b81c1c No.10617 [Last50 Posts]
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)
____________________________
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b81c1c No.10619
Name: The Mericon Hierarchy
Race: Mericon
Racial Fluff: The Mericon are trans-planar race that vaguely resemble slouching bipedal cockroaches. This group, now isolated, seeks to dominate the world and the creatures that live there in pursuit of ever more power – it is their nature. To that end, the Mericon are utterly alien, savage, relentless, and prolific; everywhere the Mericon go they blight the world with conquest and war. Rarely has a world been found that does not bend to their liking. They are harsh, industrious, vicious, and mean; they play to win – and if they do not win, they will make sure others certainly lose.
Color: (White, or Burgundy)
Location: (Mountains or Hills; Mountains preferred. Most mountains is great.)
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b81c1c No.10620
Name: Wh'li'
Race: Nothics
Racial Fluff: The nothic is concerned only with spreading fear and pain, and feeding itself. Its single eye grants it numerous abilities. For one, it can see through walls, invisible objects, and such. Its gaze also inflicts a rotting disease in those who meet it. With weak claws, and slow movement, this deadly eye weapon is the nothic's primary method of killing the victims it needs. It is happy eating carrion if it can find no victims, but prefers not to, being a sadistic creature fond of causing suffering. What little collective there is consists of small tribes.
Color: Purple
Location: Mountainous Regions
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b81c1c No.10623
Name: Alma
Race: Engineered Humanoids
Racial Fluff: The Alma were created by the New Jute Dominion's Seed Station #16734 as a bid to populate this planet with intelligent life that resembled the Jutes before their Ascension into the Cyberverse. While they remain virtually identical to humans, they were blessed with near unparalleled adaptability to all biomes on this planet, provided a generation can survive exposure Epigenetics will kick in and the following generation will be perfectly suited to living in those conditions. This is the only change made to this particular experiment and with that the Dominion and its influence on the planet, were supposed to have disappeared.
Color: Red
Location: The patch of desert near the center of the map nearby the coast.
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b81c1c No.10625
>>10617
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
—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.10626
>>10617
Placeholder post. Saving my spot lol.
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b81c1c No.10634
>>10617
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. Warrior 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 iron and copper and other metals and crudely formed but accomplished their task as they were imbued with the titanic will to survive. Bringing back many 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
Location: patch of brown east of the eastern ocean
—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.10646
>>10644
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>>10644
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b81c1c No.10648
Name: Mother Nature.
Race: Dryads and Nymphs
Racial Fluff: We are the caretakers of the wilds, born of elemental nature, tasked with protecting it from all who would defile it. We had failed. Mankind had destroyed our forests, our grottoes, our rivers and seas. They have polluted the waters and the ground. Killing what is sacred with carelessness and greed.
Never again. Upon this fresh world filled with life and the steady beat of the heart of the world we shall not fail. Let us unite together Sisters and strike those who would see us fail a second time from this world.
Color: Pink
Location: Forests
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b81c1c No.10650
Name: The salt born
Race: mostly Naga with various sea creatures as allies/pets depending on sentience.
Racial Fluff: Born in the deepest recesses of the oceans, no one is sure how they came to be but most theorize a mutation from sea snakes, sea dragons and even turtles gave rise to the sentient Naga. These creatures quickly learned that working together was generally the best path to take. This allowed their civilization to flourish instead of being torn apart by the various legendary beasts inhabiting the oceans.
The Naga can vary widely in appearance from being almost human in appearance to being four armed monstrosities.
Color: Dark green
Location: coastal/in the ocean.
—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.10659
>>10617
Name: Teuthidania
Race: Squid People
Racial Fluff: Woomy
Color: Aquamarine
Location: North River
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.10661
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b81c1c No.10662
>>10620
>>10619
>>10623
>>10625
>>10634
>>10646
>>10648
>>10650
Hey guys, your GM is a lazy, oversleeping faggot who probably won't finish turns this morning, but I'll save your stuff and work on it while I'm at class. I'll also be rewriting the rules a bit, clarifying some things/taking unneeded things out, and integrating more things.
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b81c1c No.10702
>>10619
[Mericon Hierarchy]
Population: 10 (+.6)
Food: Scarce
Military: 2 (fluff accordingly), medium, 1 (fluff accordingly), weak
Resources: Quarry (some), Copper (scarce)
Industry: 4
Science: 2
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.
>>10623
[Alma]
Food: Scarce
Population: 8(+.4)
Military: 1 (fluff as desired), Strong,
Resources: Sandstone (Steady), Palm Trees (Some)
Industry:3
Science: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.
>>10625
Zho'tokoto
Food: Scarce
Population: 8(+2)
Military: 1 (fluff as desired), Strong
Resources: Sandstone (scarce), Cactus (many)
Industry: 2
Science: 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.
>>10634
[The Fort]
Food: N/A
Population: The Fort
Military: 3 (fluff as desired), medium
Resources: Stone (steady), Copper ore (some)
Industry:3
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.
>>10646
[Battalion #724]
Food: N/A
Population: 6 (+.5)
Military: 1 (fluff as desired), strong
Resources: Copper ore (steady), Iron ore (scarce)
Industry:3
Science:4
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.
>>10648
[Mother Nature]
Food: Plentiful
Population: 8(+.7)
Military: 2 (fluff as desired), medium
Industry: 2
Science: 2
Bonuses:
[Waste not Want Not]: The Dryads and Nymphs are exceedingly good at conserving resources, taking only what they need. (scarce) food no longer provides a negative population modifier.
Flaws:
[Tech Intolerant]: Anything to do with technology and changing the planet is anathema to the Dryads and Nymphs. -5 to all rolls involving technology.
>>10650
[Salt Born]
Food: Plentiful
Population: 8(+.6)
Military: 2 (fluff as desired), medium
Resources: Coral (some). Rocks (some)
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.
>>10661
[Pizzians]
Food: Sustainable
Population: 6(+.6)
Military: 1 (Fluff as desired), medium
Resources: Food (Lots)
Industry: 5
Science: 4
Bonuses:
[Unappetizing]: You don't look like a delicacy to the native creatures of Planet X. They usually leave you alone.
Flaws:
[Everybody loves Pizza]: Who knew so many species loved pizza? Many NPC tribes may try to eat you.
Finally done! Map incoming.
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b81c1c No.10704
And here's the map. Thank you for your patience.
Improved Ruleset: http://pastebin.com/duCfMF7x
>>10661
You're yellow, like cheese. Too much red/brown on the map
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b81c1c No.10706
>>10702
Correction >>10625 your population increase is .2 for now, not 2.
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b81c1c No.10707
>>10702
Notice
Assume you all have basic stone tools, as well.
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b81c1c No.10708
| Rolled 80, 23, 93 = 196 (3d100) |
>>10702
[Mericon Hierarchy]
Population: 10 (+.6)
Food: Scarce
Military: 2 Mericon Veteran Squads, medium, 1 Serf-Slave Squad, weak
Resources: Quarry (some), Copper (scarce)
Industry: 4
Science: 2
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
—
1. The elite formations of society have decreed that all Mericon of good body and mind are to begin expanding the colonial territories. Mericon soldiers and serf-slave begin to march out at all hours; they report that the new territories are ripe for colonization and exploitation. It is a joy to them to conquer; they love such things as other races enjoy a sunny day. [expansion]
2. The elite formations continue to bark orders through their intermediaries. They claim that food stocks are inadequate to feed the collective, and so they have spearheaded the construction of more farms. If that fails, eat any of the local fauna (or flora) that seem reasonably edible. [builds farms, increase food]
3. The elites are concerned that the birthrates among the Mericon serf-slaves have fallen off. They begin to implement regimented breeding programs to increase the growth rate. It's possible something about this world is causing infertility, and the elite formations in society are nervous; large numbers have been an effective bulwark against other species since time immemorial. [increase reproduction rate]
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b81c1c No.10709
| Rolled 93, 82, 47 = 222 (3d100) |
http://pastebin.com/4UbSbJYw
The oven is hot. Let's get cookin'!
1. Agriculture is key! We must begin the great recipe of life with some veggies! [Start farming foods]
2. We must mine! Gotta get the stuff to make stoves, so says the Deep Dish Destroyer! [Mine for Resources]
3. Gonna need to check out local surroundings for any useful surface materials! [Search Area for Supplies]
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b81c1c No.10710
| Rolled 84, 57, 10 = 151 (3d100) |
[Alma]
Food: Scarce
Population: 8(+.4)
Military: 1 (fluff as desired), Strong,
Resources: Sandstone (Steady), Palm Trees (Some)
Industry:3
Science: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.
The desert may be our home, but it is not an easy one. We must mold it to suit our needs.
1. Homes of sandstone, buried in the earth will keep us cool at day and warm at night. They are perfect for our needs.
2. A system of qanats will provide us with a steady supply of fresh water and allow for agriculture later.
3. Organize bands of hunters to take down large desert beasts for food while the qanats are built.
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b81c1c No.10711
| Rolled 35, 17, 28 = 80 (3d100) |
>>10702
[Salt Born]
Food: Plentiful
Population: 8(+.6)
Military: 2 (fluff as desired), medium
Resources: Coral (some). Rocks (some)
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. Scout around for resources. Even if we need to dig to get them. Also pay particular attention to underwater thermal vents. If we can find a particularly hot one we can make it into a special Forge. +2all rolls
2. Scout around for animals that can be tamed. +2all rolls
3. build a fish farm. +2all rolls
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b81c1c No.10723
| Rolled 22, 6, 96 = 124 (3d100) |
>>10702
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
Resources: Stone (steady), Copper ore (some)
Industry:3
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.
1 Expansion. The Fort hungers wanting to reach out it can only feed on the stuff of this foreign land absent the mineral rich magma milk, it chooses to expand across the land as the path of least resistance sand endlessly falls into its hidden and gaping maw below the surface the rolling hills of sand retreat and solid stone growth spreads across the earth in all directions.
2 Industry. Within The Fort is mighty heat, where warriors are born and the power of life overflows and this origin strength is never lost but allows the workings and makings that give my constructs life and so to strengthen this heart life that has been fed by the strength of the yellow star may be consumed.
3 Scout. Send the warriors out to find what qualities this land possesses
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b81c1c No.10731
| Rolled 77, 89, 24 = 190 (3d100) |
1. Encourage the wilds nearby to grow dense and thick and dangerous to all those that do not belong.
2. Grow a special grove of trees which will channel and focus magic into a single point, where we can access and use it freely.
3. Expand! To cover this world in dense forests and lush fields and raging waters.
Name: Mother Nature.
Race: Dryads and Nymphs
Racial Fluff: We are the caretakers of the wilds, born of elemental nature, tasked with protecting it from all who would defile it. We had failed. Mankind had destroyed our forests, our grottoes, our rivers and seas. They have polluted the waters and the ground. Killing what is sacred with carelessness and greed.
Never again. Upon this fresh world filled with life and the steady beat of the heart of the world we shall not fail. Let us unite together Sisters and strike those who would see us fail a second time from this world.
Color: Pink
Location: Forests
Food: Plentiful
Population: 8(+.7)
Military: 2 Mobile Trees, medium
Industry: 2
Science: 2
Bonuses:
[Waste not Want Not]: The Dryads and Nymphs are exceedingly good at conserving resources, taking only what they need. (scarce) food no longer provides a negative population modifier.
Flaws:
[Tech Intolerant]: Anything to do with technology and changing the planet is anathema to the Dryads and Nymphs. -5 to all rolls involving technology.
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b81c1c No.10739
>>10702
Name: The empire of the waves.
Race: Aboleths
Racial Fluff: The aboleths are a race of large eel-like beings with incredibly powerful psionic abilities which they naturally use to manipulate other "lesser" beings into serving them.
Color: Purple
Location: The big sea
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b81c1c No.10753
| Rolled 38, 68, 55 = 161 (3d100) |
>>10702
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: 6.5 (+.5)
Military: 1 AAT-Tank, strong
Resources: Copper ore (steady), Iron ore (scarce)
Industry:3
Science:4
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. "Constructor Directive #1. Establish Metallic Ore Mining operations. Initializing."
The Constructor moves up to a mountain, and with its extractor beam begins to bore and melt through the rock to search and extract metallic ores.
2. "Constructor Directive #2. Establish production facility in secure location."
Simultaenous to this, a tunnel network is dug into the mountain side, to provide rooms for manufacturing as well as defense.
3. "Constructor Directive #3. Begin adjusting manufactory and development processes in light of new scenario."
The Constructor formulates on how to boost R&D, and sets up to preparing tools and industrial implements in one room, to help convert parts into new designs as well as implement new functions.
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b81c1c No.10767
>>10708
[Mericon Hierarchy]
1) The expansion goes flawlessly! Probably because there's no one else on your barren mountaintop.
>reset [Impatient] turn counter
2) Those at the top of the hierarchy order simple farms to be made, but the grunts are too busy blissfully wandering their new hard earned territory to bother.
3) The forced breeding programs work wonders, and soon the screech of infants fills the cavernous halls of the Hierarchy! (+.2 pop)
>>10709
[Whi'li]
1) The farms are quickly and easily set up. The Pizzians simply plucked the ingredients off their bodies, and planted them in the ground.
>Add tab- Structures: Farms; set food to (Plentiful), +.1 population/turn
2) The mining is a huge success as well! After a bit of digging, the Pizzians discover a sizeable amount of copper. (Add resource: Copper (Steady) )
3) After a long trek, your scouting party uncovers a small grove of trees. (Add resource: Trees (Some) )
>>10710
[Alma]
1) The homes of sandstone are quickly built.
>Add tab: Structures: Sandstone lodges
2) The qanats are underway, but they are more complicated than your simple dwellings, and require more work. (3/6)
3) Setting out with their crude stone weapons, a band of Alma hunters scour the desert for something to eat. After a few hours, one finally spots a lone beast on the horizon. They approach… and the beast is massive, to say the least, huge and bulky, with an incredibly long neck. The poorly equipped hunters decide to leave it alone.
>>10711
[Salt Born]
1) The Salt Born send their scouts out, and come back laden with driftwood. (add resource: Driftwood (scarce)
2) Your scouts travel up and down the beaches, but it seems nothing is thirsty. The look around the deeps cautiously, only seeing a faint, but massive outline swim underneath them. They decide to leave it alone.
>>10723
[The Fort]
1)The Fort tries to expand, but it still reels from the shock of being taken from its mother.
2)The Fort tries to pull resources from the ground, but they are resistant to its strange pull.
3)Exploring, however, is a great success. The warriors return, with stories of sprawling forests, canyons, and gigantic creatures, on land and in the sky, unknown to The Fort. This land truly is new and undeveloped, ripe for the taking.
>>10731
[Mother Nature]
1)With your tender encouragement, the trees begin to grow, thick and sturdy. (2/4)
2)The tribe starts growing their trees, but it will take more time. (4/8)
3)The Dryads and nymphs are too busy tending to the trees they already have to expand.
>>10753
[Battalion #724]
1) The small beam begins to bore through the rock, but it is weak. (1/5)
2) The tunnel network is quickly done. After all, the battalion just bored straight in.
>Add Defenses: Tunnels
3) The organizing goes well, though it's not done yet. (2/4)
>>10739
[Empire of the Waves]
Food: Adequate
Population: 7 (+.5)
Military: 1 (fluff), medium, 2 (fluff), weak
Resources: Kelp (some), Driftwood (some)
Industry: 3
Science: 2
Bonuses:
[Manipulative]: The Aboleth excel at using their psionics to manipulate other lesser creatures. +5 in rolls dealing with them.
Flaws:
[Cowardly]: The Aboleth are not fighters, preferring to let others do it for them. It is much harder to create a [strong] Aboleth unit, and nearly impossible to create an even stronger one.
END OF TURN ONE. TURN TWO BEGINS NOW
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b81c1c No.10768
>>10767
>>10711
Fish farm is underway, but just barely. They're slippery little things. (1/6)
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b81c1c No.10771
| Rolled 17, 34, 72 = 123 (3d100) |
>>10708
[Mericon Hierarchy]
Population: 10.6 (+.8)
Food: Scarce
Military: 2 Mericon Veteran Squads, medium, 1 Serf-Slave Squad, weak
Resources: Quarry (some), Copper (scarce)
Industry: 4
Science: 2
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
—
1. The elite formations seem pleased the recent expansion progress, so they begin ordering more and more resources to be thrown at the expansion efforts, this time to the north. It's generally thought that territory will be taken in blood later what is taken for uselessness, now. The Mericon know this sort of thing from experience. [expansion north]
2. With the growth issue placated, the Mericon drivers begin their work compelling the serf-slaves to construct the typically massive underground warrens of the Mericon. The drivers, equipped with little more than crude lashes, frantically push their crews to dig into the hard limestone. The Mericon build things to last, and they like hard stone. It's defensible. [construct underground warrens; residential]
3. The food situation is judged by the elite formations of society to be a chronic problem. More efforts are invested in the production of farms – of any sort – to produce food. Drivers and squad leaders report that this world has a variety of plants and animals that might be useful for sustained production, but, the Mericon pretty much eat anything – including each other. [build farms, anything is edible]
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b81c1c No.10772
| Rolled 86, 23, 85 = 194 (3d100) |
http://pastebin.com/4UbSbJYw
1. Much stuff for our crusts. We should upgrade our technology for the coming days. [Create Copper Tools]
2. In addition, we should prepare soldiers for the future. [Train More Military]
3. We have a large amount of water. Build docks for future aquatic purposes! [Build Docks using Trees]
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b81c1c No.10773
| Rolled 19, 78, 10 = 107 (3d100) |
[Alma]
Food: Scarce
Population: 8.5(+.5)
Military: 1 (fluff as desired), Strong,
Resources: Sandstone (Steady), Palm Trees (Some)
Industry:3
Science: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.
Qanats 3/6
1. Cotinue work on the Qanat system. If we are to survive we will need a steady supply of water.
2. Exploration of our lands is needed. We will search for wet spots, wells, caves, beasts, and natural resources.
3. The question of who will lead the tribes comes up and the people must decide. [25-45 Democracy] [51-70 Monarchy] [71-90 Dictatorship] [90-100 GMs choice]
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b81c1c No.10776
| Rolled 8, 44, 42 = 94 (3d100) |
>>10767
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: 7 (+.5)
Military: 1 AAT-Tank, strong
Resources: Copper ore (steady), Iron ore (scarce)
Industry:3
Science:4
Defenses: Tunnels
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. "Detecting resistance, amplifying beam." 1/5 Mines
2. "Continuing establishment of underground R&D facilitation room." 2/4
3. "Additional forges required to facilitate refining of metallic ores into tools and equipment."
>Metalworking/Forges
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b81c1c No.10785
| Rolled 58, 71, 1, 54, 98, 41 = 323 (6d100) |
>>10702
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: Scarce
Population: 10(+2)
Military: 1 Hunters, Strong
Resources: Sandstone (scarce), Cactus (many)
Industry: 2
Science: 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.
Missed a turn so:
1-6. Find some stable sources of food within the area. If we find a water source or river there will most likely be animals and plants there too. +5
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b81c1c No.10787
| Rolled 23, 96, 31 = 150 (3d100) |
>>10711
>>10711
1. Use the driftwood to build huts. Housing tends to make the general populace feel much better and work more efficiently
2.3. Since thermal vents are out for now while we wait for whatever that thing was to go away. let's go ahead and focus on the fish farms.
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b81c1c No.10791
| Rolled 4, 75, 64 = 143 (3d100) |
>>10767
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
Resources: Stone (steady), Copper ore (some)
Industry:3
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.
1 Expand towards the sprawling forests that they come under The Fort's dominion
23 Build walls in the capital province to keep out monsters and pests on land
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b81c1c No.10809
| Rolled 63, 10, 71 = 144 (3d100) |
1. Encourage the wilds nearby to grow dense and thick and dangerous to all those that do not belong. (2/4)
2. Grow a special grove of trees which will channel and focus magic into a single point, where we can access and use it freely. (4/8)
3. Expand! To cover this world in dense forests and lush fields and raging waters.
http://pastebin.com/JnHhazpV
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b81c1c No.10824
>>10771
[Mericon Hierarchy]
1)The elite at the top of the Hierarchy send their military as a forward team. They return shortly, having been frightened by a loud roar, even the two veteran squads. They are flogged for their cowardice.
2)The warrens are well on their way to completion, but not quite finished yet. (2/4)
3)The farms are quickly and easily built!
>Add Structures: Farms, Set >Food to (Sustainable), +.1 population
>>10772
[Whi’li]
1)The [copper tools] are made! The Pizzians use the crude ovens they make their food in, but no one seems to mind.
2)The head of the Pizzians wants to build more of a military. The common people just want to relax and chill out.
3)The docks are built, and they exceed expectations!
>Add Structures: Docks (Sturdy), +1 Industry; >Resource: Wood to (Scarce)
>>10773
[Alma]
1)No progress made on the qanat system; it’s too hot to work that much, even for the hardy Alma.
2)It doesn’t take long for the Alma scouting party to come across a dead beast, two-legged with a long crest. The Alma aren’t [picky eaters], so they drag the carcass back home. (Change food to [adequate], +.1 pop)
3)The Alma were made to settle, not lead. The foreign concept just makes the people scratch their heads, before finally giving up and going back to what they were doing.
>>10776
[Battalion #724]
1)The beam was meant to cut through soft rock; when faced with harder rock, progress halts.
2)The R&D room is almost finished. (3/4)
3)The forges come under way. They’re more complex than holes, however, and will require more time. (2/6)
>>10785
[Zho'Tokoto]
1-6) The hunters scour the desert, for hours on end. All hope seems to be lost, until the spot a familiar figure on the horizon. They approach cautiously, and find the huge beast dying- but not dead yet. Licking their lips, the hunters hurl their spears at the beast, all direct hits! The beast goes weak at the knees, and finally topples- right on top of the hunters. Lose .2 population. (Population modifier should be .2, not 2. Your current population now is 8)
>>10791
[The Salt Born]
1)The Naga try their hand at building shelters, but the flimsy driftwood doesn’t stand up against the current.
2/3)Taking what they learned from their houses into account, the Naga decide to build the fish farm in a small cove, blocking the mouth of it with some nearby stone.>Add Structures: Fish Farm; Change food to ‘sustainable’,+.1 population)
>>10791
[The Fort]
1)The Fort sends its warriors to the north. They come across a Tyrannosaurus Rex. They try to fight it. It steps on one, and continues on its merry way. The other two warriors retreat to the safety of the Fort.
>Lose one (Warrior of Stone)
2/3) The Fort focuses its powers, and a small wall is erected around the perimeter of its lands.
>Add defense: Stone walls (Simple)
>>10809
[Mother Nature]
1)With your encouragement, the trees finish growing, dense and strong
>Add defense: Dense Treeline (small)
2) The tree refuses to grow, for some reason.
3) You expand some!
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b81c1c No.10827
1. We're sort of running low on wood and trees, dudes. Maybe we should use that farming tech to grow more trees 'n stuff. Like, then we could do all sorts of stuff. [Build tree farm]
2+3. TOOLS GOOD! MATERIALS DEEP! MINE DEEP! [Mine for minerals using new tools]
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b81c1c No.10828
| Rolled 70, 29, 25 = 124 (3d100) |
>>10827
Forgot rolls.
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b81c1c No.10830
| Rolled 10, 22, 66 = 98 (3d100) |
[Mericon Hierarchy]
Population: 11.6 (+.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
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
—
1. The military begins to reorganize. The flogging is found insufficient, and the fleeing units are summarily executed. (sacrifice pop for morale) New draftees are found, and the expansion continues again. The Mericon hate cowardice, and drivers are assigned to squads to keep their composure; the drivers "motivate" fleeing units to death. [expansion north, again]
2. The construction on the warrens continues. The serf-foreman reports that the limestone is actually proving easier than originally expected to burrow into. He further reports that it will prove pliable to defend in the event of inevitable invasion. The crews work night and day with the drivers constantly watching. [Warrens 2/4]
3. Many Mericon are utilizing crude spears and piercing weapons. Many of the creature of this world are exceedingly large, and piercing weapons are more effective. The Mericon prefer polearms generally; their four-armed upper body gives them massive strength and the capacity to fight extremely well with even the heaviest spear or pike. Thankfully this proves convenient for a world of large creatures. [Research weapons]
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b81c1c No.10837
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b81c1c No.10844
| Rolled 36, 86, 90 = 212 (3d100) |
>>10824
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: 2 (Rough warriors of stone), medium
defense: Stone walls (Simple)
Resources: Stone (steady), Copper ore (some)
Industry:3
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.
1 Expand towards the forest. When the land becomes mine so too will its resources fall into my maw it is only a question of when.
2 Stone Warrior. One has fallen and I shall send forth another in its place
3 Industry. Build up the fires of creation in my belly
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b81c1c No.10845
| Rolled 51, 77, 79 = 207 (3d100) |
1. 2. Grow a special grove of trees which will channel and focus magic into a single point, where we can access and use it freely. (4/8)
3. Expand! To cover this world in dense forests and lush fields and raging waters.
http://pastebin.com/JnHhazpV
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b81c1c No.10847
It was suggested I could join in here; so here we are…
Name: Quiztilian Citystate
Race: Quiztian, mallable insectiods
Racial Fluff: This place is different. Our leaders tell us this. We do not remember. Something stripped us from our homlands. This hostile sun sears, warmer than the one before. It is too bright. Our Diviners have yet to direct our growth. They are worried. Our roads lead nowhere, for no other cities can be found, just vast emptiness and foreign, unknown life. Something stole the knowledge of our thousand-thousand God-Spirits, and all we have is the iconography engraved on chitin and scale. Our machines are vanished and so we are forced to clutch tools in manipulators a thousand generations unfit for the task. Our Arrival Zone has been cloaked in the chemicals of worry and confusion for days and many have simple given up. Unable to acquire the materials to nest, anxious about the unknown everything, their husks litter the clearing and each loss of our limited number is a blow.
And yet, underneath it all, curiousity. A new world! There will be knowledge in the chemical compositions of the new things, and perhaps, other creatures to communicate with and share ideas and learn and think and take the best and worst for without other Citystates, we must make friends before our own worries consume us.
Color: Orange
Location: Desert / Tropical
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b81c1c No.10848
| Rolled 70, 87, 96 = 253 (3d100) |
[Alma]
Food: Adequate
Population: 9.1(+.6)
Military: 1 (fluff as desired), Strong,
Resources: Sandstone (Steady), Palm Trees (Some)
Industry:3
Science: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.
Qanats 3/6
1. Complete the Qanat systems.
2. Continue exploring our lands.
3. Develop some rituals for our people [25-50 Dance and instrumentals] [51-75 athletic contests] [Ritualized dance that grants magical powers oooooh!]
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b81c1c No.10849
| Rolled 31, 50, 98 = 179 (3d100) |
>>10824
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: 7.5 (+.5)
Military: 1 AAT-Tank, strong
Resources: Copper ore (steady), Iron ore (scarce)
Industry:3
Science:4
Defenses: Tunnels
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. Additional force required. New design implemented.
Thumper-Bots will be large droids equipped with thick metallic drills and use repeated bashing into stone to crack and break it, allowing for easier beam abosbption of particles and mining operations.
As a bonus, they can be used in melee by bashing stuff.
2.R&D Cave room will be completed 3/4
3. Metallic Forges for additional metal synthesis will be pursued 2/6
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b81c1c No.10850
>>10847
[Quiztilian Citystate]
Food: Abundant
Population: 8(+.8)
Military: 2 (Fluff), medium
Resources: Trees (Many), Rocks (Some)
Industry:2
Science:5
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
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b81c1c No.10851
| Rolled 29, 15, 28, 96, 88, 9 = 265 (6d100) |
[Turnbank]
1 - This strange place is so silent and so dark. Are there even satelites in the sky or energy waves in the night? No. And no chemicals from any kin. Everyone huddles in clutches, because who ever heard of a silent night without the buzzing and chirping of a city? But there is water! Beautiful and calming. We are blessed we appeared near a body of water, so our people might not yet despair.
>Explore reachable areas of Lake "ThisIsNew" to the north, send Sunscale unit [+5]
2 - Perhaps they can shake their ennui and fear if they come to appreciate what wonder this new place can inspire?
>Explore SW, second Sunscale unit [+5]
3 - Even if our true God-Spirits are faint flickering memories, we should honor them. We do this best by learning, and then, building a temple.
>Once SW is explored and safe-ish assuming no giant dinosaurs, Expand to SW. [+5]
4-6 [multi-turns] - This harsh sun still burns, and the nights are dark and strange. We need a hatching ground somewhere dark and cool, to protect ourselves and help those who wish to Change if they are very brave indeed. Without proper guides or Directors or data, it will be hard. But it is neccessary. And somewhere to rest out of the sun would be a blessing! Half our number is dizzy from vision spots!
>Using rocks and trees and terribly clumsy work, construct semi-safe nesting grounds by digging and preparing the area.
=Stats=
[Quiztilian Citystate]
Food: Abundant
Population: 8(+.8)
Military: 2x [Quiztil Sunscale, -medium]
Resources: Trees (Many), Rocks (Some)
Industry:2
Science:5
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
—
Race: Quiztian, mallable insectiods
Racial Fluff: This hostile sun sears, warmer than the one before. It is too bright. Our Diviners have yet to direct our growth. They are worried. Our roads lead nowhere, for no other cities can be found, just vast emptiness and foreign, unknown life. Something stole the knowledge of our thousand-thousand God-Spirits, and all we have is the iconography engraved on chitin and scale. Our machines are vanished and so we are forced to clutch tools in manipulators a thousand generations unfit for the task.
But there is water, food and light here - and mysteries in the Elsewhere. Perhaps it is not so bad…
Color: Orange
Location: Central South, near Lake "ThisIsNew"
–
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b81c1c No.10852
Not a turn post
>>10851
1) Quizti scouts head north a bit, and all is calm, the only thing they report seeing is a large two legged herbivore drinking and grazing at the water's edge.
2) The Quizti try to explore the southwest, but heavy trees prevent your scouts from seeing anything.
3) The City state tries to expand, but the thick jungle prevents them from getting far. Time to start hacking away. (1/4)
4/6) Clumsy as they are, the Quizti know they need a safe nesting spot, and work all through the night, getting the project done astoundingly quick. They are ecstatic, as the Nesting Ground will give them a much safer place to breed.
>Add Structures: Nesting Ground, (+.1 population)
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b81c1c No.10856
| Rolled 16, 22, 58 = 96 (3d100) |
>>10824
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: Scarce
Population: 8(+0.2)
Military: 1 Hunters, Strong
Resources: Sandstone (scarce), Cactus (many)
Industry: 2
Science: 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.
1-3. Well it is something, but not sustainable. Back to searching. +5
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b81c1c No.10865
[[Mericon Fluff]]
The Mericon are ugly creatures that resemble freakish cockroaches that have been to hell and back. Given their ugliness and demeanor, it's sometimes assumed that they've brought the aesthetics and morality of those places, too.
Strictly speaking however, there are many Mericon variants. Mericon serf-peons, for example, are the most common variation and best representation of the species as a whole. Standing 5 feet high at a slouch and 6 feet upright, they walk on two legs and use the remaining four arms for manipulation of objects. The Mericon come in a variety of colors, but are usually dark in color with some variation reflecting their position in society (certain foods generate a change in coloration over the course of a week). Black Mericon will generally be military oriented, while white Mericon will be more oriented toward command. All Mericon are lightly armored in a chitinous exoskeleton, which affords them basic protection from slashing weapons and attacks. Indeed, the chitin of the Mericon has many advantages over traditional armor: joints are flexible, heads are recessed into an armored neck, and the lower legs are heavy and well suited to carrying loads without much bother. Mericon are even capable of limited flight, so long as the load being carried is not excessive.
—
Mericon outriders had begun to move out again. It was the third time this week: like clockwork, the military had been organizing and sending expedition into the surrounding wilderness to conquer it. The first encounters with the local fauna had proved to be unexpectedly difficult – the squads had simply retreated in the face of a much larger creatures. The Arch-Theist, impatient even by the standards of the Mericon, had ordered the squad leaders and several insubordinates killed. It had done little to boost the effectiveness of the expansion efforts, but it had done a good deal to boost the anxiety of the Mericon population generally. Now the hive was truly aflame with roiling anger and hatred; a mild annoyance had prevailed up until this point. As such, the hunger for expansion was growing as the number of new Mericon had begun to surge. The Elites from their vantage in society saw things as fairly typical developments: vast soldiers and labor would be required for the coming numerous wars, and new Mericon can always be put to use in even simple ways.
—
Into the ground the Mericon had begun to dig. Massive warrens in their style were frantically being excavated with large blocks of shale and limestone being excavated; the warrens had been a time honored tradition of the Mericon, as their defense is exceptionally easy as well as nightmarishly confusing – more than one enemy has been tempted to think that a simple siege of such tunnels would be easy or that invasion would be similarly so. Neither has been the case: the Mericon are experts in tunneling and close-rank fighting. This benefits their massive formations when in the field, as well as their tightly packed defenses of the hive-warrens. The hive warrens themselves are hideous nightmares for other races to decipher: blind corners, dead ends, pits, and hidden walls make even the smallest warren a fortress. This particular warren, the first warren of the new capital, was of particularly impressive quality: it was partially limestone, and was thus extremely resistant to bombardment and sustained countertunneling by opposition. At this point the Arch-Theist has begun to bless the site, and it was generally agreed that the unknown god of the Mericon would provide the capital with nominal protection.
—
Crude fabrication at this point had also begun. Without much in the way of weapons, the Mericon units assigned guard duty or military functions fashioned crude (but effective) spears with whatever materials were available. The Mericon have an general love of polearms given their ambidextrous nature: two arms holding a single spear makes the spear extremely deadly, and the Mericon seem to enjoy improvisation; their general lack of high theory is mitigated by a kind of vicious pragmatism that has defeated many races with superior technology and other advantages. On at least one world without much in the way of hard metals, Mericon swarms had overmatched a species through sheer grit and a sustained capacity to militarize.
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b81c1c No.10871
| Rolled 9, 85, 42 = 136 (3d100) |
[Turn 3]
This humid jungle overflows with obstacles. If we are to build a temple, we still need the space, so we will have to struggle with the land itself. Time to start hacking away. (1/4)
>Continue Expanding SW [+5]
2-3. And safety, at last! A shelter from the sun and the heat the humidty. Ah, if only we had better materials and concrete and cement and reinforcements we'd build a towering temple to ourselves, but this amalgamation of stone and wood will do. With a place a rest, the confused buzzing has ceased and now the people mght actually feel ready to explore.
>Expand straight south, hack hack hack away with stone tools and mandibles and fervor.
–
[Quiztilian Citystate]
Food: Abundant
Population: 10.5(+.9)
Military: 2x [Quiztil Sunscale, -medium]
Resources: Trees (Many), Rocks (Some)
Industry:2
Science:5
Structures: Nesting Ground, (+.1 population)
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.10874
>>10827
[Whi'li]
1) The tree farm is well underway. (3/4)
2/3) Work on the Mine progresses, but not by much. (1/5)
>>10830
[Mericon Hierarchy]
1) The failures are quickly and publicly executed, with new ones rising to take their place, eager to prove themselves- or at least not fail and literally get the axe (-.3 population, +5 to roll). But heading out north again, the terrifying roar sends them scurrying back, grovelling and begging for mercy from their higher ups.
2) The Mericon are too upset with their lack of expansion to continue the warrens.
3) However, the mention of better tools of war excites them, and they begin the research. (3/6)
>>10844
[The Fort]
1) The Stone Warriors begin their trek for expansion, though slowly. (1/4)
2) A new warrior is born, from rock buried deep beneath the Fort. (Add 1 Stone Warrior (Medium)
3) The fires beneath the Fort roar, stoked and ready. (+1 Industry)
>>10845
[Mother Nature]
1/2) The tree grove is almost done growing! (7/8)
3) Expansion is a success!
>>10848
[Alma]
1) The Qanat system is easily completed.
>Add Structures: Qanat, +1 Industry
2) Exploration is a great success! To the east, there is a large quarry, and too the west there is an oasis.
3) The tribe puts together a ritual dance to appease whatever might be out there, and the Great Trickster finds this amusing. He decides to reward them, and soon enough, many more babies than usual are born. (+.2 pop, only this turn)
>>10849
[Battalion 724]
1) Constructor-bot begins to assemble the Thumper-bot, but progress is slow. (1/6)
2) The R&D room is complete, hewn from the soft cliff side.
>Add structures: R&D room (+1 Industry/Science)
3) The Forges are quickly constructed, and are soon roaring.
>Add structures: Forges (+1 industry)
>>10856
[Zho'tokoto]
1-3) Exhausted, the Maharir hunters try their luck at hunting again. Luckily, they come across a small pond, where a group of small, primitive mammal-like creatures are stopping for a drink. The hunters take them; not much, and probably won't last long, but something.
>Set food to 'adequate', +.2 pop
>>10871
[Quizti]
1) The jungle is too dense, and the trees too thick where the clumsy workers decide to cut. The work is too hard and they give up.
2/3) However, they find the trees to their southern border much more agreeable to their crude stone tools. The city-state expands!
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b81c1c No.10876
| Rolled 25, 42, 70 = 137 (3d100) |
>>10874
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: 8.4(+0.4)
Military: 1 Hunters, Strong
Resources: Sandstone (scarce), Cactus (many)
Industry: 2
Science: 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. Continue searching for something like a river, a river will have fish and many plants. +5
2. Search for more of these creatures and study them. We can learn more of this land through them.
3. The old shaman has been complaining about a lack of holy sites. Humor him, begin making a raised circle of stone so he can communicate with the spirits of the wind and earh on our behalf and record our knowledge so he may teach our children.
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b81c1c No.10878
| Rolled 4, 98, 76 = 178 (3d100) |
1 - Clearly, something is telling us that expanding to the West is a grave error. We should heed their advice, and instead pile together all the knowledge we have about this world.
>We can use stone and trees to note down what we remember of ourselves, starting a libary in our nesting grounds to expand our knowledge base.
2 - We should see what we can learn from the gargantuan creatures that come to graze near the Lake, for they're larger and better adapted for this world than us. And beasts of burden could be a marvel.
>See if we can communicate or at least interact with the gargantuan herbivores that appear near the lake to drink
3 - We have wood and stone, and so, we can begin perhaps working to build communal cooking areas. If our people need to molt and change, they'll first need more food and more food still. Preferably cooked.
>Expand nesting grounds with communal stone ovens and cook fires.
[Quiztilian Citystate]
Food: Abundant
Population: 11.4(+.9)
Military: 2x [Quiztil Sunscale, -medium]
Resources: Trees (Many), Rocks (Some)
Industry:2
Science:5
Structures: Nesting Ground, (+.1 population)
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.10880
| Rolled 2, 78, 26 = 106 (3d100) |
>>10830
[Mericon Hierarchy]
Population: 12.3 (+.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
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
–
1. The constant retreats from the north sends the Mericon military elite into a rage and The Elite more generally become annoyed. All of the retreating command elements are summarily executed by their own soldiers and familial decimation is ordered; retreating units risk seeing brood members enslaved or executed. The numbers of the military continue to swell: a new crop of drivers, eager to outdo their predecessors, has stepped forward, and new commanders have been appointed. The military command seems confident this time, as it will likely be their heads if the expansion effort slows again. (sacrifice pop again, expansion north)
2. The warrens construction restarts after a wave of beatings and imprisonments is ordered. Slaves are produced and forced to work, with additional drivers being executed; the new driver methodologies *seem* to be working, but it's unsure how well. Additional drivers watch those drivers to make sure compliance is ensured, and soon the sound of digging and the hauling of stone begins again. [Build Warrens 2/4]
3. The Mericon continue to fabricate a variety of weapons, not content with polearms. Soon they have crude bows, slings, and traps of a reasonable quality. They seem to be getting better at it, and crude facilities for weapon fabrication have already begun to appear. [Research weapons 3/6]
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b81c1c No.10881
| Rolled 89, 90, 14 = 193 (3d100) |
[Alma]
Food: Adequate
Population: 9.9(+.6)
Military: 1 Alma Hunters [Strong]
Resources: Sandstone (Steady), Palm Trees (Some)
Industry:4
Science: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. Develop elaborate courtship dances.
2. Send out Almans to exploit the quarry
3. Link the Qanats to the Oasis in an elaborate system of canals, irrigation ditches, and sewage plumbing.
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b81c1c No.10885
| Rolled 27, 83, 29, 51, 54, 3 = 247 (6d100) |
[Salt Born]
Food: sustainable
Population: 9.9(+.7)
Military: 2 Hunters , medium
Building: 1 fish farm
Resources: Coral (some). Rocks (some)
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.
1.2. What we need is better wood. Go onto the land and try to find some trees. If we do cut them down and bring them back.
3.4.make a second search for a thermal vent. It's about our only way to make a Forge.
5.6. Train full time professional scout teams. We are in an area that doesn't exactly have plentiful resources. Our scouts will need to be the best in order to find the materials we need.
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b81c1c No.10889
| Rolled 15, 73, 83 = 171 (3d100) |
1. Nurture the new groves and lakes in our expanded domain so that more dryads and nymphs may be born.
2. Grow a special grove of trees which will channel and focus magic into a single point, where we can access and use it freely. (7/8)
3. Expand! To cover this world in dense forests and lush fields and raging waters.
http://pastebin.com/JnHhazpV
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b81c1c No.10894
| Rolled 31, 6, 4 = 41 (3d100) |
>>10874
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 (steady), 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.
Expansion 1/4
1 Continue the Expansion. To know the land it seeks to grow itself with the warriors go forth to protect the new growths over the lands towards the forest.
2 Iron. The fires of life stoked The Fort sets itself to pulling a bone of iron from the ground.
3 Science. Watching the stars across the sky, never had my eyes wandered from the Bosom that was my sanctuary but now I see the lights in the sky and their passage and I memorize them.
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b81c1c No.10896
| Rolled 93, 44, 19 = 156 (3d100) |
>>10874
1. Continue work on tree farm. THEY LOOK LIKE BROCCOLI. (3/4)
2,3. Gotta keep mining for those minerals we so desire. (1/5) [Use Copper Tools]
http://pastebin.com/4UbSbJYw
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b81c1c No.10940
| Rolled 40, 45, 55 = 140 (3d100) |
>>10874
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: 8.0 (+.5)
Military: 1 AAT-Tank, strong
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.
1. WIth the completion of a proper R&D room, and the construction of a Forge, the battalion has a room with which to easily assemble, and also prepare and forge the parts and metals necessary for the Thumper-Bots 1/6
2. In addition to bludgeoning devices, sharp, metal tools are prepared for the boths, both simple sharpened blades to be attached to arms, and rotating buzzsaws, to help cut down the dense foilage for lumber and timber, and as weapons. Thanks to the new R&D room and the forges, preparing rotating buzz saws should be easier.
3. Fuel is also required to increase Forge productiveness, and bots are sent out to begin harvesting trees in timber camps for the fires.
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b81c1c No.10954
>>10876
[Zho'tokoto]
1) The search for a river continues. (1/4)
2) A few of the creatures are found, and the shamans of the tribe start to study them. (1/6)
3) A simple holy sight is made using a block of sandstone.
>Add Structures: Holy site, +2 Culture
>>10878
[Quizti]
1) A few of your workers start cutting down trees in quite a frenzy. They fall the wrong way. (-.3 pop)
2) Trekking through the dense forest to the lake up north, the scouts encounter that very same creature from their last adventure, a large ape standing 10 feet tall, dwarfing all the Quizti. They approach, and it seems very friendly. They head back, and to their surprise, it's followed them home! But more interaction is needed before the creature can be taught to do things. For now, it just wanders around. (7/12)
3) Even with their clumsiness, the Quizti expand their nesting ground (+1 Industry)
>>10880
[Mericon Hierarchy]
1) The failures are executed (-.3 pop for +5 roll) and new scouts rush north. They turn back as well, these ones complaining that a rockslide has blocked their advancement.
>[Impatient] flaw: -3 penalty to rolls next turn!
2) The warrens are complete!
>Add Defenses: Warren (small)
3) Research progresses, but slowly. (4/6)
>>10881
1) A courtship dance is developed among the people, performed by partners; it is slow and elegant, with lots of fancy legwork and twirls. (+2 Culture)
2) Scouts are sent to the quarry, and bring back lots of stone! (Add Stone: Lots)
3) Link the what to the what and the what now?
>>10885
[Salt Born]
1) Sturdier trees are cut down and brought back! (Add Lumber: some)
2) The search for a thermal vent continues. The scouts swear the water grows warmer, but they haven't found the actual vent yet. (3/4)
3) Scout teams begin their training. (2/4)
>>10889
[Mother Nature]
1) The trees refuse to grow.
2) But the grove doesn't.
>Add structures: Special Grove, +2 Culture
3) Expansion!
>>10894
[The Fort]
1) No expansion.
2) Or iron.
3) Staring up at the sky, it takes a while for the fort to realize it's been idly eating resources.
> Change stone to (some)
>>10896
[Pizzians]
1) The tree farm is done!
>Add structures: Tree Farm!
>Set 'Trees' to (sustainable)
2/3) The mining progresses, but nothing is uncovered yet. (3/5)
>>10940
[Battalion #724]
1) The Thumper-bot is half done! (3/6)
2) Research into deadlier weaponry is looked in to. (2/6)
3) Humanoid bots begin to harvest some lumber. (2/4)
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b81c1c No.10955
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b81c1c No.10956
| Rolled 73, 30, 29 = 132 (3d100) |
>>10954
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: 8.5 (+.5)
Military: 1 AAT-Tank, strong
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.
The continuation of all projects is enforced.
1. Thumper Bots 3/6
2. Buzzswas 2/6
3. Lumber Camps 2/4
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b81c1c No.10958
| Rolled 86, 49, 42 = 177 (3d100) |
>>10954
[Mericon Hierarchy]
Population: 12.9 (+.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)
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
–
[Penalty: Impatient: -3 to all rolls]
1.The recent stall of the advance has made the hive-boil infuriated beyond words. Subsequently, the Mericon begin extensively scouting in front of units attempting to secure new territory. It's thought that this change in methodology will make expansion easier. This gives some of the regional administrators new ideas, and they soon been trying new ways to secure territory; engineers to clear rocks, dedicated scouts, standardized materials, and hand-picked explorers. This experimental group heads north and seems fairly confident – they've been informed of the creature and of the fallen rocks. [expand north]
2. The recent failed expansion efforts have resulted in a series of executions of several prominent Mericon. In keeping with Mericon traditions, they are bound, displayed publicly, and then lit on fire. This seems to help morale, and soon another group, termed the annexation-guard, begin to depart. This time they head south and seems about as confident as one could expect a group to be after seeing their predecessor burnt to death. [Expand south, sacrifice pop]
3. The Mericon have begun formalizing weapon production techniques, and the quartermasters have begun to issue the first standardized arms. They are of shoddy quality, and more time is needed to refine them. The spears and polearms seem the most advanced, it is agreed. weapons [4/6]
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b81c1c No.10963
| Rolled 77, 87, 87 = 251 (3d100) |
1. Nurture the new groves and lakes in our expanded domain so that more dryads and nymphs may be born.
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 deadliers. 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.
3. Expand! To cover this world in dense forests and lush fields and raging waters.
http://pastebin.com/JnHhazpV
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b81c1c No.10964
| Rolled 42, 43, 80 = 165 (3d100) |
>>10954
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.
Expansion 1/4
123 GOD LET ME EXPAND
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b81c1c No.10965
| Rolled 1, 5, 25 = 31 (3d100) |
>>10954
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: 8.8(+0.4)
Structures: Holy site,
Military: 1 Hunters, Strong
Resources: Sandstone (scarce), Cactus (many)
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. River search: 1/4
3. animal study 1/6
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b81c1c No.10973
>>10954
>[Salt Born]
>Food: sustainable
>Population: 9.9(+.7)
>Military: 2 Hunters , medium
>Building: 1 fish farm
>Resources: Coral (some). Rocks (some)
Lumber: some
>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) Now we will use that lumber….. To get more lumber it's a genius plan. Build a lumber mill to continually harvest lumber.
2) continue searching for a thermal vent it is very important(3/4)
3) Scout teams continue their training. (2/4)
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b81c1c No.10974
| Rolled 99, 47, 8 = 154 (3d100) |
>>10973
Forgot rolls
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b81c1c No.11008
| Rolled 67, 28, 73 = 168 (3d100) |
Late as usual. No fluff.
1. Continue mining. (3/5)
2+3. Develop BOAT TECHNOLOGY
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b81c1c No.11026
[Mericon Fluff]]
The archtheist was, in all honestly, not pleased with the current rate of expansion as proposed by the current colonial-administrative commander. They encountered each other on a narrow avenue, and soon a discussion and expression of annoyance turned into rage. The archtheist was displeased, and he expressed to the commander that he was being replaced, such was the level of his displeasure.
The archtheist further demonstrated his displeasure by personally gouging the eyes of said commander, and, subsequently, the archtheist began devouring the brain of said commander in the middle of the passage mostly unremarkable except for being the nub of a new warren tunnel. As the former commander struggled to free himself from a formidable grip, a feeble twitch of the commander's legs told of untold horror as the jaws of the archtheist took large and unmeasured bites from an exposed eye-socket. After a few crunches, the archtheist began to develop some precision, and the movements of the commander stopped with the scattered twitches continuing on for a few minutes. There was a dull crack and smacking noise as the jaws of the archtheist worked.
The crowd, looking on, began to move again. The colors told the tale – even the simplest serf-peon knows to move on when the blacks and whites are in dispute. This was the result of a Mericon who had once again failed to produce measurable results for the hive-boil, clearly, and the ramifications were obvious. Incidents like this were akin to the public executions: they allowed new positions and new chances for other Mericon to move up in society, but, more importantly, they kept the society coherent, if anxious. This would no doubt agitate large segments of the military and some elements of the civil bureaucracy.
Considering this was in the center of a public hive-intersection with many hundreds of serf-peons and serf-slaves moving through, it might have caused in incident in another society. Indeed, it is true that murder and subsequent atrocity were still laws being violated in Mericon society. However, unlike those societies, criminal and political violence has a tendency to blur and spill into indistinguishability. Expressions of personalized arbitrary violence, are, however, less common: order and dominance are continually developed within the bureucracies and deployed systemically rather than through lone actors. The current archtheist was a more personal leader, and it showed: such a habit might get him into a political logjam with other elites from other elements of society; the military aggregate would be annoyed by this incident, and the bureucracy aggregate would probably try to send him a bill for the cost of clean up.
Any criminality of the act was immediately ignored, however. It was generally understood by the Mericon civil enforcement that the archtheist was virtually immune to most forms of prosecution and imprisonment. It wasn't just that the archtheist could kill any group of Mericon in single combat. That wasn't really the issue, as he would eventually get buried in a swarm of enforcers that seem to multiply to suppress order-related concerns. Instead, the issue was more that there was always paperwork to come along with this sort of thing, and that this sort of thing needed to be politely handled. The signed paperwork could, if filled out wrong or phrased incorrectly, lead to many deaths.
Phrasing, manner, and and a general awareness is required for any length of time in Mericon society. Generally things are delicate, friends are friends, enemies try to kill you (particularly if you disturb their prestige or call attention to some sort of unpleasant fact-of-the matter.) In this case, if you have one overzealous Mericon enforcer who does accidentally attempt to bring charges against the archtheist, he would immediately be killed and any relatives, no matter how minor or obscure, would similarly be killed. More than likely the entire squad the enforcer belonged to would also be killed. In this way, the Mericon, by way of a mutual anxiety and paranoia, keep the peace – of a sort. Mericon society is tightly wound, and has a tendency to express this massive intense anger, paranoia, and fear in a variety of very strange ways: most generally through war.
As you can expect, the only real result of this situation was that another body was added to the food supply for the Mericon hatchlings. Aside from that, it was just a normal day. The archtheist wasn't billed; the expense was simple filed as a special expenditure and simply ignored.
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b81c1c No.11054
>>10956
[Battalion #724]
1) The Thumper-bot is completed!
>Add 1 Thumper-bot (medium)
2) Very little progress is made on the new weapons, as everyone's focused on the Thumper-bot (3/6)
3) Same goes for the Lumber-camps (3/4)
>>10958
[Mericon Hierarchy]
1) Driven into a frenzy by their failures, the Hierarchy expands north! What's more, they spot the owner of the threatening roar- Arctodus Simus, the giant Short-faced bear.
2) The new scouts, the fates of their predecessors seared into their memories, expand south a bit. (-3 pop, +5 morale)
3) The weapons are done!
>Add: Tech: Spears&Polearms
>>10963
[Mother Nature]
1) The tribe begins their nurturing efforts. (2/6)
2) Nature magic (3/12)
3) Expansion!
>>10964
[The Fort]
1/3) Finally, the Fort expands!
>>10965
[Zho'tokoto]
1/2) Some scouts go out in search of a river. They don't come back. (-.2 pop)
3) Not much is learned, because the creatures seemed to have burrowed underground. (2/6)
>>10973
[Salt Born]
1) The lumber mill is erected quickly!
>Add Structures: Lumber Mill; Resources: Lumber (sustainable)
2) A vent is found!
>Structures: Thermal Vent
3) No progress. (2/4)
>>11008
[Pizzian]
1) The iron mine is complete!
>Add resource: Iron (some)
2/3) Construction starts with the boats, and much progress is made. (5/8)
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b81c1c No.11061
| Rolled 35, 50, 54 = 139 (3d100) |
[Mericon Hierarchy]
Population: 10.8 (+.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 orders the bear to be cleared and the area secured for colonization. 2 Veteran Squads [Medium] and 1 Serf-Slave Squad [Weak] are made aware of the situation and sent to kill or chase the bear off. If the battle goes poorly, the serf-slaves are to be abandoned and veterans are to return to the hive-boil. The section commander seems to think it will be a cakewalk – it's just a bear and the veterans have solid polearms. [clear/expand]
2. Noticing another population shortfall, the archtheist orders another increase in the hatchling chambers and a redesign of the existing ones. He also orders the executions to stop until the population recovers – more will be need as blood for the rituals. [increase population growth]
3. The Mericon begin their development of blood magic. Mericon Blood Magic is a favored avenue of the Mericon – it allows them to grow freakish mutants and enhance their soldiers by utilizing a particularly arcane form of the dark arts apparently known only to them. The readily available population of serf-peons and serf-slaves provide ample amounts of reagent, and some Mericon actually volunteer for sacrifice. [Research: Mericon Blood Magic]
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b81c1c No.11062
| Rolled 43, 60, 23 = 126 (3d100) |
>>11054
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: 9.0(+0.4)
Structures: Holy site,
Military: 1 Hunters, Strong
Resources: Sandstone (scarce), Cactus (many)
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. River search: 1/4, +5
3. animal study 2/6
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b81c1c No.11065
| Rolled 8, 56, 83 = 147 (3d100) |
>>11054
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.
1 Industry. With the woods now more in reach and I have grown and doubled in magnificence to occupy twice the space I held prior I must stoke the fire of my heart with the woods and life of the land.
2 Warrior of stone. Spew forth another warrior and let them exact my will on the land
3 Scout Tower. I will grow a single large tower of rock up and up and up into the sky to grant me vision, and best not to leave it so large as to give purchase to some large flying animal
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b81c1c No.11069
| Rolled 91, 60, 82 = 233 (3d100) |
1. Nurture the new groves and lakes in our expanded domain so that more dryads and nymphs may be born. (2/6)
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. (3/12)
3. Expand! To cover this world in dense forests and lush fields and raging waters.
http://pastebin.com/JnHhazpV
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b81c1c No.11070
>>11069
>>11069
Forgot to change my name.
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b81c1c No.11071
| Rolled 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
>>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
| Rolled 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
| Rolled 49, 73, 88 = 210 (3d100) |
>>11196
Rolls.
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b81c1c No.11202
>>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
| Rolled 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
| Rolled 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
| Rolled 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
>>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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
>>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
>>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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 80, 79, 89 = 248 (3d100) |
>>11237
>>11237
Lmao fucked that post up. Oh well.
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b81c1c No.11239
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b81c1c No.11240
| Rolled 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
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b81c1c No.11243
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
>>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
| Rolled 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
| Rolled 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
| Rolled 69, 38, 92 = 199 (3d100) |
>>11366
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b81c1c No.11368
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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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