, you cannot be a Wizard, knight, lord or in any real position of power. You can however get these things as the game progresses. You can be an apprentice of magic, a warrior, a Squire or anything that has the potential to lead to something you want.)

Do not fill out.

>Class: (Will be determined by fluff. You can change it later as you explore the world)

>Skills: (You will start with some but can get more as the game progresses.)

R:38 / I:20 / P:21 [R] [G] [-]

Galactic Civilization Builder

Galactic Civilization builder yo.

Expand from your tiny little planet in your tiny little system and take over the galaxy. Military, Economics, Culture, whatever you desire is yours. Or piggyback off of someone else's success until they're no longer useful. The Choice is yours.



Fill this out
>Nation Name:
>Nation Color:
>Nation Location:
>Nation Fluff:

Do not touch what is below unless told
>Nation Population: 7 Billion
>Nation Food Supply: Adequate
>Nation Military Fleets: None
>Nation Ground Forces: None
>Nation Tech: None
>Nation Minerals: None
>Nation Bonus: Will be given based on fluff, if fluff is shit so too will the bonus be
R:39 / I:9 / P:21 [R] [G] [-]

Titus /D/ark Fantasy: WHY DID YOU VOTE FOR THIS

Psst.

Psst! 'Ey!

You one'a th' loonies, then? Naw?

Well, 'at's good, 'at's real good…

Now, I'm 'yer newest pal, Trusty Patches. 'Ere's a little form for 'ya t' fill out…

Finish that up, an' I'll point 'yer towards some right good treasure!

Nyahaha! Nyahahahaha…

>Name:

>Race: (Human, Elf, Dwarf, Halfling, Orc, any crossbreed or a race of your own design approved by me. What you decide to be depends on where you start out.)

>Token: (Something close to you. Holding onto it keeps you sane. Bad things happen to those who lose their tokens.)

>Fluff: (What ARE you? Are you a cleric, coming to assist a chapter in purging the lands of corruption? Are you a thief, stealing from those well-off to line your own purse? Are you a wandering warrior, selling your sword to the highest bidder?)

DON'T FILL OUT BELOW

>Health: Fine

>Equipment: (What you're currently wearing or using.)

>Inventory: (What you have, but don't have equipped.)

>Bonus:

…Oh?

'Yer noggin's a bit whacked up? Don't quite remember 'yer homeland, 'en?

Let me refresh 'yer memory…

Off in th' north's th' icy nation'a Hierglan. Right stiff fuckers, them, can't take a joke. Humans, mostly, heard tell of elves and the like being prosecuted. Rumor says their capital city's built right on top'a th' portal t' th' Abyss itself! But 'at can't be right, can it?

On th' western part of th' globe's Arnuhr. Traders, merchants, politicians, slimey little Kobold bastards couldn't lift a sword if they tried. Hear they're bein' hit by a plague, right now, if 'm not mistaken…

A couple'a islands out in th' ocean're inhabited by tribes'a giants. Don't know too much about 'em, but I do know th' Church'a Light thinks there's some nice artifacts out there, an' they're setting up a crusade t' get 'em.

South, y'got deserts. Rumors of a golden city, out there, scant sightings from nomads who say it appears and disappears at random. Probably jus' heat stroke, but 'ey, could be tons'a riches…

T' the east, you've got Grenrhall. Real religious place, full'a clerics an' such. Any race under th' sky lives there, even those nasty little goblins.

That's about all I know…

Kehahahaha….

R:85 / I:20 / P:21 [R] [G] [-]

Tower Hero Builder

Well, after going to bed one night you wake in a white room with only your underwear and a piece of paper that reads:

Welcome,

You have been chosen to participate in the Infernal games. To your left you will find a bag with some items.

You are currently on Floor 1 within the tower of Asmodeus; 100 floors in total.

Should you wish to return to your life and not suffer eternity within the pit, you must reach level 100.

Thank you for your time

Yours truly

Lucifer”

———

Fill in

———

Name:

Color:

fluff:

Do not fill in

—————-

Bonus: (based on fluff)

Equipment:(Roll 1d100 with your post to determine what you get)

Health: 50/50

R:29 / I:13 / P:21 [R] [G] [-]

The Builder - The Card Game Builder

Welcome, Builders!

Today we are going to play a builder about a card game that's named "The Builder".

Where all the cards either come from my imagination or classic themes from popular builders, my builders, your builders, all builders!

So let's try this possible trainwreck failure of a builder.

>Name:

>Age:

>Fluff:

Don't Fill

>Rank/Points: Newbie/0

>Deck's Power/$:

Stats

>Willpower:

>Heart of the Cards:

>Manifestation:

FILL THIS

Get your, "Starter Ace Card", by filling this out

>Description: (Post an image if you want)

>Uniqueness: (Give special traits)

>Fluff:

>Which Builder?: (If this card came from a builder, tell me which one.)

Ace Card can either be something you made up, from a builder game, a movie, etc.

R:19 / I:8 / P:21 [R] [G] [-]

>It's the year 1922 and prohibition in the United States has been around for 2 full years. So too have some of the most deadly men in America the Mafia. You are one of these men, you are currently a member of a little known mafia gang led by one Valentino Screwball. However, it is apparent to you that Valentino is slipping, he is forgetting what we do in the Mafia, and so he must be…..disposed of. Your mission is to become the next Godfather and whack Mr.Screwball, and of coarse…you need to do all this without being pinched by the feds

>Fill this in:

>Name:

>Nickname:

>Age:

>Gender:

>Fluff:

Fill this in and I scoop your eyes out:

>Rank: Sgarrista

>Weapons: Smith and Wesson Model 12

>Switchblades

Bonus:

R:96 / I:7 / P:21 [R] [G] [-]

Gladiator Manager Summer Edition

Great Empires rise and fall, but the Free City endures. Some say the blood spilled in the Great Arena brings the favor of the gods of all lands, others whisper that the Senate is full of immortals that play the game of thrones decades ahead of all others. Another year of games have begun in the Arena, luring in those that would seek their fortunes by providing the Arena with fresh blood. You are one of those that would call themselves a Gladiator Manager, sending both slaves and free bloods to their glory or deaths in the Arena. Or perhaps you're some sort of crazy that wishes to enter themselves into the games and claim the glory you know is rightfully yours?

Fill this in

>Name:

>Race: (Most any generic fantasy race allowed!)

>Fluff:

Don't fill this this:

>Buildings:

>Funds: $1,000

>Skills:

>Equipment:

>Bonus: Based on fluff

>Gladiators:

We're rolling with 2 actions per turn, 1d100 each action.

For combat we'll be switching over to 1d20 per gladiator.

R:56 / I:18 / P:21 [R] [G] [-]

The Veil: Post Apoc Builder

In the year 2024, the continental United States- along with all but Northernmost Canada and Southernmost Mexico-were wiped off the map. Not in a conventional sense, brought about by warfare or disease, but quite literally a vast expanse of darkness enveloped the entirety of that region of the earth, cutting off all contact in an unexpected cataclysm.

The world reeled like a boxer that had taken a hard haymaker to the jaw, the remnants of the American military abroad struggled in enemy territory until they could be extracted, economies went into nosedives, mass panic and speculation as to whether or not the strange occurrence could happen again ran rampant.

But slowly, ever so slowly, the world got back on its feet, as the world was wont to do. The big blue (and marginally black) ball kept spinning until after a great many expeditions and probes were lost trying to investigate the insides of the massive blot, the world have given up ever understanding what had happened.

Then everyone woke up on January 1st, 2070 and realized it had all come back. The veil had been torn away and reports were coming in of a devastated land, where nature ran rampant, civilization looked to have devolved into anarchy, and the wildlife appeared to have mutated beyond all recognition.

All attempts at establishing contact with communities in the area in the name of diplomacy and disaster relief have failed, either assaulted by savage-almost tribal-forces or hunted mercilessly by the mutated fauna.

A mere three months after America returned, it was quarantined, a place where only a fool would go…

R:32 / I:12 / P:21 [R] [G] [-]

Paladin Builder

It's a hero builder. Select an order from the list, and fill out the sheet. Go nuts. I'll update in even intervals of whenever the hell I feel like it. Rolls are done using d100s.

Everyone starts from the same place except Avengers, everyone starts off as a freshly ordained recruit. I'll have missions for you based off your order, specializations, and fluff. You can team up with other players if you want, go it solo, or just work with NPCs.

Fill this out

>Name:

>Order: (Pick one from the OP pic)

>Fluff: (How did you become a Paladin and why are you in the order you're in?)

>Specializations: (Pick three between Diplomacy, Stealth, Ranged Combat, Horse Riding, Swordsmanship, Sanctification, Smiting)

>Holy Powers: (All have Prayer which allows one to purge themselves of outside influences, need to spend time learning more or pick one as a specialization)

>Mundane Skills: (Taken as specializations, need to learn others over time from appropriate teachers)

>Color: (I'll have a map…eventually. Maybe)

Don't fill out

>Mission:

>Bonuses:

>Flaws:

R:35 / I:13 / P:21 [R] [G] [-]

GLITTERSHINE FANTASY ICE AGE HERO BUILDER EXTRAVAGANZA

The world is cold, the land is dead, and the people are hard. The only breath of release from the cold is a short summer season where the snows stops for a while but it is only a brief relief. Magic is low in the world, in the old days someone would be able to cast a mountain of flame but now lighting a torch can be tiring to those who aren't fully trained.

LEARN THE LORE FAGGOT

http://pastebin.com/bDs4ZRBq

>Name:

>Race:

>Fluff:

Don't fill this this:

>Health: Healthy

>Belongings:

>Skills:

>Followers:

>Bonus: Based on fluff

R:58 / I:9 / P:21 [R] [G] [-]

Civil War: Orange Sunsets

In this alternate history world the civil war was delayed long enough for the west to be populated.. But the inevitable did happen and the country was at war with itself however the lines didn't quite draw out as planned and there are far more players then any side had anticipated

Choose your side, and prepare your new country for war.

Assume diplomacy is neutral as of current, there are obvious cultural imbalances that put nearby nations on edge however.

Leader Name:

Country Name:

View On Slavery: Pro/Con/Abstain

Fluff:

(Dont fill these)

Bonus:

Flaw:

Food: Fair

Economy: Fair

Technology:

Military:

Diplomatic Agreements:

Infrastructure:

R:59 / I:23 / P:21 [R] [G] [-]

The Age of Rebirth: Midgard HB/NB

(A huge thanks to Dafty for helping me out with the lore to this game, and big thanks to Baz for the map)

Welcome once again to Midgard, home of the humans, child of the cosmos. You have returned to the beginning of what will be known as the Age of Rebirth, the cycle of growth, following a spectacularly awful Age of Decay of which your kind just barely managed to survive. In this long period of fear and suffering your kind lived through much; blistering heat, torrential floods, disease, famine, creatures of towering height and deadly capability of tearing flesh and bone…all caused by the gods’ will to prepare Midgard for the coming era. And now YOU and your people have survived to stake a claim in this renewed world, and perhaps claim it all, entirely…for yourself.

However, the gods’ reawakening has not gone completely according to plan. Despite urging and instances of forceful relocation by the gods to their own worlds, many non-human residents of Midgard remain. Several gatherings of elvish and dwarven individuals hid out from relocation by the gods, either through magical means, divine intervention, or even burrowing so far beneath the world of the humans that the gods couldn’t detect them. And although the cleansing performed by the gods upon Midgard did well to remove most of the presence of the old world, mythical beasts of lore still walk the lands, while ancient remnants of what was still dot the landscape with their presence.

Though much of this world remains a mystery to you and your people, there is one truth that has been passed on throughout each cycle by the gods since the dawn of time; the epic of King Huthraddr. It is known in legend that the human King Huthraddr, First Lord of the Divine Compass, Uniter and King of all, Blessed by Odin himself, was the first ruler of the cycles to lead the entirety of Midgard without qualms. It is also known in myth that the hero who successfully performs King Huthraddr’s legacy once again by means of origin quests, including sagas such as his driving back of the Jotnars, slaying of Gyninbolki, servant of Hela-Half Dead, and learning of how to forge Velyn-Metal, will be blessed with his unwavering leadership ability.

So what will be your story of success, new leader? Will you participate in the retelling of the epic of King Huthraddr, and seek out the completion of other origin quests? Or perhaps seeking the divine favor of a god is more of your liking? Will you be known as a savage, letting no god or being alike stand in your way of conquest? An explorer, letting the treasures that dot Midgard be your reward? A magician, uncovering the mysteries of magic set forth by the gods’ creation of the world? Or something else entirely?

Above everything, there is one truth that remains certain.

In this Age of Rebirth…your story is your own.

Link to Lore (Required that you read before playing): http://pastebin.com/Ui0LVSEX

Please Fill this Out:

>Civilization Name:

>Color:

>Civilization Race:

>Racial Bonuses: {Copy/Paste from the Lore Pastebin}

>Civilization Fluff:

>Leader Name:

>Leader Fluff:

>Leader Traits: {Do Not Fill Out}

Do Not Fill this Out:

>Population:

>Food Levels: {Mediocre}

>Buildings:

>Resources:

>Known Lore:

>Magic:

>Relationship with the Divine:

>Afflictions:

R:209 / I:79 / P:21 [R] [G] [-]

Zombies Kingdom Relaunch

Ah yes, Whiteville. What a beautiful town in an undisclosed and not really important location somewhere in an industrial nation where everyone speaks English. With a busy town center and some suburban outskirts it has everything you could want, from shopping malls to industry and cemetaries. But of course something is not quite right, though nobody knows that yet.
Accessible through four different tunnels it is surrounded by rather steep mountains, most of the local watersupply comes from Lake White, it is also a considerable power source thanks to the dam that has been constructed several months ago.
Nothing has broken out yet, everyone is doing just fine and you are doing what you always do. Want to participate and see if you can survive the outbreak? You're in luck cause there's open spots! Now you can either be a Human or a Zombie, of course you won't be a Zombie right at the beginning, but don't worry you will become one fast enough.

If you want to be a Human fill this out and roll 1d100:

Name: [Fill this out]
Fluff: [Tell us about your character]
Health: [Healthy] - List all your ailments here
Inventory: [Leave this clear]
Skills: [Leave this clear]
Bonuses: [Leave this clear]

You will probably have to add new tabs throughout the game, don't worry I will tell you.

Now if you want to be a zombie fill this out:

Name: [Your human name, may also put an additional zombie name]
Fluff: [Tell us about your guy back when he was human]
Zombie Fluff: [What's special about your zombie? Once you get to be one of course]
Health: [Healthy]
Mutations: [Don't fill this out yet]
Pack: [Starts empty]
Bonuses: [Nothing yet]


You get 3 actions per turn, how you spend them is up to you. It's a d100 each as usual.
R:34 / I:10 / P:21 [R] [G] [-]

Modern Fantasy Gang Builder: Own The City!

Sup dawg? This here's gang builder. You should see a shoddy map of our fair city, New Jessica. What you're looking at is what'll soon be yours.

All gangs start with one province. Green provinces (Rural) are easier to hide your homies in, but provide less dosh. Grey provinces (Urban) provide tons of dosh, but the feds have a few police stations around that'll mess your shit up.

Blue squares are in a practical police state. Usually due to riots, gang warfare, terrorist strikes, the deal.

The river going down the center of the town is how the people keep eating, dig? It's how the Bugbears get their meat, the Elves their 'exotic spices', the dwarves their metal… Owning a province bordering it'll bring in extra money, but the feds are keeping their eyes on those places.

Now, about you and your gang…

Leader:
Gang Name:
Primary Species:
Fluff:

And here's what I'll tell 'ya.

Gang Manpower:
Gang Heat:
Gang Strengths:
Gang Weaknesses:
Leader Bonus:

2d100 for actions.