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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 1443139404850.png (3.65 MB,795x1200,53:80,scadrial.png)

9f7cb4 No.10036 [View All]

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

37 postsand3 image repliesomitted. Click reply to view. ____________________________
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9f7cb4 No.10085

File: 1443224214981.jpg (166.45 KB,1520x1011,1520:1011,Surveyor.jpg)

Dice rollRolled 20, 26, 17 = 63 (3d100)

>>10081

1. We will head for the town at once, when we get there I want our surveyors to bring up a map of the region, and some others to go look around for anything of value, ground oil, coal, metal ores, even lumber. I'll need to inspect the area myself to see if it has any worth to the railroads.

2. After we're done with work for the day, we'll head into town. I'll meet up with the local town clerk and get a list of property holders for the land, so I know who I'll need to buy out. Then we'll head downtown for a drink. I'll keep my good ears perked to see if anyone's still talking about a madman with a bit of Atium.

3. Work will be finished at home 1/2

Name: Aurelius Sanderbelt

Description: A self titled "Captain of Industry" and the one of the worlds leading railroad tycoon Once but a gambler and a boxer working for a shipping business he created his own company, but quickly sold every last ship seeing the potential business there would be in railroads. Sanderbelt built forged his new rail company through sweat and blood and risk having bought and fought a dozen minor rail companies into one by any means necessary.

Ever working to increase his companies profit margin and ensure the expansion of the rail lines, and in turn, the nation. He oversee's a huge and seemingly perpetual challenge of expansion for railroads and frontier towns guided by new technology and held aloft by labor and mass industry.

His job and duty is to forge his way into the vast wilderness to link up cities, and cut through the great challenges and monster in his path with rails of steel and bullets of lead if need be, and lay the seeds of frontier towns that will see unparalleled growth in the years to come.

And he is not alone, which comes as a blessing and a curse. After all, the railroad is not the only company in the world. Nor will it likely be the only industry to make its empire in this land.

Powers:Tineye. Burning tin grants an Allomancer increased sensitivity in all five senses. Furthermore, they are able to see through the mists that cover Scadrial. An Allomancer can flare tin, causing a huge burst of sensory input, to clear his head from pain or exhaustion. Tin will allow an Allomancer to see in the dark.

A bronze Ferring is known as a Sentry. Bronze is used to store wakefulness. It allows the Feruchemist to stay awake for extended periods of time, or to heighten awareness. A Feruchemist filling a bronzemind becomes drowsy. It is the only type of metalmind a Feuruchemist can store into while sleeping.

Perks: [Railway magnate], [Filthy rich], [chemist on retainer]

Inventory: Cigars, Revolver, Deck of Cards, Bronze Pocket Watch

other: https://www.youtube.com/watch?v=lxD1udAch3Y

-Quality rifles for expedition.

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9f7cb4 No.10086

Dice rollRolled 82, 90, 3 = 175 (3d100)

>>10081

Name: Greg Tordinar

Description: Bodyguard extraordinaire, an expert swordsman and accomplished warrior the champion of many skirmishes bearing numerous armbands and torqs to show he is a distinguished man of the battle with flowing braided mustache and form fitting leather armor. Working under Aurelius Sanderbelt as his head bodyguard and Champion, if he finds his person under siege from anyone, they best be prepared

Powers: Allomancy: Bendalloy

Perk: [Expert Swordsman], [Bubblefighting]

Inventory: Sword, Leather armor, 5 pellets of bendalloy, Quality Rifle

12 Lead the expedition north for Aurelius, these capitalists are fueled by money but a big guy with a sword should be able to keep them in line and moving anyone that slacks will report to me

3 Talk with other train goers and engineers, they should be full of rumors of things going on

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9f7cb4 No.10090

Dice rollRolled 5, 4, 6 = 15 (3d18)

Rolling for racials

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9f7cb4 No.10091

Dice rollRolled 17, 4, 6 = 27 (3d18)

>>10090

reroll lol

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9f7cb4 No.10093

Dice rollRolled 40, 6, 10 = 56 (3d100)

>>10081

Name: Braband

Description:

For many years Braband has sought enlightenment in asceticism, swearing off all worldly things. Sitting on street corners and relying on the kidness of strangers to make it from day to day as he channels his powers into his many beard rings. Having spent his life aiding others to unlock their potential Braband is neither a man of many wants nor many needs and generally open minded when it comes to most things, he has however been following the recent discoveries in steampower with growing distrust as he believes it will only drive the people deeper into greed's arms.

Powers: Allomancy Nicrosil, Ferromantic Pewter(schmidt)

Perks:

+ [Ascetic]

+ [Knows the streets]

Metalmind: 7 days str.

Inventory: Tin Beard Rings, Handgloves, Worn Out Robes

other:

1-3. Hit the guy with the gun to knock him out using the stored power thing. Disarm him and try to stabilize the police officer.

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9f7cb4 No.10094

Dice rollRolled 9, 15, 17 = 41 (3d18)

>>10036

Rollin for race

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9f7cb4 No.10095

Dice rollRolled 10, 6, 10 = 26 (3d18)

>>10036

Name: Max Hood.

Description: Max the Hood, also named Max Hood, is an outlaw of small renown. He always dons a hood while “working” and is known to target trains, carriages and travelers. He’s taken some care to stay of off of the wanted posters, as until this point he has been playing a minor role in the crimes, learning the ropes. Now he is setting off on his own and it is only a matter of time until he has his own wanted poster.

Powers: Leave Blank

Perks: Leave blank

Inventory: Revolver, Duster, (maybe some metal tinkets?)

other:

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9f7cb4 No.10096

Dice rollRolled 29, 10 = 39 (2d100)

>>10082

the Policeman seems to be dead sadly. It's Tim, you had dinner with him and his wife last month, they were planning on inviting you to their family picnic this summer.

You turn towards the criminal who is moving along. you manage to close the distance some.

>>10083

you come to a man that's talking to a crowd. Seemingly trying to sell some tincture that will help with all kinds of aches and ills. You feel the sensation emmanating from him and when you get close you sense your excitment and urge to share what you have increase.

>>10084

You do the collection. Bob the tailor is a little short this week and you have to threaten him a bit before he manages to scrounge up some coins from his family.

After passing most of the money up the chain you visit the local metal-vendor and purchase your tin.

+300$. +8 vials of tin

>>10085

>>10086

You send messages to prepare the expedition and then take the train north towards the rough and the fabled village. Greg gets violently sick during the trip however and stays in his cabin most of the ride. The motion of the train probably didn't help.

>>10093

You try to hit the man, your legs power up with stored strength and launch you up. you don't get a solid hit but manage to hit his rifle as he aimed it towards you, causing it to fly away and making him veer into a wall. where he seemingly got stuck a while before he cuts himself loose and starts climbing.

>>10091

Power: Brass ferring.

A brass Ferring is known as a Firesoul. Brass is used to store warmth. While filling a brassmind, a Feruchemist will be cool.[1] It is currently unknown whether a Brass Ferring's body is able to resist higher temperatures. If not, there would be the dangerous risk of overheating when tapping the brassmind. If they do adjust, they could tap their brassminds in order to become semi-fireproof.

>>10095

Powers: Twinborn FULL FERUCHEMIST with the allomantic power to burn aluminium.

perks: [Gunslinger] [rider]

Inventory: approved.

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9f7cb4 No.10097

Dice rollRolled 28, 18, 10 = 56 (3d100)

>Name:Karl Mezinkov

>Description:Karl is from the northern mountainsides. A woodcutter and a hermit he cuts wood day only and tries to survive the winters. Karl also sells his wood to others for some copper to try to get food for harsh winter. A man who is a woodcutter he cuts the wood until he found a cave.

>Karl wanted to explore cave but he too inexperienced to do that. Karl wants to cut wood and train for cave. Karl believes cave has a secret. Karl is a strong young fool

>Powers: You have the allomantic ability to burn Bronze, Which allows you to sense the usage of Allomancy. as well as the feruchemical Duraluminum ability to store Spiritual connection. While filling a duraluminmind, other people's awareness and friendship of the Feruchemist will be reduced. Tapping the metalmind will allow the user to form trust relationships with others much faster.

>Perks: [Strong], [woodsman]

>Inventory: some simple things, 800$ & axe

>other:You are a twinborn. You are a hardy man. You recently discovered a cave with barrels of alcohol in it. After drinking some of it you felt a strange sensation inside of you, a strange reserve.

1-2-3 Talk to the possible snake oil salesman see if he has felt a strange presence in him

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9f7cb4 No.10098

Dice rollRolled 5, 72, 11 = 88 (3d100)

>>10096

1. I make a note to my personal chemist to come up with something for motion sickness. I've was in the shipping business long enough to know the high class fancied such luxuries, and if I can promote my rails to sell them that will earn a pretty profit and make the rail look better.

2-3. Arrive at the town, and make a note of the lay of the land. As I said earlier, I'll need to go to the local mayors office and find out about landing rights and property owners, and then see if I can't scout out anything else that catches the eye. Some way to turn this place into a profit.

As well as any rumors of Atium, naturally.

>Where is this on the game map?

—-

Name: Aurelius Sanderbelt

Description: A self titled "Captain of Industry" and the one of the worlds leading railroad tycoon Once but a gambler and a boxer working for a shipping business he created his own company, but quickly sold every last ship seeing the potential business there would be in railroads. Sanderbelt built forged his new rail company through sweat and blood and risk having bought and fought a dozen minor rail companies into one by any means necessary.

Ever working to increase his companies profit margin and ensure the expansion of the rail lines, and in turn, the nation. He oversee's a huge and seemingly perpetual challenge of expansion for railroads and frontier towns guided by new technology and held aloft by labor and mass industry.

His job and duty is to forge his way into the vast wilderness to link up cities, and cut through the great challenges and monster in his path with rails of steel and bullets of lead if need be, and lay the seeds of frontier towns that will see unparalleled growth in the years to come.

And he is not alone, which comes as a blessing and a curse. After all, the railroad is not the only company in the world. Nor will it likely be the only industry to make its empire in this land.

Powers:Tineye. Burning tin grants an Allomancer increased sensitivity in all five senses. Furthermore, they are able to see through the mists that cover Scadrial. An Allomancer can flare tin, causing a huge burst of sensory input, to clear his head from pain or exhaustion. Tin will allow an Allomancer to see in the dark.

A bronze Ferring is known as a Sentry. Bronze is used to store wakefulness. It allows the Feruchemist to stay awake for extended periods of time, or to heighten awareness. A Feruchemist filling a bronzemind becomes drowsy. It is the only type of metalmind a Feuruchemist can store into while sleeping.

Perks: [Railway magnate], [Filthy rich], [chemist on retainer]

Inventory: Cigars, Revolver, Deck of Cards, Bronze Pocket Watch

other: https://www.youtube.com/watch?v=lxD1udAch3Y

-Quality rifles for expedition.

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9f7cb4 No.10099

Dice rollRolled 43, 36, 73 = 152 (3d100)

>>10096

Name: Max Hood.

Description: Max the Hood, also named Max Hood, is an outlaw of small renown. He always dons a hood while “working” and is known to target trains, carriages and travelers. He’s taken some care to stay of off of the wanted posters, as until this point he has been playing a minor role in the crimes, learning the ropes. Now he is setting off on his own and it is only a matter of time until he has his own wanted poster.

Powers: Twinborn FULL FERUCHEMIST with the allomantic power to burn aluminium.

Perks: [Gunslinger] [Rider]

Inventory: Revolver(steel), Duster, Small Trinkets of the Basic Metals.

other:

1. Hood checks on his horse, he had gotten it from his old gang but he had never really paid much attention to it. He figured he’d be spending more time with it no so he’d better get acquainted with the beast.

2. Hood begins to plan out a train heist, he times the coming and going trains of the closest town and begins drawing up plans for the robbery.

3. Hood decides to spend a few hours storing speed into his revolver, he’d been practicing in the gang but it was time he started putting his gifts to better use.

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9f7cb4 No.10100

Dice rollRolled 69, 72 = 141 (2d100)

IMPORTANT NOTE!! METALS INSIDE/PARTIALLY INSIDE YOUR BODY CAN NOT BE PUSHED/PULLED BY ALLOMANCERS

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9f7cb4 No.10101

Dice rollRolled 74, 6, 37 = 117 (3d100)

>>10096

Name: Greg Tordinar

Description: Bodyguard extraordinaire, an expert swordsman and accomplished warrior the champion of many skirmishes bearing numerous armbands and torqs to show he is a distinguished man of the battle with flowing braided mustache and form fitting leather armor. Working under Aurelius Sanderbelt as his head bodyguard and Champion, if he finds his person under siege from anyone, they best be prepared

Powers: Allomancy: Bendalloy

Perk: [Expert Swordsman], [Bubblefighting]

Inventory: Sword, Leather armor, 5 pellets of bendalloy, Quality Rifle

1 Check out the local talk, best get off this infernal engine and get the solid ground under my feet before I lose my lunch

23 Buy some flares or torches, the light that shoots out from the bubble will be compressed along with time effectively blinding anyone looking at me while not blinding myself inside the bubble

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9f7cb4 No.10102

Dice rollRolled 77, 88, 57 = 222 (3d100)

>>10096

Name: Varis Blackiron

Description: A person of mixed blood like many others and a worshiper in the Church of Harmony. He is a member of the police force within Elendel. He truly believes that he is meant to help people and make as many people's lives better as he can. Others may see him as cheerful normally but serious whenever he is on the job.

Powers: Leecher. Chromium acts just like aluminum inside the body, causing any Allomancers touched by a Leecher to lose their metal reserves

Perks: [police connections]. [well-regarded], [Hand to hand]

Inventory: revolver, baton.

other:

1-3. Get that mother fucker! Also make sure to burn his allomancy.

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9f7cb4 No.10103

Dice rollRolled 77, 77, 80 = 234 (3d100)

>>10096

Name: Braband

Description:

For many years Braband has sought enlightenment in asceticism, swearing off all worldly things. Sitting on street corners and relying on the kidness of strangers to make it from day to day as he channels his powers into his many beard rings. Having spent his life aiding others to unlock their potential Braband is neither a man of many wants nor many needs and generally open minded when it comes to most things, he has however been following the recent discoveries in steampower with growing distrust as he believes it will only drive the people deeper into greed's arms.

Powers: Allomancy Nicrosil, Ferromantic Pewter(schmidt)

Perks:

+ [Ascetic]

+ [Knows the streets]

Metalmind: 7 days str.

Inventory: Tin Beard Rings, Handgloves, Worn Out Robes

other:

1-3. Yell, "You should give up crime and do something more productive with your life.", then grab the rifle to make sure it isn't used for any malicious purposes. Afterwards look after the cop.

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9f7cb4 No.10104

Dice rollRolled 48, 69 = 117 (2d100)

>>10097

You try to speak to him and when he hears what you say you see a brief look of panic in his eyes before you feel an overwhelming sense of trust when he tells you "why yes! you probably felt the healing properties of my rare-metals tonic!" seems like a trustworthy fellow.

>>10098

>>10101

Your chemist is too busy vomiting out the window to do any work.

You get off the train at true Madil and from what you can gather the village is out east. Near some koloss lands.

When finally at steady grounds the chemist manage to scrounge up a magnesium flare for greg.

True Madil is truly a frontier town. the only thing keeping the law and economy going is the railroad passing by here. there are maybe two thousand inhabitants in the town and four lawmen. Prostitutes call out from salons and all manner of scum flock to you when they see your prosperous clothes.

>>10102

You chug your chronium vial while rushing towards the building he crashed into. the ropes from his chute makes the climbing easier and you start to catch up. the beggar you see on the side of the street shout something that makes the man pause a second while fighting a the cloth that got tangled with him. you manage to close your hand around his foot.

>>10103

You shout out to the man and then rush off to the shot policeman. He doesn't seem to be breathing. his neck has some nasty holes in them. the other policeman rushed past you and seem to have caught up with the thief.

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9f7cb4 No.10106

Dice rollRolled 12, 96, 63 = 171 (3d100)

>>10104

>Name: Malcom Strix

>Description: Malcom is a thug, A member of the Black Hat gang that works the streets. He extorts, threatens shop keepers and bribes police. However he and his aren't all bad. Their rates are low their streets are usually clean and clear and people don't have to worry like they do in other less professional gang territories. This has led to "harder" gangs trying to push into the Black Hats territory. Invariably Malcom is in the thick of the struggle laying about with his fists and Iron knuckledusters.

>Appearance wise Malcom is tall, nearly 6'6" and lanky, indeed his looks like he weighs much less than he actually does.. With black hair a grey eyes that always seems to be half closed, lending him a quiet quality, further enhanced by his rather quiet voice. Still most people in the Black Hat gang's territory know him or of him and steer clear.

>You are a twinborn. with the Allomantic ability of Tin and the Feruchemical ability of iron.

>Power: allomancy: Tin Feruchemy: Iron.

>Perks: [Gang member] [experienced fighter]>Inventory: Iron Knuckledusters, Iron earrings, Black hat. $300, 8 vials of tin

other:

1.Patrol our turf

2.Train some more in combat with my feruchemy and alomancy

3. Stop by the diner, get some food and look listen in on the place. Sometimes something nice drops into your lap.

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9f7cb4 No.10107

Dice rollRolled 95, 45, 35 = 175 (3d100)

>>10104

Name: Varis Blackiron

Description: A person of mixed blood like many others and a worshiper in the Church of Harmony. He is a member of the police force within Elendel. He truly believes that he is meant to help people and make as many people's lives better as he can. Others may see him as cheerful normally but serious whenever he is on the job.

Powers: Leecher. Chromium acts just like aluminum inside the body, causing any Allomancers touched by a Leecher to lose their metal reserves

Perks: [police connections]. [well-regarded], [Hand to hand]

Inventory: revolver, baton.

other:

1-3. Burn his metals and take him in.

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9f7cb4 No.10115

Dice rollRolled 95, 91, 45 = 231 (3d100)

>>10104

Name: Greg Tordinar

Description: Bodyguard extraordinaire, an expert swordsman and accomplished warrior the champion of many skirmishes bearing numerous armbands and torqs to show he is a distinguished man of the battle with flowing braided mustache and form fitting leather armor. Working under Aurelius Sanderbelt as his head bodyguard and Champion, if he finds his person under siege from anyone, they best be prepared

Powers: Allomancy: Bendalloy

Perk: [Expert Swordsman], [Bubblefighting]

Inventory: Sword, Leather armor, 5 pellets of bendalloy, Quality Rifle, magnesium flare

123 Intimidate. Give these scum the stink-eye, if theres any law in this town its the law of the strong over the weak and they should find somewhere else to barter their rags.

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9f7cb4 No.10116

Dice rollRolled 79, 80, 85 = 244 (3d100)

>Name:Karl Mezinkov

>Description:Karl is from the northern mountainsides. A woodcutter and a hermit he cuts wood day only and tries to survive the winters. Karl also sells his wood to others for some copper to try to get food for harsh winter. A man who is a woodcutter he cuts the wood until he found a cave.

>Karl wanted to explore cave but he too inexperienced to do that. Karl wants to cut wood and train for cave. Karl believes cave has a secret. Karl is a strong young fool

>Powers: You have the allomantic ability to burn Bronze, Which allows you to sense the usage of Allomancy. as well as the feruchemical Duraluminum ability to store Spiritual connection. While filling a duraluminmind, other people's awareness and friendship of the Feruchemist will be reduced. Tapping the metalmind will allow the user to form trust relationships with others much faster.

>Perks: [Strong], [woodsman]

>Inventory: some simple things, 800$ & axe

>other:You are a twinborn. You are a hardy man. You recently discovered a cave with barrels of alcohol in it. After drinking some of it you felt a strange sensation inside of you, a strange reserve.

1-2-3 Try to tell the man if the healing tonic should work why will he wont be using it on people who need it.

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9f7cb4 No.10119

Dice rollRolled 28, 2, 72 = 102 (3d100)

>>10115

"Mr. Greg Tordinar, remind me to give you a raise.

By the way, would you perhaps one day be interested in working in railroad administration?"

>>10115

1-2. Riding on my body-guards excellent show of force, I proceed to march my way to the mayor's office and get that list of property holders. I will then proceed to go forth and buy this damn town.

Let the locals know that the Railroads are in town. I am the Railroads, and I mean business.

3. I've not seen eye nor ear of anything regarding Atium or madmen, just more bums and whores.

Still, I came here to turn out a profit. And if this town will serve nothing more than cheap labor and a rest spot for the railway so be it.

With my team of surveyors we proceed to organize the town to accomodate a new rail-line through here, headed for Isaeuc's bend. We'll need a workman's camp, a small depot, a station.

With my last action having bought local land rights, hopefully, and my display of wealth and my right hand man cowing down the scum into their place, it should be a breeze to offer cash for someone looking for honest work in building a new rail line.

Name: Aurelius Sanderbelt

Description: A self titled "Captain of Industry" and the one of the worlds leading railroad tycoon Once but a gambler and a boxer working for a shipping business he created his own company, but quickly sold every last ship seeing the potential business there would be in railroads. Sanderbelt built forged his new rail company through sweat and blood and risk having bought and fought a dozen minor rail companies into one by any means necessary.

Ever working to increase his companies profit margin and ensure the expansion of the rail lines, and in turn, the nation. He oversee's a huge and seemingly perpetual challenge of expansion for railroads and frontier towns guided by new technology and held aloft by labor and mass industry.

His job and duty is to forge his way into the vast wilderness to link up cities, and cut through the great challenges and monster in his path with rails of steel and bullets of lead if need be, and lay the seeds of frontier towns that will see unparalleled growth in the years to come.

And he is not alone, which comes as a blessing and a curse. After all, the railroad is not the only company in the world. Nor will it likely be the only industry to make its empire in this land.

Powers:Tineye. Burning tin grants an Allomancer increased sensitivity in all five senses. Furthermore, they are able to see through the mists that cover Scadrial. An Allomancer can flare tin, causing a huge burst of sensory input, to clear his head from pain or exhaustion. Tin will allow an Allomancer to see in the dark.

A bronze Ferring is known as a Sentry. Bronze is used to store wakefulness. It allows the Feruchemist to stay awake for extended periods of time, or to heighten awareness. A Feruchemist filling a bronzemind becomes drowsy. It is the only type of metalmind a Feuruchemist can store into while sleeping.

Perks: [Railway magnate], [Filthy rich], [chemist on retainer]

Inventory: Cigars, Revolver, Deck of Cards, Bronze Pocket Watch

other: https://www.youtube.com/watch?v=lxD1udAch3Y

-Quality rifles for expedition.

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9f7cb4 No.10126

Dice rollRolled 64, 47 = 111 (2d100)

>>10106

You get some food at your favorite diner and couldn't help to overhear a conversation. (might have been the fact that you were burning some trace tin you had gotten in you) and hear that they are discussing an underground figting ring with betting abound. You also hear them discuss fighting styles they've seen there and you learn some of how to increase the power of punches with iron feruchemy, withstand more and do some intresting manouvers. you decide to practice them a bit later and find out that they do indeed work.

Perk: [Improved weightfighting]

Inventory: -8$

>>10107

you slip a finger over his socks and touch his skin. Activating your Chromium you don't know if it did anything.

Looking down at you the man sneers and moves his other foot above you saying "Guess what five tons does to a man?"

>>10115

>>10119

The hawkers and gawker and even a lawmaker hurriedly decides to stay clear of you after the display. Aurelius however does not have as much luck with his task of locating the village. All you hear is that it's to the east of here. However the carriage and gear you sent for earlier is waiting for you.

The prospectors and surveyors quickly come to the conclusion that the value of this town is that it's where the river foks as well as the best bridgebuilding place for the railroads north that was constructed. The town in itself does not have many resources. Though it would probably be the best place to create a new junktion of the rail to head east to far Dorest if there was a need.

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9f7cb4 No.10127

Dice rollRolled 30, 62, 98 = 190 (3d100)

>>10126

Name: Varis Blackiron

Description: A person of mixed blood like many others and a worshiper in the Church of Harmony. He is a member of the police force within Elendel. He truly believes that he is meant to help people and make as many people's lives better as he can. Others may see him as cheerful normally but serious whenever he is on the job.

Powers: Leecher. Chromium acts just like aluminum inside the body, causing any Allomancers touched by a Leecher to lose their metal reserves

Perks: [police connections]. [well-regarded], [Hand to hand]

Inventory: revolver, baton.

other:

1-3 When he lets go push myself out from under him, fast! Aim for a side he cant grab me from. Once he is on the ground and probably used all his weight I have less of a disadvantage.

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9f7cb4 No.10128

Dice rollRolled 23, 62, 21 = 106 (3d100)

>>10104

Name: Braband

Description:

For many years Braband has sought enlightenment in asceticism, swearing off all worldly things. Sitting on street corners and relying on the kidness of strangers to make it from day to day as he channels his powers into his many beard rings. Having spent his life aiding others to unlock their potential Braband is neither a man of many wants nor many needs and generally open minded when it comes to most things, he has however been following the recent discoveries in steampower with growing distrust as he believes it will only drive the people deeper into greed's arms.

Powers: Allomancy Nicrosil, Ferromantic Pewter(schmidt)

Perks:

+ [Ascetic]

+ [Knows the streets]

Metalmind: 7 days str.

Inventory: Tin Beard Rings, Handgloves, Worn Out Robes

other:

1-2. Well that sucks, but Braband's work here was done. Time to go back to contemplating life, offering advise and storing strength.

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9f7cb4 No.10129

Dice rollRolled 41, 99, 6 = 146 (3d100)

>>10126

>>Name: Malcom Strix

>Description: Malcom is a thug, A member of the Black Hat gang that works the streets. He extorts, threatens shop keepers and bribes police. However he and his aren't all bad. Their rates are low their streets are usually clean and clear and people don't have to worry like they do in other less professional gang territories. This has led to "harder" gangs trying to push into the Black Hats territory. Invariably Malcom is in the thick of the struggle laying about with his fists and Iron knuckledusters.

>Appearance wise Malcom is tall, nearly 6'6" and lanky, indeed his looks like he weighs much less than he actually does.. With black hair a grey eyes that always seems to be half closed, lending him a quiet quality, further enhanced by his rather quiet voice. Still most people in the Black Hat gang's territory know him or of him and steer clear.

>You are a twinborn. with the Allomantic ability of Tin and the Feruchemical ability of iron.

>Power: allomancy: Tin Feruchemy: Iron.

>Perks: [Gang member] [experienced fighter] [Improved weightfighting]

>Inventory: Iron Knuckledusters, Iron earrings, Black hat. $292, 8 vials of tin

>other:

1. Get some more tin in me.

2. Report to the boss and see if he has any work for me.

3.If he does do it, if he doesn't hit up that arena.

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9f7cb4 No.10130

Dice rollRolled 7, 70 = 77 (2d100)

>>10116

forgot about anon.

"Why yes indeed! That is what I'm trying to do! The miracle cure of dr.Hopkins!" he shouts out to the crowd!" you feel your excitment raging at his words! And the feeling emmanating from him intensifies again. Seemingly corresponding with the change in emotions of you and the crowd.

"however the tonic is not cheap to make and I'm almost putting myself on the street with the price as it is"

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9f7cb4 No.10131

Dice rollRolled 23, 100, 3 = 126 (3d100)

>>10127

squish?

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9f7cb4 No.10132

Dice rollRolled 99, 49, 37 = 185 (3d100)

>Name:Karl Mezinkov

>Description:Karl is from the northern mountainsides. A woodcutter and a hermit he cuts wood day only and tries to survive the winters. Karl also sells his wood to others for some copper to try to get food for harsh winter. A man who is a woodcutter he cuts the wood until he found a cave.

>Karl wanted to explore cave but he too inexperienced to do that. Karl wants to cut wood and train for cave. Karl believes cave has a secret. Karl is a strong young fool

>Powers: You have the allomantic ability to burn Bronze, Which allows you to sense the usage of Allomancy. as well as the feruchemical Duraluminum ability to store Spiritual connection. While filling a duraluminmind, other people's awareness and friendship of the Feruchemist will be reduced. Tapping the metalmind will allow the user to form trust relationships with others much faster.

>Perks: [Strong], [woodsman]

>Inventory: some simple things, 800$ & axe

>other:You are a twinborn. You are a hardy man. You recently discovered a cave with barrels of alcohol in it. After drinking some of it you felt a strange sensation inside of you, a strange reserve.

1-2-3 You should find a injured man and heal him with this tonic go on do it mate

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9f7cb4 No.10133

Dice rollRolled 35, 42, 19 = 96 (3d100)

>>10126

Name: Greg Tordinar

Description: Bodyguard extraordinaire, an expert swordsman and accomplished warrior the champion of many skirmishes bearing numerous armbands and torqs to show he is a distinguished man of the battle with flowing braided mustache and form fitting leather armor. Working under Aurelius Sanderbelt as his head bodyguard and Champion, if he finds his person under siege from anyone, they best be prepared

Powers: Allomancy: Bendalloy

Perk: [Expert Swordsman], [Bubblefighting]

Inventory: Sword, Leather armor, 5 pellets of bendalloy, Quality Rifle, magnesium flare

1 What do these people do when a koloss band attacks, have they a shelter to hide in or even a militia to fight for them? Where would aid come from if the lawmen were to send for help and how long does it take for help to get here?

2 Koloss. Made by hemalurgy and possesing spikes in their bodies, if some expert on koloss resides in this frontier town near the koloss perhaps he can tell me their habits and if their spikes of use to humans or their bodies of use as slaves.

3 In a town of two thousand there should be a few good men worth their mettle, I will gather them with promise of good work and perhaps status if Aurelius makes something of this town.

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9f7cb4 No.10134

File: 1443619542029-0.png (924.6 KB,795x1200,53:80,Rail Line.png)

File: 1443619542030-1.jpg (17.04 KB,300x232,75:58,Surveyor.jpg)

Dice rollRolled 87, 77, 27 = 191 (3d100)

>>10126

>>10133

1. I assist my partner in contracting workers or more fighters as personal escort. Railway workers will remain here and prepare for railway expansion.

2. I actually forsee a new rail line from Iseuc's bend to new Dorest, rather than splitting the rail into two seperate branches.

Nevertheless, I will not invest in them yet. Not before I'm absolutely assured of the value of either down. We shall head east, to Iseuc's bend! And bring my sureyor's with me to learn the lay of the land, and perhaps find any villages we might link up on the way there. As well as ascertain its value.

Take the surveyors, take any men of fighting skill we can muster, some lawmen too if they wish to come and bring order to the waste, and let's head east. Once we're satisfied, we'll head right back and begin the construction.

3. Worse comes to worse if there are no actual asset gains to be had in Iseuc's bend or New Dorest, I can always milk the government who'll always be keen on expanding and linking the state.

I'll start writing to the Capital right away, and talk about civilizing more of the wildnerness, about the growth of cities, more taxpayers, access to the east and its resources from the river flood plains, etc. etc.

See if I can't get yet more wonderful government sponsorship for a new branch.

>…what is east of the map by the way?

Name: Aurelius Sanderbelt

Description: A self titled "Captain of Industry" and the one of the worlds leading railroad tycoon Once but a gambler and a boxer working for a shipping business he created his own company, but quickly sold every last ship seeing the potential business there would be in railroads. Sanderbelt built forged his new rail company through sweat and blood and risk having bought and fought a dozen minor rail companies into one by any means necessary.

Ever working to increase his companies profit margin and ensure the expansion of the rail lines, and in turn, the nation. He oversee's a huge and seemingly perpetual challenge of expansion for railroads and frontier towns guided by new technology and held aloft by labor and mass industry.

His job and duty is to forge his way into the vast wilderness to link up cities, and cut through the great challenges and monster in his path with rails of steel and bullets of lead if need be, and lay the seeds of frontier towns that will see unparalleled growth in the years to come.

And he is not alone, which comes as a blessing and a curse. After all, the railroad is not the only company in the world. Nor will it likely be the only industry to make its empire in this land.

Powers:Tineye. Burning tin grants an Allomancer increased sensitivity in all five senses. Furthermore, they are able to see through the mists that cover Scadrial. An Allomancer can flare tin, causing a huge burst of sensory input, to clear his head from pain or exhaustion. Tin will allow an Allomancer to see in the dark.

A bronze Ferring is known as a Sentry. Bronze is used to store wakefulness. It allows the Feruchemist to stay awake for extended periods of time, or to heighten awareness. A Feruchemist filling a bronzemind becomes drowsy. It is the only type of metalmind a Feuruchemist can store into while sleeping.

Perks: [Railway magnate], [Filthy rich], [chemist on retainer]

Inventory: Cigars, Revolver, Deck of Cards, Bronze Pocket Watch

other: https://www.youtube.com/watch?v=lxD1udAch3Y

-Quality rifles for expedition.

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9f7cb4 No.10135

Dice rollRolled 51, 43, 34 = 128 (3d100)

>>10128

Name: Braband

Description:

For many years Braband has sought enlightenment in asceticism, swearing off all worldly things. Sitting on street corners and relying on the kidness of strangers to make it from day to day as he channels his powers into his many beard rings. Having spent his life aiding others to unlock their potential Braband is neither a man of many wants nor many needs and generally open minded when it comes to most things, he has however been following the recent discoveries in steampower with growing distrust as he believes it will only drive the people deeper into greed's arms.

Powers: Allomancy Nicrosil, Ferromantic Pewter(schmidt)

Perks:

+ [Ascetic]

+ [Knows the streets]

Metalmind: 7 days str.

Inventory: Tin Beard Rings, Handgloves, Worn Out Robes

other:

Sudden tactical switcheroo trick 201.

1-3. Go after the police officer and try to make sure not another one of them is going to die today. Braband wouldn't engage the suspect, but he would do his best to keep anyone else from dying today, even if that meant putting himself in harms way.

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9f7cb4 No.10136

Dice rollRolled 5, 13, 4 = 22 (3d18)

>>10131

Since I will be crippled for life, time to reroll

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9f7cb4 No.10137

Dice rollRolled 3, 17, 17 = 37 (3d18)

>>10136

reroll because got the same thing.

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9f7cb4 No.10138

>>10137

Name: Arron Silvermist

Description: A young man born in the slums. He grew up poor and learned to steal. He joined the gangs later on before finally deciding to work an honest job for the rail roads. That did not last long as the harsh conditions and little pay forced him away. Now will little of his own and stuck on the frontier he decided to become an outlaw. But if there was one good thing in from all this, is that he finally realized just what he really was.

Powers: Leave blank

Perks: Leave blank

Inventory: some simple things

other:

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9f7cb4 No.10139

Dice rollRolled 94, 85, 68 = 247 (3d100)

>>10099

(Sorry that I missed to update you. and then went on…. you get 2 turns this turn in recompense)

The horse is an ill-tempered beast that would as soon bite your fingers off as allow you to feed it. But it is fast and unafraid when it comes to it.

You start surveying the situation with the train while storing speed (you can store several attributes at once you know) and after a few weeks you think you have a grasp of the schedule and where they go fast or slow.

+2.5 Days speed.

>>10127

You try to dodge when suddenly the roof you are on collapses as the foot connects with you. Crashing down through the building you land with a sickening thud and all is dark.

>>10129

you fill up on the tin and then report to the boss.

He in turn informs you that there have been some incursions on your turf by the silverhand gang. They've apparently been shaking down some of the business owners paying protection fees to you and even broken one of the Black Hat members. Putting emphasis on BROKEN. He wants you to take some of the boys and the next time they enter the turf to pay them back.

>>10132

"My, that does sound like a good idea! Do we have anyone injured here in the audiance?" a man raises an arm and shouts out. The salesman responds "you there, can you get up here?" The man walks forward with a obvious limp and you feel the salesman flare with the power again and you feel great pity and sympathy.

After some fussing the salesman gives the limping man a cup of his tonic and you feel the flare again and anticipation. as the man drings it and then waits a bit before starting to do some testing moves you start to feel joy, and trust with the flares. the man walks without a problem! He even did a little jig!

The salesman starts shouting out the prices and directing the crowd to his assistant.

>>10133

There has been no attack here since the founding. However it's said that smaller villages and lone settlements are not as fortunate. That occasionally the Koloss kidnap them and stick them with the spikes. Turning them into Koloss themselves.

Most however reject such foolishness or attribute it to small roving Koloss bands.

Mostly they stick to themselves. Occasionally "taking" what they think is theirs.

You find men aplenty that want opportunities. How much you can trust them though you're not sure of.

>>10134

You use your powers to try to make sure which of the ones greg have found are trustworthy. You take about a dozen men and women and then your expedition is off. starting the journey not with boat to isac's bend as is usual but over land to survey the land better.

>>10135

You start towards the fight on the building when suddenly it collapses. The man the police was shaking staggers out and then runs off. Though several papers fall from his satchel. In the building you hear screams and right in the hole you see the policeman. obviously dead with his head cracked open. Inside you see a paniced woman trapped under a beam.

>>More of the rough. not very explored.

>>10138

Powers: Mistborn

Perks: [Outlaw], [Streetwise]

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9f7cb4 No.10140

Dice rollRolled 11, 90, 49 = 150 (3d100)

>Name:Karl Mezinkov

>Description:Karl is from the northern mountainsides. A woodcutter and a hermit he cuts wood day only and tries to survive the winters. Karl also sells his wood to others for some copper to try to get food for harsh winter. A man who is a woodcutter he cuts the wood until he found a cave.

>Karl wanted to explore cave but he too inexperienced to do that. Karl wants to cut wood and train for cave. Karl believes cave has a secret. Karl is a strong young fool

>Powers: You have the allomantic ability to burn Bronze, Which allows you to sense the usage of Allomancy. as well as the feruchemical Duraluminum ability to store Spiritual connection. While filling a duraluminmind, other people's awareness and friendship of the Feruchemist will be reduced. Tapping the metalmind will allow the user to form trust relationships with others much faster.

>Perks: [Strong], [woodsman]

>Inventory: some simple things, 800$ & axe

>other:You are a twinborn. You are a hardy man. You recently discovered a cave with barrels of alcohol in it. After drinking some of it you felt a strange sensation inside of you, a strange reserve.

My good man I should buy you a drink sometime I want to be your drinking buddy traveling salesman after all I'm a woodsman.

1-2-3 Try to get the salesman as a drinking buddy

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9f7cb4 No.10147

Dice rollRolled 69, 64, 76 = 209 (3d100)

>>10139

1-2. Miles we travel, and every now and then we stop and pick a vantage point, a hill or cliff.

The other surveyors use their tools and instruments to measure land heights and distances, cartographers marking them on new rail maps.

Aurelius himself doesn't take part in that, instead he pulls up a chair and stands for many minutes at a time, peering the horizon with, looking for things normal men wouldn't see, any any signs of the village or other movements.

3. At night, he continues to work over a letter to the senate choosing the best words to convince those politicians to fund new rails.

Name: Aurelius Sanderbelt

Description: A self titled "Captain of Industry" and the one of the worlds leading railroad tycoon Once but a gambler and a boxer working for a shipping business he created his own company, but quickly sold every last ship seeing the potential business there would be in railroads. Sanderbelt built forged his new rail company through sweat and blood and risk having bought and fought a dozen minor rail companies into one by any means necessary.

Ever working to increase his companies profit margin and ensure the expansion of the rail lines, and in turn, the nation. He oversee's a huge and seemingly perpetual challenge of expansion for railroads and frontier towns guided by new technology and held aloft by labor and mass industry.

His job and duty is to forge his way into the vast wilderness to link up cities, and cut through the great challenges and monster in his path with rails of steel and bullets of lead if need be, and lay the seeds of frontier towns that will see unparalleled growth in the years to come.

And he is not alone, which comes as a blessing and a curse. After all, the railroad is not the only company in the world. Nor will it likely be the only industry to make its empire in this land.

Powers:Tineye. Burning tin grants an Allomancer increased sensitivity in all five senses. Furthermore, they are able to see through the mists that cover Scadrial. An Allomancer can flare tin, causing a huge burst of sensory input, to clear his head from pain or exhaustion. Tin will allow an Allomancer to see in the dark.

A bronze Ferring is known as a Sentry. Bronze is used to store wakefulness. It allows the Feruchemist to stay awake for extended periods of time, or to heighten awareness. A Feruchemist filling a bronzemind becomes drowsy. It is the only type of metalmind a Feuruchemist can store into while sleeping.

Perks: [Railway magnate], [Filthy rich], [chemist on retainer]

Inventory: Cigars, Revolver, Deck of Cards, Bronze Pocket Watch

other: https://www.youtube.com/watch?v=lxD1udAch3Y

-Quality rifles for expedition.

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9f7cb4 No.10148

Dice rollRolled 83, 91, 35 = 209 (3d100)

>>10139

>>Name: Malcom Strix

>Description: Malcom is a thug, A member of the Black Hat gang that works the streets. He extorts, threatens shop keepers and bribes police. However he and his aren't all bad. Their rates are low their streets are usually clean and clear and people don't have to worry like they do in other less professional gang territories. This has led to "harder" gangs trying to push into the Black Hats territory. Invariably Malcom is in the thick of the struggle laying about with his fists and Iron knuckledusters.

>Appearance wise Malcom is tall, nearly 6'6" and lanky, indeed his looks like he weighs much less than he actually does.. With black hair a grey eyes that always seems to be half closed, lending him a quiet quality, further enhanced by his rather quiet voice. Still most people in the Black Hat gang's territory know him or of him and steer clear.

>You are a twinborn. with the Allomantic ability of Tin and the Feruchemical ability of iron.

>Power: allomancy: Tin Feruchemy: Iron.

>Perks: [Gang member] [experienced fighter] [Improved weightfighting]

>Inventory: Iron Knuckledusters, Iron earrings, Black hat. $292, 8 vials of tin

>other:

1-3. Gather up some boys, find the Silver hands. Break them. Bur some tin to make sure I find any nasty surprises ahead of time. Of course use my Iron knuckle Dusters as my weapons.

+[experienced fighter] [Improved weightfighting]

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9f7cb4 No.10149

Dice rollRolled 34, 17, 56 = 107 (3d100)

>>10139

Name: Arron Silvermist

Description: A young man born in the slums. He grew up poor and learned to steal. He joined the gangs later on before finally deciding to work an honest job for the rail roads. That did not last long as the harsh conditions and little pay forced him away. Now will little of his own and stuck on the frontier he decided to become an outlaw. But if there was one good thing in from all this, is that he finally realized just what he really was.

Powers: Mistborn

Perks: [Outlaw], [Streetwise]

Inventory:

other:

1-3. Im going to need to grab a weapon or some metals. Better start to fall back on theft.

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9f7cb4 No.10151

Dice rollRolled 71, 72, 96 = 239 (3d100)

>>10139

Name: Greg Tordinar

Description: Bodyguard extraordinaire, an expert swordsman and accomplished warrior the champion of many skirmishes bearing numerous armbands and torqs to show he is a distinguished man of the battle with flowing braided mustache and form fitting leather armor. Working under Aurelius Sanderbelt as his head bodyguard and Champion, if he finds his person under siege from anyone, they best be prepared

Powers: Allomancy: Bendalloy

Perk: [Expert Swordsman], [Bubblefighting]

Inventory: Sword, Leather armor, 5 pellets of bendalloy, Quality Rifle, magnesium flare

>>10147

"Any sign of these fabled koloss or that village Aurelius?" in hushed toned so as not to injure his sensitive ears.

12 Get a good nap in during the evening, I plan to be ready and rested for anything

3 Offer a prayer for anyone looking on this warrior.

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9f7cb4 No.10174

Dice rollRolled 41, 6, 7 = 54 (3d100)

>>10139

Name: Braband

Description:

For many years Braband has sought enlightenment in asceticism, swearing off all worldly things. Sitting on street corners and relying on the kidness of strangers to make it from day to day as he channels his powers into his many beard rings. Having spent his life aiding others to unlock their potential Braband is neither a man of many wants nor many needs and generally open minded when it comes to most things, he has however been following the recent discoveries in steampower with growing distrust as he believes it will only drive the people deeper into greed's arms.

Powers: Allomancy Nicrosil, Ferromantic Pewter(schmidt)

Perks:

+ [Ascetic]

+ [Knows the streets]

Metalmind: 7 days str.

Inventory: Tin Beard Rings, Handgloves, Worn Out Robes

other:

1-3. Lift that beam superstrength man!

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9f7cb4 No.10176

Dice rollRolled 5, 61 = 66 (2d100)

>>10140

You wake up the day after in a alley, missing all your money. All you remember is that you had the best time ever yesterday.

-800$

>>10147

Progress goes well and you can spot 3 different villages as well as several farmsteads. You also spot what seems to be two caravans as well as larg blue figures in the far distance to the east

You draft several letters. However without special resources and such to make it worth it you think it might be hard.

>>10147

Led by you you take your boys and wait around a bit until word reaches you of Silverfist activity. You move towards the activity and when you get there you see a group of five men pressuring a blacksmith. When they spot you and your men they turn tail and flee. You give chase and manage to take one of them down before they get to a warehouse and hurry inside.

>>10149

You manage to grab some stuff from unsuspecting owners. Could have gone better but with the file you stole you can eat the metal flakes to become truly deadly with your mistborn nature.

Inventory: [Sharp file], [Steel pipe], [Iron horseshoe], [pewter mug], [Brass knuckle]

>>10151

Aurelius said he think he spotted some far to the east, but he didn't sound too sure. Not much happens as your caravan makes its slow pace across the roughs.

>>10174

You throw the beam off the poor lady and throw it away, accidentally damaging the wall of the building across the street. woops.

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9f7cb4 No.10177

Dice rollRolled 58, 17, 24 = 99 (3d100)

>>10176

>Name:Karl Mezinkov

>Description:Karl is from the northern mountainsides. A woodcutter and a hermit he cuts wood day only and tries to survive the winters. Karl also sells his wood to others for some copper to try to get food for harsh winter. A man who is a woodcutter he cuts the wood until he found a cave.

>Karl wanted to explore cave but he too inexperienced to do that. Karl wants to cut wood and train for cave. Karl believes cave has a secret. Karl is a strong young fool

>Powers: You have the allomantic ability to burn Bronze, Which allows you to sense the usage of Allomancy. as well as the feruchemical Duraluminum ability to store Spiritual connection. While filling a duraluminmind, other people's awareness and friendship of the Feruchemist will be reduced. Tapping the metalmind will allow the user to form trust relationships with others much faster.

>Perks: [Strong], [woodsman]

>Inventory: some simple things, & axe

>other:You are a twinborn. You are a hardy man. You recently discovered a cave with barrels of alcohol in it. After drinking some of it you felt a strange sensation inside of you, a strange reserve.

1-2-3 Oh well I can hunt and besides I'm a woodsman there are still more trees to cut down for copper.

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9f7cb4 No.10178

Dice rollRolled 64, 97, 48 = 209 (3d100)

>>10176

>>Name: Malcom Strix

>Description: Malcom is a thug, A member of the Black Hat gang that works the streets. He extorts, threatens shop keepers and bribes police. However he and his aren't all bad. Their rates are low their streets are usually clean and clear and people don't have to worry like they do in other less professional gang territories. This has led to "harder" gangs trying to push into the Black Hats territory. Invariably Malcom is in the thick of the struggle laying about with his fists and Iron knuckledusters.

>Appearance wise Malcom is tall, nearly 6'6" and lanky, indeed his looks like he weighs much less than he actually does.. With black hair a grey eyes that always seems to be half closed, lending him a quiet quality, further enhanced by his rather quiet voice. Still most people in the Black Hat gang's territory know him or of him and steer clear.

>You are a twinborn. with the Allomantic ability of Tin and the Feruchemical ability of iron.

>Power: allomancy: Tin Feruchemy: Iron.

>Perks: [Gang member] [experienced fighter] [Improved weightfighting]

>Inventory: Iron Knuckledusters, Iron earrings, Black hat. $292, 8 vials of tin

>other:

1-2-3. "Biggs, Sharp, go look around that warehouse for another way in, don't get caught." Strix commands in an almost whisper. Then he turns to his new captive. "So Silverhand, you seem to be in a bit of a pickle. Your mates abandoned your to our tender mercies, knowing full well what we do to those who trespass our territory. So little man, tell me all about the nasty surprises in that warehouse, as well as all the people in it, and you might come out of this without me pulping the bits that allow your to be a father, or let you scurry about like the rat you are."+Gang Member

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9f7cb4 No.10228

Dice rollRolled 11, 13 = 24 (2d100)

>>10176

Name: Arron Silvermist

Description: A young man born in the slums. He grew up poor and learned to steal. He joined the gangs later on before finally deciding to work an honest job for the rail roads. That did not last long as the harsh conditions and little pay forced him away. Now will little of his own and stuck on the frontier he decided to become an outlaw. But if there was one good thing in from all this, is that he finally realized just what he really was.

Powers: Mistborn

Perks: [Outlaw], [Streetwise]

Inventory: [Sharp file], [Steel pipe], [Iron horseshoe], [pewter mug], [Brass knuckle]

other:

1. See if I can swipe some booze and tubes to make some semi-proper metal shots on the go.

2. start filing.

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9f7cb4 No.23431

>>10177

After a few days hard work felling trees and selling skins you manage to recoup a bit of the money.

+100$

>>10178

"I won't talk man, I'm not afraid! There's nothing you can do that Mr.Silver can't to a hundred times worse! I will prove my loy-" His voice cuts off as weight is applied to his privates. It takes a bit but after a while he spills that there are 10 higher-ups inside waiting in ambush. You've got a feeling there's something he's not telling you but you're not sure you have much time before the constabulary arrives.

>>10228

You didn't manage to find anything till fill with booze easily. That didn't really matter since you didn't really have any booze anyway. You DO have some steel/iron/pewter and brass flakes though after some filing. You put them in a improvised ba made of a hankerchief.

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9f7cb4 No.23432

Dice rollRolled 61, 71, 17 = 149 (3d100)

>>23431

>>Name: Malcom Strix

>Description: Malcom is a thug, A member of the Black Hat gang that works the streets. He extorts, threatens shop keepers and bribes police. However he and his aren't all bad. Their rates are low their streets are usually clean and clear and people don't have to worry like they do in other less professional gang territories. This has led to "harder" gangs trying to push into the Black Hats territory. Invariably Malcom is in the thick of the struggle laying about with his fists and Iron knuckledusters.

>Appearance wise Malcom is tall, nearly 6'6" and lanky, indeed his looks like he weighs much less than he actually does.. With black hair a grey eyes that always seems to be half closed, lending him a quiet quality, further enhanced by his rather quiet voice. Still most people in the Black Hat gang's territory know him or of him and steer clear.

>You are a twinborn. with the Allomantic ability of Tin and the Feruchemical ability of iron.

>Power: allomancy: Tin Feruchemy: Iron.

>Perks: [Gang member] [experienced fighter] [Improved weightfighting]

>Inventory: Iron Knuckledusters, Iron earrings, Black hat. $292, 8 vials of tin

>other:

1. Use my Allomancy enhanced senses to ferret out where the ambushers are.

2-3. Time to fight boys!

+[Gang member]

+[experienced fighter]

+[Improved weightfighting]

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9f7cb4 No.23440

Dice rollRolled 3, 17, 5 = 25 (3d18)

roll

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9f7cb4 No.23441

Dice rollRolled 4, 16, 2 = 22 (3d18)

Oh roll twice

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9f7cb4 No.23451

Dice rollRolled 68, 32 = 100 (2d100)

>>23431

Name: Arron Silvermist

Description: A young man born in the slums. He grew up poor and learned to steal. He joined the gangs later on before finally deciding to work an honest job for the rail roads. That did not last long as the harsh conditions and little pay forced him away. Now will little of his own and stuck on the frontier he decided to become an outlaw. But if there was one good thing in from all this, is that he finally realized just what he really was.

Powers: Mistborn

Perks: [Outlaw], [Streetwise]

Inventory: [Sharp file], [Steel pipe], [Iron horseshoe], [pewter mug], [Brass knuckle]

other:

1&2. Keep looking around a bit for any other metal things that wont be missed.

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