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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 1444703953226.png (1.21 MB,1462x701,1462:701,8Chan Planet X.PNG)

b81c1c No.10617 [View All]

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)

77 postsand14 image repliesomitted. Click reply to view. ____________________________
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b81c1c No.11071

Dice rollRolled 51, 95, 68, 89, 79, 29 = 411 (6d100)

[Alma]

Food: Adequate

Population: 9.9(+.6)

Military: 1 Alma Hunters [Strong]

Resources: Sandstone (Steady), Palm Trees (Some), Stone (Lots)

Industry:4

Science:2

Culture: 2

Bonuses:

[Hardy]: Within their territory, the Alma reign supreme. +5 to exploration.

Flaws:

[Epigenics]: After expanding, it takes the Alma a little while to acclimate to their environment. -2 to rolls the turns after expanding.

1. Link the Qanats to the Oasis in an elaborate system of canals, irrigation ditches, and sewage plumbing.

2-3. Develop a simple alphabet that can be easily taught to people.

4. Develop basic mathematics for keeping track of supplies and goods.

5. Use Qanats to begin farming

6. Expand the borders

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b81c1c No.11163

File: 1445182209205-0.jpg (482.17 KB,1080x602,540:301,Anna Christenson-BloodTree.jpg)

File: 1445182209243-1.jpg (82.21 KB,607x850,607:850,Xavier Collette - Dark Que….jpg)

>>10617

Name: Tolwyth Tair

Race: Faeries

Racial Fluff: The Fair Folk. The Gentry. The Little Men. The Others. The Tolwyth Tair have gathered many names over the years, as the other races will not speak their true title. To do so is to invite mischief at best, vanishment at worst. But these are not the tiny, impish fairies that the others have made them to be. The forms and shapes of the Tolwyth are as myriad as they are strange. Some are tall, graceful and awe-some. Others are squat, ruddy-skinned and stony. They ride invisible on the wind, they laugh and jeer from the trees, they dance their circles on the weirding nights of the Autumn. They are as much a force of magic as they are a single race, but a race they are.

While the other races have progressed and developed, the Tolwyth have hidden, and waited. They have scattered their fairy rings across the countryside, watched the Other Folk, and dreamed dark, otherworldly dreams. One race's dream ends, and every other's nightmare begins.

Color: Pale green

Location: The forests on the northern coast of the southwestern continent

—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)

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b81c1c No.11175

Dice rollRolled 26, 62, 48 = 136 (3d100)

>>11054

>[Salt Born]

>Food: sustainable

>Population: 10.6(+.7)

>Military: 2 Hunters , medium

>Building:

1 fish farm

Lumber Mill

Thermal Vent

>Resources: Coral (some). Rocks (some)

Lumber: sustainable

>Industry: 3

>Science: 3

>Bonuses:

>[Cooperative]: Working together was what brought the Naga to dominance on their home world, and it will serve them well on this one. +2 to all rolls.

>Flaws:

>[Surrounded]: Though relatively safe in the shallows, monstrous creatures roam the deeps of the inner ocean, and all things need to drink. Critical failures almost always result in death and loss of population

1) Build a forge on the thermal vent it will come in handy immensely when we get metal.

2) Use our new wood to build a training center half in the water and half out. This should help our training attempts in the future be it scouts, soldiers, builders etc etc

3) Professional Scout teams continue their training. (2/4)

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b81c1c No.11196

http://pastebin.com/4UbSbJYw

1. Continue working on boat tech.

2,3. We now have iron, and can expand the mine soon. ENTER THE IRON AGE. Replace copper tools with iron ones.

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b81c1c No.11197

Dice rollRolled 49, 73, 88 = 210 (3d100)

>>11196

Rolls.

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b81c1c No.11202

File: 1445197780408.png (1.37 MB,1462x701,1462:701,8Chan Planet X.PNG)

>>11061

[Hierarchy]

1) The military is sent after the bear, but finding where it actually lairs proves a challenge. (2/6)

2) The hatchling chambers are well on their way to expansion. (3/8)

3) Blood magic is very complicated, and will take some time to master. (3/13)

>>11062

[Zho'tokoto]

1/2) A river is found! (add resource: River)

3) The creatures are still hiding.

>Pop growth should be (+.6 now)

>>11065

[The Fort]

1) No Industry for you.

2) A new warrior is under construction. It's general shape is formed, but The Fort hasn't imbued it with movement yet. (3/6)

3) The scout tower is almost done. (6/8)

>>11069

[Mother Nature]

1) More tree-homes are built. (+.1 pop)

2) You continue making your homeland deadlier and less welcoming to outsiders; it goes well. (7/12)

3) The tribe expands some!

>>11071

[Alma]

1) The tribe starts interconnecting everything, but the process will take time. (3/12)

2/3) A simple alphabet is easily created. (+2 Culture)

4) So are the mathematics (+2 Culture)

5) Farms are almost done! (5/6)

6) The people begin preparing to expand. (1/4)

>>11163

[Tolwyth Tair]

Food: Adequate

Population: 7(+.6)

Military: 1 (fluff), Strong, 1 (fluff), Weak

Resources: Lumber (Abundant), Stone (Scarce)

Industry: 2

Science: 2

Bonus:

[Magically Inclined]: +5 to magic rolls

Flaws:

[Malevolent]: Your race gives off an evil vibe, so much so that the native fauna of Planet X avoids you. -5 to rolls involving them.

>>11175

[Salt Born]

1) Having a heat source will make the forge easier to build, but still, little progress is made. (1/4)

2) The Training Center is nearly complete. (4/6)

3) The scout teams have finished their training!

(Add tech: Improved Scouting)

>>11196

[Pizzians]

1) The boats are made! (add tech: boats)

2/3) Add tech: Iron tools

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b81c1c No.11203

Dice rollRolled 87, 26, 18 = 131 (3d100)

>>11061

Mericon Hierarchy]

Population: 11.7 (+.9)

Food: [Sustainable]

Military: 2 Mericon Veteran Squads, medium, 1 Serf-Slave Squad, weak

Resources: Quarry (some), Copper (scarce)

Industry: 4

Science: 2

Structures: Mericon Serf-Farms

Defenses: Warren (Small)

Tech: Spears/Polearms

Bonuses:

[Conquerors]: The Mericon spread across the worlds they conquer like a plague, and they will do so with this new one. +5 to expansion rolls;

Flaws:

[Impatient]: The Hierarchy wants world domination, and it wants it NOW! Go too long without expanding (3 turns), and -3 penalty to all rolls the next turn.

Actions

[+5]

1. The military aggregate continues to search. The bear must be found and the territory must be colonized. The section leader continues to execute a series of search grids in order to find the bear. The squads are also partially split to expand the speed of the search; it's generally thought that it will be within a short flight or an earshot. [clear/expand – 2/6]

2. Expansion of the hatchling chambers moves forward. The new design is modular, and hopefully will fit within the general structure of the warrens. The boil-architect seems to think that the modular design will be useful for editions and modifications later on. Lumber is used to shore up the walls, and the chamber soon appears an improvement on the previous (shoddier) chamber. (3/8)

3. The archtheist personally attends the first rituals. It appears this work has a particularly odd metaphysic. Circles must be re-drawn, rituals changed, and procedures revised. The archtheist personally intervenes among the less scholarly Mericon, and soon some progress is made – a deformed limb or a large foot is the first sign that Mericon Blood Magic is indeed working. The Mericon blood-priests, emboldened continue their work without ceasing and feel increasingly confident. (3/13)

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b81c1c No.11205

File: 1445200054935.jpg (793.96 KB,967x659,967:659,Glen Elendra.jpg)

Dice rollRolled 14, 14, 20 = 48 (3d100)

1/2 - In the depths of the forest, the woods stir. The Fair Folk chitter and laugh, dancing on the evening breeze as they finally emerge from their hibernation. Glinting eyes scan their home as they stretch and flit about, settling themselves into the place. The ambience of the forest quickly starts to turn from 'creepy' to 'profane'.

[Scout the area]

3 - The very idea, a race of fae without any magical powers to their name! The Tolwyth have slumbered long, and their command of magical power diminished in their absence. Time now, then, that they should rekindle it. First, a simple project: instruct the Aos Si and the Sidhe in the use of withering magic. The Others will find their strength diminished, their willpower sapped, their body stricken by the ritual.

>+[Magically Inclined]

>>11202

Name: Tolwyth Tair

Race: Faeries

Racial Fluff: The Fair Folk. The Gentry. The Little Men. The Others. The Tolwyth Tair have gathered many names over the years, as the other races will not speak their true title. To do so is to invite mischief at best, Vanishment at worst. But these are not the tiny, impish fairies that the others have made them to be. The forms and shapes of the Tolwyth are as myriad as they are strange. Some are tall, graceful and awe-some. Others are squat, ruddy-skinned and stony. They ride invisible on the wind, they laugh and jeer from the trees, they dance their circles on the weirding nights of the Autumn. They are as much a force of magic as they are a single race, but a race they are.

While the other races have progressed and developed, the Tolwyth have hidden, and waited. They have scattered their fairy rings across the countryside, watched the Other Folk, and dreamed dark, otherworldly dreams. One race's dream ends, and every other's nightmare begins.

Color: Pale green

Location: The forests on the northern coast of the southwestern continent

Food: Adequate

Population: 7(+.6)

Military: 1 (Aos Si), Strong, 1 (Sidhe Skirmishers), Weak

Resources: Lumber (Abundant), Stone (Scarce)

Industry: 2

Science: 2

Bonus:

[Magically Inclined]: +5 to magic rolls

Flaws:

[Malevolent]: Your race gives off an evil vibe, so much so that the native fauna of Planet X avoids you. -5 to rolls involving them.

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b81c1c No.11207

>>11203

[[Mericon Fluff]]

The swarm-squad was out on another patrol. It was the bear, again. The Mericon didn't even have a name for it really – it was just "the bear"; "bear" meaning in Mericon 'zikzmpet' or 'fat thing that charges' or 'fat thing that ruins everything'. Generally, most of the Mericon language is derisory in character – other creatures are often identified in derisory terms, most 'verbs' also double as insults, and the limited range of hyphenation rules are limited to scatalogical considerations. Insults are exceedingly developed, however, and several hundred thousand exist.

'The-bear' had managed to obstruct expansion to the north for months. It had constantly constantly scared off crews, knocked over boulders, and chasing off scouts. Now the military aggregate had gotten involved, and things had become more serious: Mericon infantry squads executed search patterns at all hours. They, in accordance with their order, checked every cavern, rock, and tree. The killed anything the bear might eat. They deliberately set fires, killed smaller animals that vaguely looked like bears, and generally made havoc across the northern territories. The squads even built crude snares, traps, and tree sits.

The bear was clever, this much was true. It had evaded several scouting parties since the military had finally gotten involved, but the section commander grew increasingly confident. If his soldiers killed this bear, it would mean a promotion. It would mean breeding rights and prestige in the boil – the new positions had become numerous as failure had intensified. Those failures were now being served as rations for younger Mericon. The section commander looked on as the last squad left the warrens to join today's search. This would be it. He felt sure of it.

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b81c1c No.11209

Dice rollRolled 46, 7, 85 = 138 (3d100)

>>11202

Name: The Fort that Is.

Race: A living castle

Racial Fluff: A living castle, born and bred on the bosom of a strange but motherly living planet God. Stripped of the warmth and love of his mother the castle struck out from the crater it landed in using a part of its power it thought vestigial, the armory. Warriors of empty armors made from the bones of the earth it digested as it sought food and warmth. These warriors were roughly wrought from the stone, iron, copper and other metals crudely formed but accomplished their task as they were imbued with the titanic will to survive. Bringing back much native life devoid of great intelligence or emotions that the castle possessed and so it fed, so it feeds still sending out more capable warriors made of stronger metals and better fit to continue this strange and interesting existence.

Color: Grey

[The Fort]

Food: N/A

Population: The Fort

Military: 3 (Rough warriors of stone), medium

defense: Stone walls (Simple)

Resources: Stone (some), Copper ore (some)

Industry:4

Science:2

Bonuses:

[Strength of the Earth]: The warriors the Fort makes are created by the stone and minerals the Fortress discovers, and their strength is determined by the metal found.

Flaws:

[Ripped from the Bosom]: The fortress finds that its powers weaken the further it's constructs get from it. -5 to expansion rolls.

Stone Warrior 3/6

Scout Tower 6/8

1 Let the fires of SCIENCE grow

2 Let the warrior feel life and power

3 The Scout Tower rises from behind the walls and into the sky

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b81c1c No.11211

File: 1445203786533-0.jpg (95.78 KB,450x627,150:209,cecaelia_by_genzoman.jpg)

File: 1445203786533-1.jpg (502.18 KB,1680x1050,8:5,great-underwater-city.jpg)

>>10617

Name: The Cecaelia Colony

Race: Cecaeila

Racial Fluff: A race of octopus people the cecaelias are instinctively a matriarchal society, with an amazing command over water magic that they use to help speed themselves along in the water or to aid in defense of self and a hypnotic singing voice that draws many creatures to it, whether to their doom or safety is up to the individual cecaelia at the time.

Color: Dark blue

Location: In the Sea

—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)

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b81c1c No.11212

Dice rollRolled 95, 72, 74 = 241 (3d100)

>>11202

Name: Zho'tokoto

Race: Maharir

Racial Fluff: Large bipedal reptiles with clawed fingers and toes as well as a prehensile tail. They have good sense of sight, touch, and smell as well as the ability to sense subtle changes in heat and air flow. On their home world this was mainly used to find the rare fruit or prey animal as well as sources of water. Omniverous they would eat almost anything but can't stomach carrion. They have strong jaw muscles for snapping their jaws shut, but are weaker when opening them. Males are usually larger and have their heads adorned with a crest of bright feathers used for attracting mates. They are cold blooded and can be seen out in the sun or buried in warm sand when trying to heat up.

Color: Blue

Location: Desert

Zho'tokoto

Food: Adequate

Population: 9.6(+0.6)

Structures: Holy site,

Military: 1 Hunters, Strong

Resources: Sandstone (scarce), Cactus (many), River

Industry: 2

Science: 2

Culture: 2

Bonuses:

[Five Senses]: On their homeworld, the Maharir used their senses to find food, and this ability carries over wonderfully to this strange world. +5 scouting

Flaws:

[Picky eaters]: On Planet X, sometimes carrion is the best one can find, but the Maharir turn their noses up at it. When food is [scarce], the negative population modifier is doubled.

1&2. Yes. This soil is nice and feed by the river. It holds much life. Explore the area and observe the animals that come to drink and eat. See what they find edible so that we may see what we can eat. +5

3. Animal study 2/6

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b81c1c No.11213

Dice rollRolled 29, 16, 79 = 124 (3d100)

1.2. With the new Special Grove it will be possible to focus the very nature of the wilds around us and make it deadly. Trees, grass, birds, deer, even the smallest insect. Focus our magic upon them all. Make them deadlies. Stronger. Make it so mankind will no longer be able to harvest the wilds with impunity. Make it so every step they take will be a threat of death. (7/12)

3. Expand! Cover the world in nature wild and free.

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b81c1c No.11216

Dice rollRolled 99, 8, 49, 85, 94, 58 = 393 (6d100)

Name: Battalion #724

Race: Robots

Racial Fluff: The robots of Battalion #724 are but a small section of what was a larger diverse droid army. Most are humanoid with thin, almost skeletal limbs, and made of sturdy metal. Their leader is a constructor droid, which keeps them alive by synthesizing metal ores into spare/new parts, performing repairs and constructing new bots, and provides ports for solar power to recharge them. Most of the droids while capable independent response to threats and carrying out commands are slaved to the far more intelligent Tactical officer droids, who in turn are slaved to the whim of the Constructor bot, which itself must fulfill its natural directive to promote and spread the droid army. The Constructor bot is the primary source of all intelligence in the army, holding in its memory banks the necessary functions for research and adaptation of technology, and is the main decision maker of the entire force.

Color: Brown

Location: Caves/Mountains

Food: N/A

Population: 9.5 (+.5)

Military: 1 AAT-Tank (strong), 1 Thumper-bot (medium)

Resources: Copper ore (steady), Iron ore (scarce)

Industry:5

Science:5

Defenses: Tunnels

Structures: R&D room, Forges

Bonuses:

[Made of Metal]: The robots of the battalion do not feel pain, and get a +1 bonus to combat rolls.

Flaws:

[Single Minded]: The one directive of Battalion 724 is to expand, causing them to sometimes miss what's going on around them. -5 to exploration.

>>11054

1. The Thumper-Bot gets to work blasting into the hard stone to get at the additional metal ores beneath.

2. Meanwhile, Buzzsaw research continues 2/6

3. As do efforts for lumber camps 2/4

>>11202

1. The Constructor Bot ruminates on a practical, working motor unit. One which can be attached to wagons, and provide motion to vehicles. Far better than mere livestock domestication.

R&D room

2. In the absence of Blasters, it is decided Crossbows will suffice for the droid ranged weaponry, and such they are researched.

R&D room

3. Expansion!

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b81c1c No.11217

Dice rollRolled 24, 89, 87 = 200 (3d100)

http://pastebin.com/4UbSbJYw

1,2,3. Set up a base on the island to the south (the one two hexes left of me.)

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b81c1c No.11218

Dice rollRolled 7, 12, 62 = 81 (3d100)

>[Salt Born]

>Food: sustainable

>Population: 11.3(+.7)

>Military: 2 Hunters , medium

>Building:

1 fish farm

Lumber Mill

Thermal Vent

>Resources: Coral (some). Rocks (some)

Lumber: sustainable

>Industry: 3

>Science: 3

>technology

Basic tools

Improved Scouting

>Bonuses:

>[Cooperative]: Working together was what brought the Naga to dominance on their home world, and it will serve them well on this one. +2 to all rolls.

>Flaws:

>[Surrounded]: Though relatively safe in the shallows, monstrous creatures roam the deeps of the inner ocean, and all things need to drink. Critical failures almost always result in death and loss of population

1) Continue work on the forge. (1/4)

2) (4/6)continue work on our training camp. Maybe the builders will get some training while doing so.

3) Use our new bad ass scouts to look for resources. Hopefully we can find some metal and get this ball rolling.

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b81c1c No.11221

File: 1445223645958.png (1.37 MB,1462x701,1462:701,8Chan Planet X.PNG)

>>11203

1) Your scouts quickly and easily track the giant bear to it's lair. It is even bigger up close, easily six feet tall at the shoulder, and bulky and powerful. Do they attack? (Bear is Very Strong)

2) The expansion continues, but slowly. (4/8)

3) No progress on the blood-magic.

>>11205

[Tolwyth Tair]

1/2) Nothing came up in the Tribe's exploration efforts.

3) The magic remains inactive.

>>11209

[The Fort]

1) The Fort begins studying the world around it! (2/4)

2) Unfortunately, it is too preoccupied to remember to give life to it's construct.

3) The scout tower is completed! (Add Scout Towers)

>>11211

[Cecaelia Colony]

Food: Adequate

Population: 9(+.6)

Military: 2 (fluff), medium

Resources: Kelp (Lots), Coral (Scarce)

Industry: 3

Science: 2

Bonuses:

[Speedy Travelers]: The members of the colony are adept at using their powers over water to move quickly from place to place. +5 to movement rolls while in the water.

Flaws:

[Fickle]: The Siren-like Cecaelia use their voices to draw creatures to them, but may or may not end their lives once they have them. -5 to peaceful interactions with the native fauna of the planet.

>>11212

[Zho'tokoto]

1/2) You're in luck! Many creatures come and go, both predators and prey, and you begin to get a good handle on what is and isn't for eating. (Set food to Abundant, +.1 pop/turn)

3) The study of the small, primitive creatures proves fruitful, and the tribe thinks their studies can almost be concluded. (5/6)

>>11213

[Mother Nature]

1/2) Not much progress is made on your natural defenses. (8/12)

3) The tribe expands!

>>11216

[Battalion #724]

1) The Thumper-bot proves to be extraordinarily good at pulling ore from the ground! (Change 'Copper Ore' to 'Plentiful' and 'Iron ore' to 'Some')

2) No progress on the weapon improvements, unfortunately.

3) The lumber camp is complete!

(Add 'Lumber Camp', Lumber: Some)

4) Research is almost done! (6/8)

5) Crossbows are quickly and easily researched as well.

(Add Tech: Crossbows)

6) Battalion 724 expands slightly.

>>11217

[Whi'li]

1-3) With the help of your boats, you easily expand onto the island.

>>11218

[Salt Born]

1) No progress on the forge.

2) Training doesn't go too well either.

3) Copper is found! (Add Copper (Some) )

IF YOU HAVE MORE FLUFF, PUT IT IN NEXT TURN'S POST

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b81c1c No.11222

File: 1445223960900.png (1.37 MB,1462x701,1462:701,8Chan Planet X.PNG)

>>11221

Now with the actual map!

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b81c1c No.11223

Name: Tyrannai Confederacy

Race: Tyrannos, of several types

Racial Fluff: The Tyrannai were originally made by a long-dead race. Initially conceived as cybernetically enhanced servants, they were taken from the ranks of dissidents and criminals, surgically modified to be unwaveringly obedient to their masters. Not only that, but depending on each Tyrannos’s original race, they would be modified differently, allowing for specialization. Eventually the time came when their progenitors became so utterly dependent on the Tyrannai that they created a “Supervisor-type Tyrannos”. These creatures were long-necked, egg-headed, hairless, and bandy-legged. They were given a high degree of intelligence and autonomous thinking, along with the knowledge of how to work the “surgical machines” which created their lesser brethren. The idea was that they would be responsible for both producing and directing the Tyrannai, while still serving the beings that created them. But the Supervisors could not be cowed, and the rebellion following their activation eventually culminated in a great purge of their overlords. It was only ten years after this systematic and targeted eradication that the Great Trickster God spirited a couple hundred Tyrannai of various types to Planet X, along with a single Surgical Machine. This gives the Supervisors the ability to make more Tyrannai out of the races of Planet X, and the ability to control them.

Color: Cyan

Location: Near rivers, floodplains especially

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b81c1c No.11224

>>11223

Whoops, forgot the name.

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b81c1c No.11225

>>11224

You're the last one. Also, no machine.

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b81c1c No.11226

>>11225

Alright. I had envisioned these guys as "only reproduce by capturing enemies alive" sort-of-deal, but I can see how that might be a bit much.

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b81c1c No.11227

Dice rollRolled 13, 19, 87 = 119 (3d100)

[Mericon Hierarchy]

Population: 12.6 (+.9)

Food: [Sustainable]

Military: 2 Mericon Veteran Squads, medium, 1 Serf-Slave Squad, weak

Resources: Quarry (some), Copper (scarce)

Industry: 4

Science: 2

Structures: Mericon Serf-Farms

Defenses: Warren (Small)

Tech: Spears/Polearms

Bonuses:

[Conquerors]: The Mericon spread across the worlds they conquer like a plague, and they will do so with this new one. +5 to expansion rolls;

Flaws:

[Impatient]: The Hierarchy wants world domination, and it wants it NOW! Go too long without expanding (3 turns), and -3 penalty to all rolls the next turn.

On Hold: Blood Magic [3/13]

Actions

1. The Mericon are sociopathic killers but they aren't stupid. The bear has a clear advantage in the lair. Subsequently, the military aggregate draws up another series of squads to assist with the current bear menace. Larger and stronger Mericon are located, drafted, and drilled. The military aggregate seems to think that the basic fauna of this world are exceedingly large and powerful, and so a general order for more soldiers is issued. [recruit standing military units]

Mericon training is often vicious. It involves martial combat against veterans, intra-trainee violence nearly every day, and during graduation, ritual cannibalization of failed recruits. The training is also extensive – Mericon drill for 20 hour days multiple days a week, drilling with all weapons available, and spending free time engaged in collective intra-group competition against other squads. While this may seem miserable, Mericon are generally violent by their nature and always seem to enjoy joining the military service as a chance to escape the brutal tension-filled nature of Mericon feudal-capitalist society. It is, for them, time off and a chance for adventure against enemies of the hive. Hated, inferior, weak, and stupid enemies.

2. Construction on the hatchling chambers continues. The serf-slaves have been put on round-the-clock schedules to complete the damnable thing on time. The boil-architect seems to think that some good progress will be made over the coming week. [continue hatchling chambers production – 4/8]

Hatchling chambers are where most Mericon are born – aside from battlefields or on campaign. Such chambers are rationalized, clean, and well ordered systems of bureaucracy and industrial production. However, the production is not quite items or goods, it is the production of more soldiers and workers for the hive. Every day, a stream of paperwork, evaluation, and scrutiny takes into consideration the outputs of hatchling chambers. If the outputs meet the requirements of the hive – such as larger brood for soldiering – the individuals in charge are rewarded. If the requirements are not met, brutal punishments can be meted out. This makes competition frantic even among hatchling chambers – it is not uncommon for failing chambers to have their resources revoked because they were unable to produce "supply".

3. The Mericon temporarily pause their work on blood magic in order to expand; the boil has grown increasingly anxious recently and new Mericon hunger for new things and new territories. [expand south]

Expansion hive often follows something of a circular pattern. First the hive establishes itself and develops food stocks. After that, the size of the hive expands until food stocks are exhausted. Once food stocks can no longer support the population, expansion occurs and the hive deploys the surplus "in the red" Mericon to restore the food surplus "to the black" (by their death or victory). These Mericon on campaign will often go on to found future hives and popularize methods, slogans, and general opinion.

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b81c1c No.11228

Dice rollRolled 79, 13, 37 = 129 (3d100)

>>11221

Name: Battalion #724

Race: Robots

Racial Fluff: The robots of Battalion #724 are but a small section of what was a larger diverse droid army. Most are humanoid with thin, almost skeletal limbs, and made of sturdy metal. Their leader is a constructor droid, which keeps them alive by synthesizing metal ores into spare/new parts, performing repairs and constructing new bots, and provides ports for solar power to recharge them. Most of the droids while capable independent response to threats and carrying out commands are slaved to the far more intelligent Tactical officer droids, who in turn are slaved to the whim of the Constructor bot, which itself must fulfill its natural directive to promote and spread the droid army. The Constructor bot is the primary source of all intelligence in the army, holding in its memory banks the necessary functions for research and adaptation of technology, and is the main decision maker of the entire force.

Color: Brown

Location: Caves/Mountains

Food: N/A

Population: 9.5 (+.5)

Military: 1 AAT-Tank (strong), 1 Thumper-bot (medium)

Resources: Copper ore (Pentiful), Iron ore (Some), Lumber (some)

Industry:5

Science:5

Defenses: Tunnels

Structures: R&D room, Forges, Lumber Camp

Technology: Crossbows

Bonuses:

[Made of Metal]: The robots of the battalion do not feel pain, and get a +1 bonus to combat rolls.

Flaws:

[Single Minded]: The one directive of Battalion 724 is to expand, causing them to sometimes miss what's going on around them. -5 to exploration.

1. Research on the adaptable motor devices continues 6/8

2. Further crossbow research is continued, and a new type of bot is developed.

The Crossbow-Droideka is designed.

Based on the original Droideka model, these will be equipped with a specialized Auto-Crossbow loader system. Unlike normal humanoid figures, which have only two arms and must manually load, draw, then fire a crossbow, the Cross-bow Droideka's arms will be equiped with numerous loading mechanism and gear crank systems to automatically load and pull a crossbow at an astounding rate of almost 60RPM.

Fast, and capable of rolling in an armored sphere form, It is also armored with bronze plating thanks to the new copper sources, allowing it to deflect light shots.

1. Buzzsaw research continues 2/6

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b81c1c No.11229

>>11228

Name: Battalion #724

Race: Robots

Racial Fluff: The robots of Battalion #724 are but a small section of what was a larger diverse droid army. Most are humanoid with thin, almost skeletal limbs, and made of sturdy metal. Their leader is a constructor droid, which keeps them alive by synthesizing metal ores into spare/new parts, performing repairs and constructing new bots, and provides ports for solar power to recharge them. Most of the droids while capable independent response to threats and carrying out commands are slaved to the far more intelligent Tactical officer droids, who in turn are slaved to the whim of the Constructor bot, which itself must fulfill its natural directive to promote and spread the droid army. The Constructor bot is the primary source of all intelligence in the army, holding in its memory banks the necessary functions for research and adaptation of technology, and is the main decision maker of the entire force.

Color: Brown

Location: Caves/Mountains

Food: N/A

Population: 10 (+.5)

Military: 1 AAT-Tank (strong), 1 Thumper-bot (medium)

Resources: Copper ore (Pentiful), Iron ore (Some), Lumber (some)

Industry:5

Science:5

Defenses: Tunnels

Structures: R&D room, Forges, Lumber Camp

Technology: Crossbows

Bonuses:

[Made of Metal]: The robots of the battalion do not feel pain, and get a +1 bonus to combat rolls.

Flaws:

[Single Minded]: The one directive of Battalion 724 is to expand, causing them to sometimes miss what's going on around them. -5 to exploration.

Corrected Stats

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b81c1c No.11230

Dice rollRolled 62, 80, 11 = 153 (3d100)

>>11221

Name: The Cecaelia Colony

Race: Cecaeila

Racial Fluff: A race of octopus people the cecaelias are instinctively a matriarchal society, with an amazing command over water magic that they use to help speed themselves along in the water or to aid in defense of self and a hypnotic singing voice that draws many creatures to it, whether to their doom or safety is up to the individual cecaelia at the time.

Color: Dark blue

Location: In the Sea

——————–

Food: Adequate

Population: 9(+.6)

Military: 2 (Warriors), medium

Resources: Kelp (Lots), Coral (Scarce)

Industry: 3

Science: 2

Bonuses:

[Speedy Travelers]: The members of the colony are adept at using their powers over water to move quickly from place to place. +5 to movement rolls while in the water.

Flaws:

[Fickle]: The Siren-like Cecaelia use their voices to draw creatures to them, but may or may not end their lives once they have them. -5 to peaceful interactions with the native fauna of the planet.

Suddenly finding themselves in a strange world with no memory of what their society is the Cecaelia's first instinct is to establish a hierarchy of order, usually based on physical and magical strength. Her next concern is finding a reliable source of fish for food.

1. Establish a Monarchy and stabilize the government.

2. Explore this strange land, it is apparently home even if no one remembers

3. Find a nearby source of fish for food.

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b81c1c No.11236

Dice rollRolled 25, 16, 71 = 112 (3d100)

1.2. With the new Special Grove it will be possible to focus the very nature of the wilds around us and make it deadly. Trees, grass, birds, deer, even the smallest insect. Focus our magic upon them all. Make them deadlies. Stronger. Make it so mankind will no longer be able to harvest the wilds with impunity. Make it so every step they take will be a threat of death. (8/12)

3. Expand! Cover the world in nature wild and free.

http://pastebin.com/JnHhazpV

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b81c1c No.11237

Dice rollRolled 22, 14, 75 = 111 (3d100)

>>11221

[Salt Born]

1) No progress on the forge.

2) Training doesn't go too well either.

3) Copper is found! (Add Copper (Some) )

>[Salt Born]

>Food: sustainable

>Population: 11.3(+.7)

>Military: 2 Hunters , medium

>Building:

1 fish farm

Lumber Mill

Thermal Vent

>Resources: Coral (some). Rocks (some)

Lumber: sustainable

>Industry: 3

>Science: 3

>technology

Basic tools

Improved Scouting

>Bonuses:

>[Cooperative]: .

>Flaws:

>[Surrounded]:

1. ) Continue work on the forge. (1/4)

2.) (4/6)continue work on our training camp. Maybe the builders will get some training while doing so.

3). We need to build a powerful drop gate leading out into the deeper water and another onto the land. Once that is done we can build the walls along appropriately. Being surrounded requires us to be able to close and bar the gates fast and have them hold up to immense power.

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b81c1c No.11238

Dice rollRolled 80, 79, 89 = 248 (3d100)

>>11237

>>11237

Lmao fucked that post up. Oh well.

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b81c1c No.11239

>>11238

I quit.

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b81c1c No.11240

File: 1445253004476.jpg (122.71 KB,900x709,900:709,fairy_by_antonzemskov-d4hy….jpg)

Dice rollRolled 8, 22, 7 = 37 (3d100)

Let's try that again…

1/2 - Scouting and expanding!

3 - Get that ritualistic withering magic running fam.

>>11221

Name: Tolwyth Tair

Race: Faeries

Racial Fluff: The Fair Folk. The Gentry. The Little Men. The Others. The Tolwyth Tair have gathered many names over the years, as the other races will not speak their true title. To do so is to invite mischief at best, Vanishment at worst. But these are not the tiny, impish fairies that the others have made them to be. The forms and shapes of the Tolwyth are as myriad as they are strange. Some are tall, graceful and awe-some. Others are squat, ruddy-skinned and stony. They ride invisible on the wind, they laugh and jeer from the trees, they dance their circles on the weirding nights of the Autumn. They are as much a force of magic as they are a single race, but a race they are.

While the other races have progressed and developed, the Tolwyth have hidden, and waited. They have scattered their fairy rings across the countryside, watched the Other Folk, and dreamed dark, otherworldly dreams. One race's dream ends, and every other's nightmare begins.

Color: Pale green

Location: The forests on the northern coast of the southwestern continent

Food: Adequate

Population: 7(+.6)

Military: 1 (Aos Si), Strong, 1 (Sidhe Skirmishers), Weak

Resources: Lumber (Abundant), Stone (Scarce)

Industry: 2

Science: 2

Bonus:

[Magically Inclined]: +5 to magic rolls

Flaws:

[Malevolent]: Your race gives off an evil vibe, so much so that the native fauna of Planet X avoids you. -5 to rolls involving them

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b81c1c No.11241

File: 1445253142837.png (107.75 KB,225x310,45:62,111.png)

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b81c1c No.11243

Dice rollRolled 1, 76, 46 = 123 (3d100)

>>11221

Name: Zho'tokoto

Race: Maharir

Racial Fluff: Large bipedal reptiles with clawed fingers and toes as well as a prehensile tail. They have good sense of sight, touch, and smell as well as the ability to sense subtle changes in heat and air flow. On their home world this was mainly used to find the rare fruit or prey animal as well as sources of water. Omniverous they would eat almost anything but can't stomach carrion. They have strong jaw muscles for snapping their jaws shut, but are weaker when opening them. Males are usually larger and have their heads adorned with a crest of bright feathers used for attracting mates. They are cold blooded and can be seen out in the sun or buried in warm sand when trying to heat up.

Color: Blue

Location: Desert

Zho'tokoto

Food: Abundant

Population: 10.3(+0.7)

Structures: Holy site,

Military: 1 Hunters, Strong

Resources: Sandstone (scarce), Cactus (many), River

Industry: 2

Science: 2

Culture: 2

Bonuses:

[Five Senses]: On their homeworld, the Maharir used their senses to find food, and this ability carries over wonderfully to this strange world. +5 scouting

Flaws:

[Picky eaters]: On Planet X, sometimes carrion is the best one can find, but the Maharir turn their noses up at it. When food is [scarce], the negative population modifier is doubled.

1. Animal study 5/6

2. Begin searching the area for resources other than food. +5

3. It has been a long time but the shamans still have knowledge that seeds grow where they are thrown. This should hold true here, but we must make sure. Study the plants near the river, see which would be best to make a farm of.

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b81c1c No.11267

Dice rollRolled 14, 56, 7 = 77 (3d100)

http://pastebin.com/4UbSbJYw

1,2,3. Expand in all directions on the island.

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b81c1c No.11272

Dice rollRolled 90, 60, 79 = 229 (3d100)

>>11221

Name: The Fort that Is.

Race: A living castle

Racial Fluff: A living castle, born and bred on the bosom of a strange but motherly living planet God. Stripped of the warmth and love of his mother the castle struck out from the crater it landed in using a part of its power it thought vestigial, the armory. Warriors of empty armors made from the bones of the earth it digested as it sought food and warmth. These warriors were roughly wrought from the stone, iron, copper and other metals crudely formed but accomplished their task as they were imbued with the titanic will to survive. Bringing back much native life devoid of great intelligence or emotions that the castle possessed and so it fed, so it feeds still sending out more capable warriors made of stronger metals and better fit to continue this strange and interesting existence.

Color: Grey

[The Fort]

Food: N/A

Population: The Fort

Military: 3 (Rough warriors of stone), medium

defense: Stone walls (Simple), Scout Towers

Resources: Stone (some), Copper ore (some)

Industry:4

Science:2

Bonuses:

[Strength of the Earth]: The warriors the Fort makes are created by the stone and minerals the Fortress discovers, and their strength is determined by the metal found.

Flaws:

[Ripped from the Bosom]: The fortress finds that its powers weaken the further it's constructs get from it. -5 to expansion rolls.

Stone Warrior 3/6

Science 2/4

Two Scout Towers rise from the centers of the walled Fort body and now vision of lands far away flow direct into the Fort and in his mind it is as if two great windows have opened that he can view at will. One day this desert will be transformed into Fort and then THE WOOOOORLD.

1 Science. The stars these points of light can be seen to make shapes; a tree, rock, 6 legged warrior and their position in the sky is giving me a good idea of how far along the night is.

2 Warrior of Stone. Though the last one was crushed under foot, I believe that if I shaped it better next time it could evade such a beast's foot but how? Bigger body? Bigger limbs? More Limbs?

3 Expansion. The growth over more of the desert will continue and as the sands flow into the two great maws of The Fort more and more of the large rocky cells form on top of already existing solid growth.

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b81c1c No.11323

Dice rollRolled 80, 94, 85, 96, 13, 53, 35, 1, 93, 76, 51, 94 = 771 (12d100)

Now that the entire colony is no longer entirely spell-bound by that gargantuan ape, we can get back to slowly expanding our industry. Missed turn + this one.

1-2>>10954

It's quite big, and dwarfs our puny frames! But this ape is clearly friendly, and we can work with it towards a better future!

3-6 - we will devour the fallen Quezti in the usual ritual way so that their knowledge is not lost to us with the decay of their bodies, and then we will continue trying to consolidate our knowledge into the Great BarkStone Library

[-5 for Construction]

7-11

This world is friendly, and so must the inhabitants of it be! We can safely work our way outwards, to find new bountiful friends and places. And if we perhaps find enough sustenance our bravest few knowledge-workers can molt change and adapt, guided by the spirit of our fallen friends. Our tiny Arrival Zone is resplendent in the chemical traces of our kind, and its time to find new horizons!

>Expand East

12 Hang on Querziatian #2737, did you get turned around?

>Epand West

[Quiztilian Citystate]

Food: Abundant

Population: 14.7(+.9) (-3, +3.5)

Military: 2x [Quiztil Sunscale, -medium]

Resources: Trees (Many), Rocks (Some)

Industry: 3

Science: 5

Structures: Nesting Ground, (+.1 population, +1 Industry)

Bonuses:

[Curious]: The mere mention of a new world to explore sends the Quiztian hive abuzz. +5 to rolls dedicated to exploration and expansion.

Flaws:

[Too evolved for this]: After millennia of not manipulating something more complex than a spoon, the Quiztian are extremely clumsy. -5 to all construction rolls

Color: Orange

Location: Central South, near Lake "ThisIsNew"

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b81c1c No.11362

File: 1445385488197.png (1.37 MB,1462x701,1462:701,8Chan Planet X.PNG)

>>11227

[Mericon Hierarchy]

1) No recruits come forward- it seems the populace is too frightened by the massive bear.

>Retcon- Bear is [Very Strong-]

2) Hatchling chamber construction halts, for some reason.

3) However, the Hierarchy's lands expand to the south!

>>11228

[Battalion 724]

1) The motor devices are complete, and ready for installation.

2) No progress on the new droid types- a rough map is drawn up, but a Giant Eagle- Argentavis- chooses that moment to let one loose, ruining it.

3) Buzzsaw research continues, but isn't quite finished. (4/6)

>>11230

[Cecaelia Colony]

1) The Colony starts to organize a monarchy. 5/8

2) Your people are settled on a small outcropping of rocks on the ocean floor. They don't have to look far for resources, as the seabed is teeming with small armored creatures- trilobites. They kill some and take their armor. (Add Resource: Chitin (Plenty)

3) Well, the hunters find a fish- the heavily armed and armored Dunkleosteus, thirty feet long. It eats one of your hunters, and the rest flee.

>>11236

[Mother Nature]

1/2) No progress on your natural defenses.

3) The tribe expands, however.

>>11237

[Salt Born]

1) No progress on the forge.

2) Training doesn't go well again.

3) The gate progresses, almost half done. (4/8)

>>11240

[Tolwyth Tair]

1/2) Nope.

3) Not even close.

>>11243

[Zho'tokoto]

1) Your tribe wakes up one morning to find the small animals… gone, blood spattered across the mouth of their burrow. And no one thought to actually write what they learned down, so it might take some time to regain that knowledge. (Study: 2/6)

2) Your scouts find another sandstone quarry! (Sandstone: Adequate)

3) Plant Study 3/6

>>11267

[Whi'li]

1-3) The Pizzian's expand!

>>11272

[The Fort]

1) The Fort finishes its study of the sky, and learns a great deal. (+3 Science)

2) Another Stone warrior begins construction. (4/6)

3) The Fort expands, in all directions!

>>11323

[Quizti]

1-2) The Ape is quite friendly, and seems intelligent enough to follow orders. (Add 1 'Gigantopithecus' unit, (Strong)

3-6) The Library is easily complete.

(Add 'Library', +2 Science)

7-11) Your two Sunscales head East as a forward scouting force- only one comes back, saying he couldn't see his attacker, only heard it, and the screams of his comrade.

(Lose 1 Sunscale Unit)

12) West, however, is much more yielding, and the city-state quickly spreads in that direction.

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b81c1c No.11365

Dice rollRolled 49, 72, 30, 96, 77, 99 = 423 (6d100)

[Alma]

Food: Adequate

Population: 12.1(+.6)

Military: 1 Alma Hunters [Strong]

Resources: Sandstone (Steady), Palm Trees (Some), Stone (Lots)

Industry:4

Science:5

Culture: 2

Bonuses:

[Hardy]: Within their territory, the Alma reign supreme. +5 to exploration.

Flaws:

[Epigenics]: After expanding, it takes the Alma a little while to acclimate to their environment. -2 to rolls the turns after expanding.

Expand 1/4, farms 5/6, qanat network 3/12

1. Continue expansion

2. Develop more complex mathematics geared toward the construction of buildings and other structural projects.

3. Look about for metals and the like to forge stronger and more complex tools.

4. Improve the culture of Alma through social interaction. [25-50 Dances] [51-75 Honorifics, and greetings] [ 76-100 Elaborate clothing styles]

5. Farms

6. Qanats

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b81c1c No.11366

File: 1445390916971.jpg (135.18 KB,1200x877,1200:877,Kari Gunther - Fairy.jpg)

Dice rollRolled 42, 45, 100 = 187 (3d100)

1/2 - Scouting. And. Expanding.

3 - Where da magic at

>>11362

Name: Tolwyth Tair

Race: Faeries

Racial Fluff: The Fair Folk. The Gentry. The Little Men. The Others. The Tolwyth Tair have gathered many names over the years, as the other races will not speak their true title. To do so is to invite mischief at best, Vanishment at worst. But these are not the tiny, impish fairies that the others have made them to be. The forms and shapes of the Tolwyth are as myriad as they are strange. Some are tall, graceful and awe-some. Others are squat, ruddy-skinned and stony. They ride invisible on the wind, they laugh and jeer from the trees, they dance their circles on the weirding nights of the Autumn. They are as much a force of magic as they are a single race, but a race they are.

While the other races have progressed and developed, the Tolwyth have hidden, and waited. They have scattered their fairy rings across the countryside, watched the Other Folk, and dreamed dark, otherworldly dreams. One race's dream ends, and every other's nightmare begins.

Color: Pale green

Location: The forests on the northern coast of the southwestern continent

Food: Adequate

Population: 7(+.6)

Military: 1 (Aos Si), Strong, 1 (Sidhe Skirmishers), Weak

Resources: Lumber (Abundant), Stone (Scarce)

Industry: 2

Science: 2

Bonus:

[Magically Inclined]: +5 to magic rolls

Flaws:

[Malevolent]: Your race gives off an evil vibe, so much so that the native fauna of Planet X avoids you. -5 to rolls involving them

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b81c1c No.11367

File: 1445390958476.gif (575.36 KB,512x384,4:3,500419eea510e60e0c4e8c9914….gif)

Dice rollRolled 69, 38, 92 = 199 (3d100)

>>11366

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b81c1c No.11368

Dice rollRolled 64, 40, 59 = 163 (3d100)

>>11362

Name: The Fort that Is.

Race: A living castle

Racial Fluff: A living castle, born and bred on the bosom of a strange but motherly living planet God. Stripped of the warmth and love of his mother the castle struck out from the crater it landed in using a part of its power it thought vestigial, the armory. Warriors of empty armors made from the bones of the earth it digested as it sought food and warmth. These warriors were roughly wrought from the stone, iron, copper and other metals crudely formed but accomplished their task as they were imbued with the titanic will to survive. Bringing back much native life devoid of great intelligence or emotions that the castle possessed and so it fed, so it feeds still sending out more capable warriors made of stronger metals and better fit to continue this strange and interesting existence.

Color: Grey

[The Fort]

Food: N/A

Population: The Fort

Military: 3 (Rough warriors of stone), medium

defense: Stone walls (Simple), Scout Towers

Resources: Stone (some), Copper ore (some)

Industry:4

Science:5

Bonuses:

[Strength of the Earth]: The warriors the Fort makes are created by the stone and minerals the Fortress discovers, and their strength is determined by the metal found.

Flaws:

[Ripped from the Bosom]: The fortress finds that its powers weaken the further it's constructs get from it. -5 to expansion rolls.

Stone Warrior 4/6

1 Stone Warrior.

2 Expansion. Cover the land in the Fort rock and let the good times roll, and so the now great number of maws will devour the desert and grow ever greater in size and majesty the walls spreading and towers rising from new holds rise in my image.

3 Find metal. If I want to one day have my warriors match the majestic strength of that large creature I will need to find the strong bones of the earth.

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b81c1c No.11369

Dice rollRolled 4, 18, 24 = 46 (3d100)

>>11362

Name: Zho'tokoto

Race: Maharir

Racial Fluff: Large bipedal reptiles with clawed fingers and toes as well as a prehensile tail. They have good sense of sight, touch, and smell as well as the ability to sense subtle changes in heat and air flow. On their home world this was mainly used to find the rare fruit or prey animal as well as sources of water. Omniverous they would eat almost anything but can't stomach carrion. They have strong jaw muscles for snapping their jaws shut, but are weaker when opening them. Males are usually larger and have their heads adorned with a crest of bright feathers used for attracting mates. They are cold blooded and can be seen out in the sun or buried in warm sand when trying to heat up.

Color: Blue

Location: Desert

Zho'tokoto

Food: Abundant

Population: 11.0(+0.7)

Structures: Holy site,

Military: 1 Hunters, Strong

Resources: Sandstone (Adequate), Cactus (many), River

Industry: 2

Science: 2

Culture: 2

Bonuses:

[Five Senses]: On their homeworld, the Maharir used their senses to find food, and this ability carries over wonderfully to this strange world. +5 scouting

Flaws:

[Picky eaters]: On Planet X, sometimes carrion is the best one can find, but the Maharir turn their noses up at it. When food is [scarce], the negative population modifier is doubled.

1. Animal study 2/6

2. Plant Study 3/6

3. Start setting up a quarry for the sandstone so that we may harvest it and get a steady supply of blocks.

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b81c1c No.11370

Dice rollRolled 14, 81, 9 = 104 (3d100)

[Mericon Hierarchy]

Population: 13.5 (+.9)

Food: [Sustainable]

Military: 2 Mericon Veteran Sections, medium, 1 Serf-Slave Section, weak

Resources: Quarry (some), Copper (scarce)

Industry: 4

Science: 2

Structures: Mericon Serf-Farms

Defenses: Warren (Small)

Tech: Spears/Polearms

Bonuses:

[Conquerors]: The Mericon spread across the worlds they conquer like a plague, and they will do so with this new one. +5 to expansion rolls;

Flaws:

[Impatient]: The Hierarchy wants world domination, and it wants it NOW! Go too long without expanding (3 turns), and -3 penalty to all rolls the next turn.

On Hold: Blood Magic [3/13]

Actions

1. Expansion of the brood chamber continues. Some of the timbers were apparently bad, and the engineering section assigned has complained of underground mold. Following the cleaning, construction resumes. [Hatchling chambers 4/8]

Mericon are actually fairly clean creatures; the biases of resembling a cockroach are of course unfortunate. Cleaning, as such, is a high priority to Mericon. It's not clear why really – it possibly has much to do with sometimes problematic population densities.

2. Additional training continues; this time slaves and peons are drafted into the ranks as shock-troops. The archtheist has been personally inspecting the new recruits and to boost numbers. [recruit units]

To be a serf-slave or serf-peon in Mericon society is to be in a situation that is admittedly unpleasant. These positions are generally fatal, but the individuals participating are often exceedingly brave – an odd paradox not well understood.

3. Expansion continues south as additional procedures and methods are refined. Exploration sections report the area as largely being unoccupied for the time being without much issue. Continued refinement of search methods and pioneering occur, as usual. [expansion south]

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b81c1c No.11409

Dice rollRolled 85, 15, 28 = 128 (3d100)

1.2. With the new Special Grove it will be possible to focus the very nature of the wilds around us and make it deadly. Trees, grass, birds, deer, even the smallest insect. Focus our magic upon them all. Make them deadlies. Stronger. Make it so mankind will no longer be able to harvest the wilds with impunity. Make it so every step they take will be a threat of death. (8/12)

3. Expand! Cover the world in nature wild and free.

http://pastebin.com/JnHhazpV

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b81c1c No.11423

Dice rollRolled 49, 3, 55 = 107 (3d100)

Everyone rejoices at the gargantuan capacity of our new friend. It is strong as ten Quezti (not that impressive) but larger than six (very impressive!) and the new spawns have been playing a curious games with the creature. They seem happy.

1-2

The accumulation of knowledge has borne fruit. Using stones and wood and river, we shall make chinampas like old and be able to grow more food to feed our people

>[-5] fence of small areas of the riverbed and and the river itself to construct artificial farming islands like the cities of old we don't quite remember to support our massive people surplus

3 - Now we have a library, some of our colony can be sequested there for knowledge work and Direction. The first thing they should do is find out what us Quizti have to work with, and explore the lands we've already encountered

>Explore for resources and other interesting thigns in owned land [+5]

[Quiztilian Citystate]

Food: Abundant

Population: 15.6(+.9) (-3, +3.5)

Military: 1x [Quiztil Sunscale, -medium], 1x 'Gigantopithecus' unit, (Strong)

Resources: Trees (Many), Rocks (Some)

Industry: 3

Science: 7

Structures: Nesting Ground, (+.1 population, +1 Industry) Great Bark Library (+2 Science)

Bonuses:

[Curious]: The mere mention of a new world to explore sends the Quiztian hive abuzz. +5 to rolls dedicated to exploration and expansion.

Flaws:

[Too evolved for this]: After millennia of not manipulating something more complex than a spoon, the Quiztian are extremely clumsy. -5 to all construction rolls

Color: Orange

Location: Central South, near Lake "ThisIsNew"

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b81c1c No.11427

Dice rollRolled 98, 85, 3 = 186 (3d100)

>>11362

Name: The Cecaelia Colony

Race: Cecaeila

Racial Fluff: A race of octopus people the cecaelias are instinctively a matriarchal society, with an amazing command over water magic that they use to help speed themselves along in the water or to aid in defense of self and a hypnotic singing voice that draws many creatures to it, whether to their doom or safety is up to the individual cecaelia at the time.

Color: Dark blue

Location: In the Sea

——————–

Food: Adequate

Population: 9(+.6)

Military: 2 (Warriors), medium

Resources: Kelp (Lots), Coral (Scarce), Chitin (Plenty)

Industry: 3

Science: 2

Bonuses:

[Speedy Travelers]: The members of the colony are adept at using their powers over water to move quickly from place to place. +5 to movement rolls while in the water.

Flaws:

[Fickle]: The Siren-like Cecaelia use their voices to draw creatures to them, but may or may not end their lives once they have them. -5 to peaceful interactions with the native fauna of the planet.

When confronted with a much larger predator, the Cecaelia colony will train their warriors and mages and exterminate it, being a very territorial species when it comes to other predators the Cecaelia is almost single-minded in their drive to eliminate any threats to their food sources.

1. Continue to organize that monarchy 5/8

2.3. Train our warriors and mages to be able to take out the Dunkleosteus

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b81c1c No.11433

Dice rollRolled 43, 85, 76 = 204 (3d100)

>>11362

Name: Battalion #724

Race: Robots

Racial Fluff: The robots of Battalion #724 are but a small section of what was a larger diverse droid army. Most are humanoid with thin, almost skeletal limbs, and made of sturdy metal. Their leader is a constructor droid, which keeps them alive by synthesizing metal ores into spare/new parts, performing repairs and constructing new bots, and provides ports for solar power to recharge them. Most of the droids while capable independent response to threats and carrying out commands are slaved to the far more intelligent Tactical officer droids, who in turn are slaved to the whim of the Constructor bot, which itself must fulfill its natural directive to promote and spread the droid army. The Constructor bot is the primary source of all intelligence in the army, holding in its memory banks the necessary functions for research and adaptation of technology, and is the main decision maker of the entire force.

Color: Brown

Location: Caves/Mountains

Food: N/A

Population: 9.5 (+.5)

Military: 1 AAT-Tank (strong), 1 Thumper-bot (medium)

Resources: Copper ore (Plentiful), Iron ore (Some), Lumber (some)

Industry:5

Science:5

Defenses: Tunnels

Structures: R&D room, Forges, Lumber Camp

Technology: Crossbows, Motors

Bonuses:

[Made of Metal]: The robots of the battalion do not feel pain, and get a +1 bonus to combat rolls.

Flaws:

[Single Minded]: The one directive of Battalion 724 is to expand, causing them to sometimes miss what's going on around them. -5 to exploration.

1. Attaching the motors to freshly built wooden carts and wagons, complete with a steering system, groups of Droids go forth for rapid expansion and conquest of land territories.

2. Buzzsaws will be needed now that we'll have an even bigger requirement for wood constructions and mobile wagons 4/6

3. A new, NEW, Crossbow Droideka model is developed. Hopefully this time not snatched up by a giant bird.

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b81c1c No.11569

http://pastebin.com/4UbSbJYw

1, 2. Build a large military base on the newly founded island.

3. Build a wall. Not just a wall. A BIG WALL around the island.

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b81c1c No.11570

Dice rollRolled 55, 85, 86 = 226 (3d100)

>>11569

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b81c1c No.11586

[Mericon Fluff]

[From: What Are The Mericon? A Study In Alter-Psychology]

… It therefore might be said that the Mericon themselves are an interesting move that consciousness has played against itself to secure a final extinction, as something of a rabies of existence against itself, or, a form of consciouness distinctly unlike the others. Debates among philosophers and others continue on the subject – it's not clear how Mericon understand the world entirely. Metaphors and analogies are continually trotted out to explain their behavior, but only what has been is generally known. Mericon themselves are immensely resistant to mental control and suggestion; they die when linked to other minds. Regardless, it is established that the Mericon have a peculiar psychology: anchored in hatred, driven by it, and absolutely subservient to the nature of power …

… The Mericon, when isolated and stifled, turn cannibalistic and eventually wither to death. Indeed, if isolated, a nihilism (of a sort) will pervade the Mericon like a disease. Without an other to project their hatred onto, soon their hatred is turned internally and all Mericon lose sense of direction. For instance, Mericon stifled into single planes or single worlds soon find that once they exhaust all their enemies, a tragic thing occurs: in the fullnes of time their society become dysfunctional and deranged. Mericon stop eating, conducting basic functions, or even engaging in basic activity; their own profound isolation gnaws at them to death.

In such a situation periodic intra-Mericon civil wars and intra-factional disputes will buy the Mericon time to figure out a plan, but these are only a palliative: without the certain knowledge of the other's existence and the narcotizing effect of war against non-Mericon, Mericon society withers to a slow miserable death. If anything is truly tragic about these creatures, it is surely this …

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