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The King Is Dead; Long Live The King!

File: 1446432491306.png (367.29 KB,1570x980,157:98,BW.png)

c3d393 No.12959 [View All]

The year is 2XXX. The third world war has destroyed the former United States and the remainder of the world. The cause of the conflict is unclear: nuclear weapons were certainly involved, and prolonged wars certainly led to the exchange. At the time of the end, the United States military had found itself trapped in a spiral of debt, complete defeat on two fronts, and rotting civil infrastructure combined with an anemic civil society. By the time the bombs fell the state had hollowed itself out with yet another wave of defense appropriations with civil strife gripping many cities in protest. The protests would come too late: the bombs hit at around the time police began openly resorting to using live rounds on the political dissidents, looters, protesters, and others. After the bombs, the civil governments nationwide collapsed entirely as petty gangs and militias consumed each other and the rotting blubbery bulk of the state. A thousand tiny wars between proto-states, demistates, cartels, mormons, protestants, black muslims, hoods, anarchists, the poor, and racists erupted. With that, two centuries of experiment by a gaggle of rich men had come to a disgraceful grisly finale worthy of Rome.

The nuclear winter that followed the petty wars proved worse than anyone could have expected. It lasted for three years decade and exterminated most human beings on the planet: 60% of the 8 billion souls would die from the bombs and fallout, another 20% from disease, and another 17-19% would die in a variety of ways uncatalogued – shallow graves, fields, or huddled in frozen and dead cities.

It is now. The world no longer exists. In the ruins of the former United States, odd things have come to stir and stake their claim in the wastelands. The radiation has finally retreated and the skies have yielded enough mercy to allow crops. The birds have begun to migrate again. The ocean does not have an acidic taste. Fish can be seen in the rivers sometimes. The rotting corpses of the great cities house great treasures that await plundering.

You are among what stirs. As you struggle from whatever place you come from, you find a world of cinders. The question is: what is your place in it? The freakish experiments by the state are legendary, and the hysteria of technology before the fall is quite well known. What is out there in the wastes and cities hiding, hidden, or waiting?

>>[[GM: This is a pulpy post-apocalypse themed nation builder. So long as you stay toward pulp and avoid strict realism while avoiding too much fantasy, you will be right on track. Please read the rules, as they are experimental.]]

——————————————–

To be filled in by player during generation:

——————————————–

Name:

Race:

Color:

Fluff: One or two paragraphs (or more) please. You may be rewarded for genuine effort.

Government Type:

Economy Type:

Religion [if any]:

—————-

Chat: https://client00.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net

Rules: http://pastebin.com/tvxm3uMC

337 postsand59 image repliesomitted. Click reply to view. ____________________________
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

c3d393 No.13872

Dice rollRolled 89, 11, 15, 31, 14, 88, 28, 97 = 373 (8d100)

>>13673

>[The Felinid Matriarchy]

>Population: [17] [+2.1/turn]

>Food: [Above Average]

>Raw Currency: [45] [+5/turn]

>Legitimacy: [Average]

>Culture: [4]

>Industry: [2]

>Unique Buildings: [The Lava Tubs]

>Defenses: Felinid Patrols [Small]

>Military Units: 4 Pride Sisters [1x];

>Resources/Quantity: [Fuel:3][“Captive” Males:3][Wood:2+.2/turn][Scrap:+.1/turn][Chads:3]

>Technology:[Tools II][Militias II][Irregular Warfare I][Irregular Weapons IV] [Raiding I][Traps I][Infantry Tactics I] [Farming I][Explosives I]

>Trade Routes: [none initially]

>Territory: 12

>Bonuses:

>1. I Claw You: You do not really use ammunition or firearms, generally. You just sort of claw people to death. Effectively, you are always armed and don't concern yourself much 'ranged' attacks unless you really want to go that route..

>2. Sneaky: Most of your units effectively count as infiltrators for the purpose of combat or defense against spies.

>Eccentricities:

>1.THE PATRIARCHY IS REAL: You have trouble interacting with THE PATRIARCHY in a REASONABLE TONE GENERALLY.

Arena: 5/6

Tools 5/10

1-2. Keep expanding south!

3. Finish the Arena! A new Matriarch must be chosen!

4. Use the Chads for their only purpose. More catgirls are needed!

5. Reorganize the 4 current bands of Pride Sisters into 2 even bigger bands of Pride Sisters!

6. Then recruit MORE PRIDE SISTERS

7-8 [Research]. Explosives are the great equalizer. We will destroy the foundation of the Patriarchy both literally AND figuratively!

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c3d393 No.13873

Dice rollRolled 49, 80, 84, 74 = 287 (4d100)

>>13805

[Montana State Police]

Fluff: http://pastebin.com/cvCi1HVE

Population: (6) (+1/turn)

Food: (Above Average)

Water:4(+.2/turn)

Raw Currency: (5) (+5/turn)

Legitimacy: [I SAID MOVE ALONG]

Culture: (6)

Industry: (2)

Unique Buildings:

The MPD HQ

The Montana State Correctional Facility

Defenses: MPD Patrols [Medium]

Military Units: 3 player named MPD infantry [1x]; 3 player named MPD squad cards [1x]

Resources/Quantity: [Ammo:5][Small Arms:5][Heavy Weapons:1][Cars:2+.2/turn][Donuts:5+.2/turn]

Technology: [Tools II][Infantry Tactics II][Drill II][Urban Pacification IV][Mechanics I][Indoctrination I][Chemical Weapons I]

Trade Routes: [none initially]

Territory: 4

Bonuses:

1. Literal Police State: You do not lose legitimacy period. It is always maximum, like your law power. IF YOU DON'T LIKE IT YOU GO TO RESOC, CITIZEN.

2. I AM THE LAW: All of your units are fearless. This translates to a combat bonus in certain situations

3. Leviathan: You also get a +10 bonus to all attempts to expand the size of the bureaucracy. The GM will let you know if you can't apply this bonus.

Eccentricities:

1.Fucking Cops: Nations with something of a history with the police – such as hippies, feminists, rednecks, and others – do not like you. AND YOU DON'T LIKE THEM BECAUSE THEY'RE PUNKS.

2.ACAB: Some forms of weapons will be more effective against you. Particularly radio propaganda, molotov cocktails, and other things. This will come up periodically.

1) Begin the organization of a police department dedicated to the protection and production of the people. This will include a registry for every man, woman and child under our jurisdiction, and will keep record of all their doings.

2) Start cracking down on the streets, and dragging any criminals to the Resoc facility to be converted into more officer of the law. Man or Woman, it does not matter, so long as they have violated the LAW.

3) Continue working on the electric windmills. We need that electricity.

Research: Begin working on improving our Radio Technologies. I want our communications to be farther reaching, and harder to codebreak.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

c3d393 No.13874

Dice rollRolled 65, 65, 34, 24 = 188 (4d100)

>>13805

[Montana State Police]

Fluff: http://pastebin.com/cvCi1HVE

Population: (6) (+1/turn)

Food: (Above Average)

Water:4(+.2/turn)

Raw Currency: (5) (+5/turn)

Legitimacy: [I SAID MOVE ALONG]

Culture: (6)

Industry: (2)

Unique Buildings:

The MPD HQ

The Montana State Correctional Facility

Defenses: MPD Patrols [Medium]

Military Units: 3 player named MPD infantry [1x]; 3 player named MPD squad cards [1x]

Resources/Quantity: [Ammo:5][Small Arms:5][Heavy Weapons:1][Cars:2+.2/turn][Donuts:5+.2/turn]

Technology: [Tools II][Infantry Tactics II][Drill II][Urban Pacification IV][Mechanics I][Indoctrination I][Chemical Weapons I]

Trade Routes: [none initially]

Territory: 4

Bonuses:

1. Literal Police State: You do not lose legitimacy period. It is always maximum, like your law power. IF YOU DON'T LIKE IT YOU GO TO RESOC, CITIZEN.

2. I AM THE LAW: All of your units are fearless. This translates to a combat bonus in certain situations

3. Leviathan: You also get a +10 bonus to all attempts to expand the size of the bureaucracy. The GM will let you know if you can't apply this bonus.

Eccentricities:

1.Fucking Cops: Nations with something of a history with the police – such as hippies, feminists, rednecks, and others – do not like you. AND YOU DON'T LIKE THEM BECAUSE THEY'RE PUNKS.

2.ACAB: Some forms of weapons will be more effective against you. Particularly radio propaganda, molotov cocktails, and other things. This will come up periodically.

1) Begin the organization of a police department dedicated to the protection and production of the people. This will include a registry for every man, woman and child under our jurisdiction, and will keep record of all their doings.

2) Start cracking down on the streets, and dragging any criminals to the Resoc facility to be converted into more officer of the law. Man or Woman, it does not matter, so long as they have violated the LAW.

3) Continue working on the electric windmills. We need that electricity.

Research: Begin working on improving our Radio Technologies. I want our communications to be farther reaching, and harder to codebreak.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

c3d393 No.13879

Dice rollRolled 55, 92, 47, 70 = 264 (4d100)

>>13805

[Montana State Police]

Fluff: http://pastebin.com/cvCi1HVE

Population: (6) (+1/turn)

Food: (Above Average)

Water:4(+.2/turn)

Raw Currency: (5) (+5/turn)

Legitimacy: [I SAID MOVE ALONG]

Culture: (6)

Industry: (2)

Unique Buildings:

The MPD HQ

The Montana State Correctional Facility

Defenses: MPD Patrols [Medium]

Military Units: 3 player named MPD infantry [1x]; 3 player named MPD squad cards [1x]

Resources/Quantity: [Ammo:5][Small Arms:5][Heavy Weapons:1][Cars:2+.2/turn][Donuts:5+.2/turn]

Technology: [Tools II][Infantry Tactics II][Drill II][Urban Pacification IV][Mechanics I][Indoctrination I][Chemical Weapons I]

Trade Routes: [none initially]

Territory: 4

Bonuses:

1. Literal Police State: You do not lose legitimacy period. It is always maximum, like your law power. IF YOU DON'T LIKE IT YOU GO TO RESOC, CITIZEN.

2. I AM THE LAW: All of your units are fearless. This translates to a combat bonus in certain situations

3. Leviathan: You also get a +10 bonus to all attempts to expand the size of the bureaucracy. The GM will let you know if you can't apply this bonus.

Eccentricities:

1.Fucking Cops: Nations with something of a history with the police – such as hippies, feminists, rednecks, and others – do not like you. AND YOU DON'T LIKE THEM BECAUSE THEY'RE PUNKS.

2.ACAB: Some forms of weapons will be more effective against you. Particularly radio propaganda, molotov cocktails, and other things. This will come up periodically.

1) Begin the organization of a police department dedicated to the protection and production of the people. This will include a registry for every man, woman and child under our jurisdiction, and will keep record of all their doings.

2) Start cracking down on the streets, and dragging any criminals to the Resoc facility to be converted into more officer of the law. Man or Woman, it does not matter, so long as they have violated the LAW.

3) Continue working on the electric windmills. We need that electricity.

Research: Begin working on improving our Radio Technologies. I want our communications to be farther reaching, and harder to codebreak.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

c3d393 No.13880

Dice rollRolled 37, 31, 2, 67 = 137 (4d100)

>>13807

Name: The Great Desert Tribes

Race: Human?

Color: Blue

Fluff: The shamans say that long ago we lost our way. We lost contact with the land, and we were punished for it. We harmed the land instead of lived with it, and took from the spirits without thanks. You can see what became of us.

We have learned. Now we carve our homes into the dead rock of the mountain and gave thanks to the beast we killed for food. We live along with nature once more, and rely upon the animals of the land for aid and food. We have learned how to bring out the power of our spirit animals to bear for all to see. We will learn, we will thrive.

Government Type: Tribal Coalition

Economy Type: Tribal

Religion [if any]: Animist, they believe all living things have a spirit and sentient creatures are special in that they have 2, a human spirit and an animal spirit. Through spirit quests and shaman brews you can bring out the power of your spirit animal.

Population: [12.6] [+1.4/turn]

Food: [Good]

Raw Currency: [30.6] [+4.4/turn]

Legitimacy: [Very Stable]

Culture: [7]

Industry: [1]

Unique Buildings: [Great Council Hall] [Hydroponics Farm] [Kennels]

Defenses: Cult Patrols [Small]

Military Units: 3 Iron Horse Braves [1x][Quick], 2 Horsemen [x1], 2 War packs, dogs/trainers [1x],

Resources/Quantity: [Fuel:1];[Ammo:4][Small Arms:1][Stone: 8][Horses:4.5 +.5/turn][Dogs:7 +1/turn][Scrap:0.6 +0.2/turn]

Technology: [Tools II][Scouting I][Survival II][Animal Training I][Hydroponics I][Ritual I][Pioneering I][Recycling I] Animal Husbandry, [War Animals I], [Utility Animals I], Irregular Weapons II,

Trade Routes: [none initially]

Territory: [8]

Bonuses:

1. Generally Curious: You are more able to scout thanks to your affinity with nature. Your scouts move twice as fast and you get a +10 to rolls involving scouting.

2. Attuned To Nature: You have an easier time training animals – engineered or otherwise. You may reroll attempts to tame animals that you find.

Eccentricities:

1. Back To Nature: You don't care very much for ecologically unsound methods; this research is penalized.

1. Create some weapons for the Horsemen, spears and hatchets from the scrap.

2. Begin creating a forge to remake scrap into tools.

3. Expansion!

Research: Find out which plants are good for medicine.

1. Cavalry weapons research 5/10

2. Forge 3/6

3. Expand

Research: medical plants

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c3d393 No.13882

Dice rollRolled 25, 76, 31, 44 = 176 (4d100)

>>13807

Name: The Great Desert Tribes

Race: Human?

Color: Blue

Fluff: The shamans say that long ago we lost our way. We lost contact with the land, and we were punished for it. We harmed the land instead of lived with it, and took from the spirits without thanks. You can see what became of us.

We have learned. Now we carve our homes into the dead rock of the mountain and gave thanks to the beast we killed for food. We live along with nature once more, and rely upon the animals of the land for aid and food. We have learned how to bring out the power of our spirit animals to bear for all to see. We will learn, we will thrive.

Government Type: Tribal Coalition

Economy Type: Tribal

Religion [if any]: Animist, they believe all living things have a spirit and sentient creatures are special in that they have 2, a human spirit and an animal spirit. Through spirit quests and shaman brews you can bring out the power of your spirit animal.

Population: [12.6] [+1.4/turn]

Food: [Good]

Raw Currency: [30.6] [+4.4/turn]

Legitimacy: [Very Stable]

Culture: [7]

Industry: [1]

Unique Buildings: [Great Council Hall] [Hydroponics Farm] [Kennels]

Defenses: Cult Patrols [Small]

Military Units: 3 Iron Horse Braves [1x][Quick], 2 Horsemen [x1], 2 War packs, dogs/trainers [1x],

Resources/Quantity: [Fuel:1];[Ammo:4][Small Arms:1][Stone: 8][Horses:4.5 +.5/turn][Dogs:7 +1/turn][Scrap:0.6 +0.2/turn]

Technology: [Tools II][Scouting I][Survival II][Animal Training I][Hydroponics I][Ritual I][Pioneering I][Recycling I] Animal Husbandry, [War Animals I], [Utility Animals I], Irregular Weapons II,

Trade Routes: [none initially]

Territory: [8]

Bonuses:

1. Generally Curious: You are more able to scout thanks to your affinity with nature. Your scouts move twice as fast and you get a +10 to rolls involving scouting.

2. Attuned To Nature: You have an easier time training animals – engineered or otherwise. You may reroll attempts to tame animals that you find.

Eccentricities:

1. Back To Nature: You don't care very much for ecologically unsound methods; this research is penalized.

1. Create some weapons for the Horsemen, spears and hatchets from the scrap.

2. Begin creating a forge to remake scrap into tools.

3. Expansion!

Research: Find out which plants are good for medicine.

1. Cavalry weapons research 5/10

2. Forge 3/6

3. Expand

Research: medical plants

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

c3d393 No.13885

Dice rollRolled 88, 16, 63, 1 = 168 (4d100)

[Nihtoko][New World Order]

http://pastebin.com/CLPpZCFN

Population: [17.3] [+1.4/turn]

Food: [Stable]

Raw Currency: [36.6] [+5.4/turn]

Legitimacy: [Good]

Culture: [3]

Industry: [3]

Unique Buildings: [New World Order Headquarters]

Defenses: Guard Towers [Some]

Military Units: 1 Suppression Network[4x];2 Thought Police Squads[1x][GMEN];1 Converted Wastelander Guild[5x][Brave];2 Lurker Squadron[1x][Infiltrate]

Resources/Quantity: [Fuel:5];[Ammo:3][Small Arms:2][Scrap:3.6; +.2/turn][Stone:1.3; +.2/turn][Ruined Cars:4.6; +.2/turn][Ruined Tanks:2]

Technology: [Tools III][Militias I][Demagogue II][Diplomacy I][Thought Police I][Mining I][Reorg/Consolidation I][Espionage I][Statecraft I][Animal Training II][Terrorism I][Scavenging I]

Trade Routes: [none initially]

Territory: [8]

Bonuses:

1. Conspiracist: Generally, you have an easier time rooting out spies. Every attempt to conduct spy operations in your nation suffers a -2 penalty. You also have an easier time using spies and gain a +2 bonus on the offense.

2. Demagogue: You will occasionally get units as you expand your nation. The units are often motley in nature.

Eccentricities:

1. The Ikean Conspiracy: There exist several human groups outside the nation that insist Nihtoko are actually [REDACTED]. Truly this will cause problems for us one day.

—–

In Progress:

-Hydo Power (5/10)

-Crow Training (1/2)

-Statecraft II (6/8)

—–

1. [Operation Flagburner]

2. It would be optimal that we finish training those Death Crows. The fact that they trained easily is a wonderful thing. (1/2)

3. It is time that we strike down the scourge to the north! Our anti-espionage units have found CLEAR EVIDENCE that SPIES from the north have invaded our people, and were planning an attack on our nation! It is of absolute importance that we send our armed forces to wipe out this menace!

Deploy Units to [USA2]:

-1 Suppression Network[4x]

-1 Converted Wastelander Guild[5x][Brave]

-(Whatever my Death Crow units end up being)

[Research]: Statecraft II (6/8)

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c3d393 No.13886

Dice rollRolled 57, 30, 67, 9 = 163 (4d100)

>>13807

Name: The Great Desert Tribes

Race: Human?

Color: Blue

Fluff: The shamans say that long ago we lost our way. We lost contact with the land, and we were punished for it. We harmed the land instead of lived with it, and took from the spirits without thanks. You can see what became of us.

We have learned. Now we carve our homes into the dead rock of the mountain and gave thanks to the beast we killed for food. We live along with nature once more, and rely upon the animals of the land for aid and food. We have learned how to bring out the power of our spirit animals to bear for all to see. We will learn, we will thrive.

Government Type: Tribal Coalition

Economy Type: Tribal

Religion [if any]: Animist, they believe all living things have a spirit and sentient creatures are special in that they have 2, a human spirit and an animal spirit. Through spirit quests and shaman brews you can bring out the power of your spirit animal.

Population: [12.6] [+1.4/turn]

Food: [Good]

Raw Currency: [30.6] [+4.4/turn]

Legitimacy: [Very Stable]

Culture: [7]

Industry: [1]

Unique Buildings: [Great Council Hall] [Hydroponics Farm] [Kennels]

Defenses: Cult Patrols [Small]

Military Units: 3 Iron Horse Braves [1x][Quick], 2 Horsemen [x1], 2 War packs, dogs/trainers [1x],

Resources/Quantity: [Fuel:1];[Ammo:4][Small Arms:1][Stone: 8][Horses:4.5 +.5/turn][Dogs:7 +1/turn][Scrap:0.8 +0.2/turn]

Technology: [Tools II][Scouting I][Survival II][Animal Training I][Hydroponics I][Ritual I][Pioneering I][Recycling I] Animal Husbandry, [War Animals I], [Utility Animals I], Irregular Weapons II,

Trade Routes: [none initially]

Territory: [8]

Bonuses:

1. Generally Curious: You are more able to scout thanks to your affinity with nature. Your scouts move twice as fast and you get a +10 to rolls involving scouting.

2. Attuned To Nature: You have an easier time training animals – engineered or otherwise. You may reroll attempts to tame animals that you find.

Eccentricities:

1. Back To Nature: You don't care very much for ecologically unsound methods; this research is penalized.

1. Calvary weapons research 5/10

2. Forge 3/6

3. Expansion

Research: Medical plants

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c3d393 No.13889

File: 1447295666336.jpg (23.14 KB,161x146,161:146,Movement.jpg)

Dice rollRolled 14, 4, 7, 86 = 111 (4d100)

>>13807

https://www.youtube.com/watch?v=O1MnhUvePlY

A low quake accompanied by a harsh screeching noise could be heard for miles as the Anchorage disembarked on its tracks, crushing various obstacles in its way as it mobilized once again, a juggernaut of steel and brick among the frozen ruins, soot bellowing from its many stacks and mingling with the frozen air. On occasion, a mechanical roar produced by the ill-kept machinery would emanate from the engine room, out through the newly constructed resource processing port, the roar of a beast most unnatural.

The Anchorage was now within the continental US.

[Mobile Tsardom of Anchorage]

Population: [9.1] [+.7/turn]

Food: [Low]

Raw Currency: [25] [+5/turn]

Legitimacy: [Stable]

Culture: [2]

Industry: [8]

Unique Buildings: The Winter Palace

Defenses: Anchorage Blasters [Some]

Military Units: 4 Streltsy Squads [1x]; 2 Sputnik-Class Visual Probe Systems [1x][Air]

Resources/Quantity: [Power:2.6+.2/turn][Small Arms:3.3+.1/turn][Ammo:9][Fuel:13.6+.2/turn][Scrap:5][Pre-War Documents:3]

Technology: [Power I][Militias II][Tools III][Mechanical III][Scouting I][Drill I][Industrial I][Hydroponics 4/8][Anchorage Consumption I]

Territory: 1

>Bonuses:

1. Modular: The Anchorage is massive, and can be expanded without much regard to space. You also can re-roll attempts to expand it (once) – this includes defenses.

2. Mobile: You may move the capital at a rate of 4 hexes/turn. This consumes energy, but has no other drawback. [Anchorage Consumption I] Provides resources every time the Anchorage moves or if it is near a resource-friendly area.

>Eccentricities:

1. Hungry: Every expansion or addition to the anchorage seems to require more power - coal or gas, it matters not.

2. Unsettled: Extraction of fixed material resources are difficult for you. Instead of fixed supply, you rely on what you can extract from the ground. Any reliable supply will need to be built on board the anchorage.

>Actions:

1/2. - Great engine hungers for resources! American baby settlement has been discovered by drone: it shall be consumed as reprimandments; Tsar doubts that they even use it anymore. Finally, we make it out of horrid Canadian winter!

3 - With new influx of resource requires additional infrastructure and efficiency of engine-forge. Scrape off the slag, oil machines long unoiled, fix anything able to be of fixing; prepare for digestion of town!

>Research:

4. - Perhaps without ice cold blizzard, research might go smoother. Continue with hydroponics, get 10% of end result as payment! (4/8)

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c3d393 No.13899

[Deliverance]

1. You expanded! (Add 4 hex; +.4/pop/cur/turn; roll 1d3)

2.You finished the garage. This should help your vehicle production slightly. (Add unique building, player's name choice)(Add technology: [Motorpools I])

3. You almost complete the still. It will provide a limited supply of alchohol for flaming weapons, drinking, or whatever. (Still:7/8)

4. You manage to finisht the basics of vehicle construction. The peculiar..uh…status of your nation has helped matters. (Add technology: [Vehicles I])

[Cult'o'Coke]

1. You increase your industrial power a little. (+2 industry)

2. You finish the first coke-bombs. Whew! (Add technology: [Chemical Weapons I])

3. You built a trade route with Rhinestone Cowboys. It handles fairly standard transactions – they apparently like leather there… (Add trade route: Rhinestone (Large:+2/currency/turn; +3 Culture)

[Research] You begin work on more advanced militias. It doesn't go very well, as the text doesn't say anything about this..sorta…thing…

[Rhinestone]

1. The expansion continues and is almost done. (Expansion 8/10)

2. You built a trade post. (Add unique building: Trading Post, player's name choice)

3. You manage to find some cattle and pigs! (Add resource: Pigs:5+.2/turn; Cows:2+.1/turn)

4. You work on the next level of religion. This should help you convert the non-believers more easily. (Research [Religion]: 4/8)

[USA2]

1.2: You manage to mitigate the more outstanding issues causesd by the factionalization. There's still some polarization in the congress, however. (set legitimacy to: Wobbly)(Add technology: [Statecraft I])

3. You aren't able to find who's responsible. Sigh.

4. You manage to develop some fairly formidible counter-espionage techniques. (Add technology: [Counter-Espionage II])

[Francis]

1.) You consolidate the units. It turns out frighteningly well. (Add technology: [Reorganization/Upgrades I])

Merge: 1 Motorized Canadian Militia [x6][Mot]; 1 LAV-25 [x3][Mech] to 1 Mixed Mechanized Company [10x][Mech]

2.) The unit doesn't move as it is stalled by blizzards from Canada. The money is worthless.

3.) You train some more militias. (lose 1 ammo, 1 small arms)(add 2 player named militia infantry [x1])

4.) You get a grasp of mechanics down. (Add technology: [Mechanics I])

[Infected]

>>You spores have captured more mass for the horde. (Add 2 player named infected bears [1x])

1. The note is complete. It should make your research slightly easier on some things. (Particularly mutations) (Add player's name choice unique building)(add technology: [Nodes I])

2. The spores continue their dance to the south. (Expansion 3/10)

3. You expanded the stone production. It is now considerable. (revise stone production: +1/turn)

4. You develop a gland that can hold a variety of volatile chemicals which can be ejected at an opponent. This is useful in close quarters. (Add technology: [Chem Glands I])

[Bellamos]

>>You gained the following from the expansion – it was an RV lot! (Add resource: RVs:4+.3/turn)

1. Work continues on the rig, but there's been an accident or two.. (lose .5 pop) (The Rig/???)

2. The boys start to try and clear Denver. It's slow and there's a good deal of fighting. (Denver: 4/20)(lose 2 ammo)

3. You start work on a bullet farm. You're going to need to improvise some of the tooling, but you can do it. (Bullet farm: 3/12)

[Research] You finish up the hydroponics research. It immediately translates into an increased food supply thanks to the stocks of water. (add technology: [Hydroponics I])(Set food to: Good)

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c3d393 No.13900

[Flock]

1: You manage to establish some basic traps. (revise defenses: Flock Patrols + Traps [Some])

2: You manage to get a few of them trained! (Add units: 2 Graboid Riders [1x][Quick])(Add technology: [Exotic Creature Husbandry I])

3: You captured some actual falcons. (Add resource: Falcons:5)

4:You expanded! (Add 4 hex; +.4/pop/cur/turn; roll 1d3)

[Commune]

1. You expanded toward Seattle. (Expansion 4/10)

2. You expanded! (Add 4 hex; +.4/pop/cur/turn; roll 1d3)

3. You upgraded your units. (revise 4 raider bands to 4 Geared Raider Bands [1.5x])(lose 2 heavy arms)

[Research] You finished the research. (Add technology: [Distillation I])

[True Camelot]

1. You nearly have Miami. Resources are starting to become available. (Add resource: Scrap:+.3/turn) (15/20)(-10 currency)

2.Your forces return to the road and highways in pursuit of more territory. (Expansion 5/10)

3. You start to work on a garage but it's not done yet. (Garage: 4/8)

4. [Research] You keep plugging away at ethanol. [Ethanol 6/8]

5. Eccentricity -

You merged: 4 Level 1 Knights [1x] [Mot][Quick]; 2 player name minivans [.5x][Quick]

[[Training/Reorganization I]

Into: [Riders of Camelot][x7][Mot][Quick]

[TARME]

>>You gain the following from expansion: [Steel:3+.2/turn]; Scrap:4:+.4/turn]

1.TARME's auxiliary CPU racks are flooded partially and there's mice in the rest. Fucking mice.

2. The town is slightly paranoid about being talked to by flying robots, but is otherwise amenable to trading. They seem to want to remain independent. (Add technology: [Diplomacy I])

3.The drone feeds you wavelengths and specs, but it just flies over your heard.

4. You continue work on high altitude drones. It's really very complicated and you might want to try later. [High Altitude Drones 6/???]

[Clankers]

1) The generators are online. (add technology: [Power I])(Add resource: Electricity:4+.2/turn)

2) Someone lost the welder and no progress gets done. Sigh.

3) You expand to the west. (Expansion 4/10) (expansions do not apply to your bonus.)

[Research] You continue working on Mechanics. (Mechanics 4/8)

[Brotherhood]

>>Brotherhood: 3 items 84, 48, 75, 19, 61, 29, 12, 40

1-2) You grow larger fangs for your soldiers. (revise technology: Fangs to II)

3) You breed some of the horses. (Revise horses to +.2/turn) (Add technology: Animal Husbandry I)

4) The initial furnace is somewhat substandard and useless. Damn! (-10 currency)

Current Turn

5-7) You begin work on drill, but it doesn't make much progress. (Drill 3/8)

8)You expand to the north. (Expansion 3/10)

[NWO]

1. Advantage: High

2. They are proving surprisingly problematic and aren't complete.

3. It is time that we strike down the scourge to the north! Our anti-espionage units have found CLEAR EVIDENCE that SPIES from the north have invaded our people, and were planning an attack on our nation! It is of absolute importance that we send our armed forces to wipe out this menace!

You deploy the following units to [USA2]:

-1 Suppression Network[4x]

-1 Converted Wastelander Guild[5x][Brave]

-(Whatever my Death Crow units end up being)

[Research] Your research on Statecraft completes. [Revise: Statecraft to II]

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c3d393 No.13901

[Felinid]

1-2. You expand south. It's almost done. (9/10)

3. The arena partially collapses because of a mudslide. Fucking California bullshit.

4. The chads are working hard on this particular pressing topic. (Growth 3/8)

5. You merge the sisters into a large formation. (Merge 4 pride sisters into a 1 Pride Company [5x])

6. Only one sister seems to answer the call. (Add 1 player named unit [1x])

7-8 [Research]. You begin work on better explosives. The patriarchy won't blow itself up. (Explosives research: 9/10)

[MPD]

1) You start developing a formal record keeping system that builds on prior systems. No doubt it will have…wide applications. (Records/Registry 4/8))

2) You institute a crackdown. The end result is more recruits. (Add 3 units [1x])

3) You finish the windmills. (Add Electricity:4+.2/turn)(add technology: [Power I]

[Research] You start working on radios. It makes some progress and is nearly completed – it fixes some errors in the systems following the bombs. (Communications I: 7/8)

[Tribes]

1. The weapon research completes. It provides you with weapons that don't eat ammunition, but are somewhat less effective than conventional weapons. (Add technology: [Calvary Equipment I])

2. The forge moves ahead, but isn't done yet. (Forge 5/6)

3. The expansion halts due to an attack from death-crows to the north. You really hate these things.

[Research] You get a grip on basic botany. This will apply to most medically-interesting plants. (Add technology: [Botany I])

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c3d393 No.13912

File: 1447302621038.jpg (23.14 KB,161x146,161:146,Movement.jpg)

Dice rollRolled 83, 2, 67, 22 = 174 (4d100)

>>13807

https://www.youtube.com/watch?v=O1MnhUvePlY

A low quake accompanied by a harsh screeching noise could be heard for miles as the Anchorage disembarked on its tracks, crushing various obstacles in its way as it mobilized once again, a juggernaut of steel and brick among the frozen ruins, soot bellowing from its many stacks and mingling with the frozen air. On occasion, a mechanical roar produced by the ill-kept machinery would emanate from the engine room, out through the newly constructed resource processing port, the roar of a beast most unnatural.

The Anchorage was now within the continental US.

[Mobile Tsardom of Anchorage]

Population: [9.1] [+.7/turn]

Food: [Low]

Raw Currency: [25] [+5/turn]

Legitimacy: [Stable]

Culture: [2]

Industry: [8]

Unique Buildings: The Winter Palace

Defenses: Anchorage Blasters [Some]

Military Units: 4 Streltsy Squads [1x]; 2 Sputnik-Class Visual Probe Systems [1x][Air]

Resources/Quantity: [Power:2.6+.2/turn][Small Arms:3.3+.1/turn][Ammo:9][Fuel:13.6+.2/turn][Scrap:5][Pre-War Documents:3]

Technology: [Power I][Militias II][Tools III][Mechanical III][Scouting I][Drill I][Industrial I][Hydroponics 4/8][Anchorage Consumption I]

Territory: 1

>Bonuses:

1. Modular: The Anchorage is massive, and can be expanded without much regard to space. You also can re-roll attempts to expand it (once) – this includes defenses.

2. Mobile: You may move the capital at a rate of 4 hexes/turn. This consumes energy, but has no other drawback. [Anchorage Consumption I] Provides resources every time the Anchorage moves or if it is near a resource-friendly area.

>Eccentricities:

1. Hungry: Every expansion or addition to the anchorage seems to require more power - coal or gas, it matters not.

2. Unsettled: Extraction of fixed material resources are difficult for you. Instead of fixed supply, you rely on what you can extract from the ground. Any reliable supply will need to be built on board the anchorage.

>Actions:

1/2. - Great engine hungers for resources! American baby settlement has been discovered by drone: it shall be consumed as reprimandments; Tsar doubts that they even use it anymore. Finally, we make it out of horrid Canadian winter!

3 - With new influx of resource requires additional infrastructure and efficiency of engine-forge. Scrape off the slag, oil machines long unoiled, fix anything able to be of fixing; prepare for digestion of town!

>Research:

4. - Perhaps without ice cold blizzard, research might go smoother. Continue with hydroponics, get 10% of end result as payment! (4/8)

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c3d393 No.13919

Dice rollRolled 100, 64 = 164 (2d100)

Elwayans

1.2.Work on clearing out the ruins. We need to claim them in total to start harvesting their cars and scrap metal

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c3d393 No.13921

Dice rollRolled 82, 73 = 155 (2d100)

>>13919

Makeup turn didn't post in time for the last one. Combine this and last post.

1.2. Continue working on clearing out the ruins of hostile forces and harvesting the cars and scrap metal available.

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c3d393 No.13922

Dice rollRolled 2 (1d3)

>>13899

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c3d393 No.13925

Dice rollRolled 9, 92, 40, 64 = 205 (4d100)

Population: (8) (+1/turn)

Food: (Low)

Raw Currency: (11) (+5/turn)

Legitimacy: (Stable)

Culture: (16)

Industry: (2)

Unique Buildings:

>><<

Country Music Hall of Fame [Council Chambers]

Cathedral of the Gun

Dragoon Riding School

Rough Ridin' Rustler's Trading Co. [Trade Post]

>><<

Defenses: Rhinestone Patrols [Small]

Military Units: 4 Cowboy Dragoons [1x]

Resources/Quantity: [Ammo:5][Small Arms:5][Heavy Weapons:3][Horses:4.6+.2/turn][Pigs:5+.2/turn][Cows:2+.1/turn]

Technology: [Tools II][Cavalry Tactics I][Culture I][Religion I][Animal Husbandry I][Communications I]

1. Conclude expansion. (Expansion 8/10)

2. Build reciprocal trade route to New Camelot in Florida

3. [-4 Currency] Host a Battle of the Bands in Nashville, inviting musicians and folks of all styles and stripes–ska, blues, metal, rap, rock & roll, punk, and of course the old staple Country. All are welcome and Currency prizes will be used to incentivize participation.

4. Continue working on Religion II

([Religion]: 4/8)

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c3d393 No.13926

[[full stats]] >>13925

Name: Rhinestone Cowboys

Race: Redneck, faux-Rednecks with money

pretending to be Rednecks.

Color: Platinum [map symbol preferably Tennessee State Flag tri-star]

Fluff: >>13565 (You) (You) (You)

Government Type: Council of 7 [democratically elected]

Economy Type: Frontier Capitalism

Religion: the Cult of the Gun

Food: (Low)

Raw Currency: (11) (+5/turn)

Legitimacy: (Stable)

Culture: (16)

Industry: (2)

Unique Buildings:

>><<

Country Music Hall of Fame [Council Chambers]

Cathedral of the Gun

Dragoon Riding School

Rough Ridin' Rustler's Trading Co. [Trade Post]

>><<

Defenses: Rhinestone Patrols [Small]

Military Units: 4 Cowboy Dragoons [1x]

Resources/Quantity: [Ammo:5][Small Arms:5][Heavy Weapons:3][Horses:4.6+.2/turn][Pigs:5+.2/turn][Cows:2+.1/turn]

Technology: [Tools II][Cavalry Tactics I][Culture I][Religion I][Animal Husbandry I][Communications I]

Trade Routes: [none initially]

Territory: 4

Bonuses:

1. Rough Riders: You get a +1 combat bonus to all units on a horse. YEEHAW!

2. Rawhide: You may reroll all actions that involve the movement of animals (once per action)! This includes things like cattle raising, cattle rustling, cattle stampeding, and other things (like fighting wildlife!). Use your head!

3.Weird But Fun: You get an additional half point of culture every time you gain a point. (Remember, you can spend culture to do things!)

Eccentricities:

1. Everyone Is Possibly Gay: While being gay is okay, it has a slight toll on population. Population growth from expansion is halved

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c3d393 No.13927

>>13912

>>Catchups/amendments/corrections

[Tsardom]

>>The Anchorage Moved and devoured a town. You gained the following resources: [Scrap:12;Cars:4;Electronics:6;Ammo:4;Fuel:10;Glass:5]

1.2. The deployment the anchorage consumption system is deemed a massive success. You could probably try for another round on the town. (revise Anchorage Consumption to II)

3. You begin working on modifications that will increase the fuel-efficiency of most drive systems. (Efficiency: 6/8)

4. You continue your work on Hydroponics. (7/8)

>>13919

[Elwayans]

1.2. You work on attempting to clear the ruins. It's the ruins of Pierre, and it doesn't take much effort. [Add town: Pierre, South Dakota] (Add resources: Cars:2:+.2/turn; Fuel:4:+.2/turn)

1.2. With Pierre captured, your forces begin to control more of Dakota: +4 hex; +.4/pop/cur/turn; roll 1d3

[Clankers]

>>Revise your expansion: +4 hex; +.4/pop/cur/turn; roll 1d3

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c3d393 No.13928

Dice rollRolled 34, 32, 93, 30 = 189 (4d100)

>>13899

Name: The Cult Of Cocaine

Race: Human

Color: Grey

Fluff: They saw it all. The bombs, the rioting, the recession. The southern states had become a hotbed of butchery and crackdowns and police brutality. The northern states were a cold, winterwashed wreck. And still, they survived. The White Prophets generously doled out weapons, food and pain-killing, euphoric white powder, that they called Cocaine, named after their great leader. Under the Prophets' guiding hand, the people grew strong. They grew smart. They pried open the factory husks and drug out the vehicles of the past through ropes and chains. They rediscovered how to make them work, how to keep them working. They built a new life forthemselves.

Now, years later, the Cult of Cocaine rises from the cinders, pure as the pre-war snow, ready to spread their gospel to the world.

Government Type: Theocracy. The Cult is ruled by Commandant Cocaine, which is both the highest title and the person that holds the title. The current Commandant has ruled for fifteen years, having survived the Trials Of The Thirteen, and he rigorously applies the divine rules of the Cocaine Scripture to his people. Powderpriests hand-craft more batches of powder and ensure that it is doled out only on Sundays and religious holidays. The common people work to produce more reagents for the powder and to grow food. The military maintains the vehicle fleet and raids outlying settlements for converts and supplies.

Economy Type: Traditional. Only the necessities for living, the reagents for Powder, and the tools for vehicle maintenance are produced. There is no surplus.

Religion [if any]: The Cult. Adherents are dedicated to a life of production, work and constant movement, amplified by careful, disciplined imbibement of the White Powder on Sundays and various religious holidays (Cookday, the 20th of April; Heatday, the 4th of July; Skullday, the 13th of October; and All Powder's Eve, the 21st of December). Momentous events are also causes for taking the powder. Military personnel and clergymembers have much easier access to the stuff, but only the most disciplined and cunning can join the clergy and only the physically capable can join the military.

Population: [13.6] [+1.4/turn]

Food: [Average]

Raw Currency: [17] [+2/Turn]

Legitimacy: [Very Stable]

Culture: [8]

Industry: [4]

Unique Buildings: [Commandant's White Temple], [Cult Trade Depot]

Defenses: Cult Patrols [Small]

Military Units: 1 White Rider Motorcycle Company [3x][Mot][Quick], 2 Transport Busses [Tra] [x1], 1 White Terror Monster Truck [x2]

Espionage Units: [Enrique] [x1] [Spy]

Resources/Quantity: [Fuel:11.2, -.2/Turn (Generator) +.4/turn (Trade)];[Ammo:7][Small Arms:4] [Cocaine:17] [Spraypaint: 5.2, +.2/turn], [Heavy Weapons: 1] [Ruined Motorcycles: 2.6, +.2/turn], [Electricity: 4.4+ .2/turn]

Technology: [Tools II][Militias I][Mechanics III][Pharmacology III] [Raiding/Scavenging I] [Vehicles II], [Religion II], [Combat Stims I] [Power: II], [Chemical Weapons I]

Trade Routes: [Iron Detroit, Small: -2 currency/turn, +.4/Fuel/turn; +1 Scrap/turn] [Rhinestone, Large: +2 Currency/turn, +3 Culture]

Territory: [8]

Bonuses:

1. We Keith Richards Now: So long as your cocaine supply is good (4+) you get +15 to a single action of your choosing. Other drugs aren't as much fun and if you use those the bonus is just +5.

2. Religious: You are, broadly speaking, religious. Legitimacy is more resilient to shocks and adjustments downward.

Eccentricities:

1. Weird Cult: You don't react to other religious groups very well. Roll a d100 when encountering other religious groups. You also don't make money very easily. I DO COCAINE.

1. Hook up the generator to the Arms Factory.

2. Recruit hearty and hale men for the military. +15 Cocaine Bonus. [Militias I]

3. Begin training the Cult Patrols into Powder Guard, so that they can better defend against early threats to our livelihood and lands. (Improve Cult Patrols)

RESEARCH: Continue Chemical Weapons Research.

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c3d393 No.13931

Dice rollRolled 50, 84, 18, 63 = 215 (4d100)

>>13900

Name: The Clanker Alliance

Race: Human

Color: Bronze

Fluff: No one expected such a important piece of infrastructure to not get bombed. A mech factory, primarily for the rich and famous, began producing military mechs late in the war. Abandoned by all but a few men and women, the 3D printers and fabricators were placed in hibernation as the power supply was cut off. The few finished mechs waiting for shipment were put to work defending the factory.

The love of dieselpunk(despite the mechs running on micronuclear generators) prevalent within the survivors also wasn't expected. Over time, and as parts were replaced, the suits took on a new style. Black and chrome, shined to a finished not often seen in the wasteland, dominate the community.

Government Type: Republic

Economy Type: Communistic

Religion: none

Population: [10] [+1/turn]

“Food”: [Stable]

Raw Currency: [20] [+5/turn]

Legitimacy: [Very Good]

Culture: [1]

Industry: [5]

Unique Buildings: [Steelbody Industrial Center]

Defenses: Mech Emplacements(small)

Military Units: 2[2x Juggernaut Battalions]

Resources/Quantity: [Fuel:6];[Ammo:5.6+.3/turn][Small Arms:2][Scrap:3][Electricity 4+.2/turn

Technology: [Tools III][Infantry Warfare I][Industry II][Mechs I][Farming |][Hybrid Mechs |][3D Manufacturing |][Power |]

Trade Routes: [none initially]

Territory: [4]

Bonuses:

1. Military-Industrial Complex: You can reroll constructions that deal with increasing the overall industrial base of the nation once if the roll is below 50.

2.Starship Troopers: You gain a +1 to combat rolls made with "mech" units.

Eccentricities:

1. Complicated: Mechs, while very effective, are somewhat convoluted. They must be made in specialized ways and cannot be produced during mobilizations.

>Actions

1) Finish those hybrid mechs. Some people are getting frustrated about not getting to ride them around and hit stuff with baseball bats.

2) Explore the ruins, in search of both scrap and potential loot.

3) With the sudden increase in electricity, we should be able to restart the assembly line. Time to build more mechs!

>Research

Continue the research for power armor, it's getting close, I swear it!

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c3d393 No.13932

>>Nation Event - Francis:

Saboteurs have struck your motorpool and destroyed many vehicles and your existing gasoline stocks. It will be very difficult to move your vehicles and several of them have been damaged.

Revise: 1 Mixed Mechanized Company [10x][Mech] to [Damaged; Immobile][9x]; [Lose 5 fuel].

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c3d393 No.13933

Dice rollRolled 76, 54, 46, 90 = 266 (4d100)

>>13899

d3 was me

>>13922

Name: Deliverance

Race: Mutants (large, deformed, lumpy, with thick hides and thicker skulls.)

Color: Green

Fluff: Paw came and founds us after the big noise and flashes in da sky. He taught us to speak and hunt and kill. He taught us about Kristeeanitee and God and how he was sent by God to lead us losts lambz. He says we's strong and toughs buts dumber dan a sak o briks. So he tell us wats to dos with da help o da brothers, who are smart boyz like hims.

Paw and da brothers get ta best weaponz and da wimmunz. Says dum-dums shouldn'ts make babyz with da pretty ladyz. Dey also gets guns and armors. Being a brother must be nice. We don't c paw often, he usually stays in a big house with lots of creet and metal. But paw shouts really good, we kans hears him from dayz away, and if's we kant's da bruthers kan!

Government Type: What Paw says goes!

Economy Type: Duh, wut? Oh we grab wut we needs and eberyone does what paw says.

Religion [if any]: Kristeeanitee

Population: [17.8] [+1.8/turn]

Food: [Low]

Raw Currency: [37.2][+8.2/turn]

Legitimacy: [More Stable]

Culture: [3]

Industry: [4]

Unique Buildings: [Paw's House][Road Network [Small])(+2 currency/turn)][(Church o God and Babee Jezus] [Still 7/8]

Defenses: Da Posses [Some]

Military Units:1 Gun Totin' Boyz Cumpanee [4x] 1 Brutha Kohort 4x4 [1x][Quick]; 1 Bomma Boyz Platoon [x2][Sap]

Resources/Quantity: [Fuel:5.4 +.2 a turn]];[Ammo:9][Small Arms:4][Scrapyard .4 scrap a turn][Scrap 2.2][4x4s:3][Ruined Trucks: 2.6:+.2/turn;][Electricity:4.6+.2/turn]

Technology: [Tools II][Militias III][Mechanics I]][Explosives II][Construction I][Religion I] [Scavenging I][Refining I][Motorpools I][Vehicles I]

Trade Routes: [none initially]

Territory: [16]

Bonuses: [generated by GM]

1. The Duke Boys: Most of your units gain a +1 to dice rolls during combat with motorized or mechanized – but not tanks. They're just not personal enough, frankly.

2. NRA#1: Your supply of ammunition goes up by 1 every turn. Boy howdy.

3. Sort of Tough: You units are generally tough. They can pretty much ignore lethal amounts of radiation, some diseases, some toxins, and other things.

Eccentricities:

1. Skoolin? Naw!: You do not develop technology of a proper sort very well – everything you build is kludgey or jankey. On the bright side, you've got a brutal cunning that seems to balance this out. Whew!

2. I Thought This Was America: You do not handle diplomacy with people that are not generally not “Americans” very well (IE: Canadians, Mutants, Mexicans, etc). [You are compelled to behave rudely in such situations]

1. "PAw sez we needs moar food"

"How?"

"Build a farm, ya idjit"

"oh yeh"

2. "Is dat still dun yet"

"Almost"

"wel hurries up, weze wanna drink!"

(7/8)

3. "Aight we got lotsa 4x4 and ruined truks time to train sum boyz on da vehikles. Boy can takes da 4x4 as is, and da mechaniks can fix up da truks and train da boyz to use em. Paw sed use fifteen shiniez to help make sure we got ebereeting we need."

+4 industry

+Vehicles

+Motorpool

+Tools

+Mechanic

+Misc supplies

+15 currency

4. "Alright my sons it's tiem to train in urban warfare."

"Wut's dat?"

"Training in city fighting my sons, so you can purge those horrid zombies for god, jesus and the American way!"

"Woo Murrica!"

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c3d393 No.13934

Dice rollRolled 11, 90, 38, 56 = 195 (4d100)

>>13900

Name: The Clanker Alliance

Race: Human

Color: Bronze

Fluff: No one expected such a important piece of infrastructure to not get bombed. A mech factory, primarily for the rich and famous, began producing military mechs late in the war. Abandoned by all but a few men and women, the 3D printers and fabricators were placed in hibernation as the power supply was cut off. The few finished mechs waiting for shipment were put to work defending the factory.

The love of dieselpunk(despite the mechs running on micronuclear generators) prevalent within the survivors also wasn't expected. Over time, and as parts were replaced, the suits took on a new style. Black and chrome, shined to a finished not often seen in the wasteland, dominate the community.

Government Type: Republic

Economy Type: Communistic

Religion: none

Population: [10] [+1.4/turn]

“Food”: [Stable]

Raw Currency: [20] [+5.4/turn]

Legitimacy: [Very Good]

Culture: [1]

Industry: [5]

Unique Buildings: [Steelbody Industrial Center]

Defenses: Mech Emplacements(small)

Military Units: 2[2x Juggernaut Battalions]

Resources/Quantity: [Fuel:6];[Ammo:5.6+.3/turn][Small Arms:2][Scrap:3][Electricity 4+.2/turn

Technology: [Tools III][Infantry Warfare I][Industry II][Mechs I][Farming |][Hybrid Mechs |][3D Manufacturing |][Power |]

Trade Routes: [none initially]

Territory: [8]

Bonuses:

1. Military-Industrial Complex: You can reroll constructions that deal with increasing the overall industrial base of the nation once if the roll is below 50.

2.Starship Troopers: You gain a +1 to combat rolls made with "mech" units.

Eccentricities:

1. Complicated: Mechs, while very effective, are somewhat convoluted. They must be made in specialized ways and cannot be produced during mobilizations.

>Actions

1) Finish those hybrid mechs. Some people are getting frustrated about not getting to ride them around and hit stuff with baseball bats.

2) Explore the ruins, in search of both scrap and potential loot.

3) With the sudden increase in electricity, we should be able to restart the assembly line. Time to build more mechs!

>Research

Continue the research for power armor, it's getting close, I swear it!

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c3d393 No.13935

Dice rollRolled 1 (1d3)

>>13934

Now for the 1d3

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c3d393 No.13936

Dice rollRolled 2 (1d3)

>>13927

Expansion roll

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c3d393 No.13941

>>13933

>>banjo-wielding messengers arrive, playing the blues and spinning tales of horsemanship and gun mastery

>they tell of the Rhinestone Cowboys and their Council of 7 who rule justly and fairly from the Country Music Hall of Fame, entreating da Boyz to send an emissary before leaving on their wandering way *(assuming they are unmolested)

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c3d393 No.13942

[NWO] to [USA2]

-1 Suppression Network[4x]

-1 Converted Wastelander Guild[5x][Brave]

—–

The military force waited at the extraction point for the spies for an extended period of time. The lurker squadron was supposed to be highly trained and able to wipe out and disrupt government. Was it… they had been captured? Unlikely, as stated they were highly trained. Perhaps they had deserted and abandoned the shining light that was the New World Order. Several upper class figures argued in a military tent as to what to do, preparing their actions to mitigate any potential damage done. A small party from the wastelander guild as well as members of the suppression network were to go first, followed by the full military once the message of peace was established. It was key to let these people know that deserters were about causing destruction.

Upon moving in to the city, it became apparent that damage HAD been done to the city, but that still did not excuse the lurker squad's tardiness from the meeting. Perhaps they had simply gone rogue as a faction of their own, dealing damage where possible. Regardless, they were clearly TRAITORS, scum to the New World Order. A short

A military troop with a diplomat in tow, was found approached by the small party and trying to figure out their intent. Abraham Washington the Third, an upperclassman, steps forward to speak, giving a speech roughly prepared during the meeting in the war tent, "Hello sirs, I am Abraham Washington the Third, here on behalf of the New World Order on orders from our capital. I am to inform you of recent… up-rises that have occurred within our military. Some highly trained individuals were recently discovered to have… separated themselves from us and we have readied a war band to identify and execute such individuals before they can do any major harm. Additionally, and harm inflicted by their actions will be repaired by the New World Order as a sign of good intent."

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c3d393 No.13946

>>13942

The Diplomat, one Representative Jenkins, welcomes the upperclassman.

"While we appreciate the warning, this… Rogue Faction has inflicted the aforementioned 'major harm'. They were apprehended in the act."

"The trial will be held soon, and there's no doubt of their guilt. And as to your concerns about execution… well, Terrorism does allow for the death penalty. They won't be able to cause any more harm."

"Any supplies you can, well, supply for reconstruction would be welcomed… though we'll likely use our own labor force for the actual repairs. Local jobs and all that."

>Later, while the Upperclassman is talking to other officials just out of earshot

"…New World Order. Bit on the nose…ah well. I'm sure it's nothing."

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c3d393 No.13948

>[Clankers]

A few cowboys ride up, doffing their caps and offering to sing you songs for their supper.

Their tunes detail and glorify a new society rising from the ashes in Tennessee, the Rhinestone Cowboys. Democratic good old boys, the Council of 7 wants it to be known they're open to trade and non-aggression agreements with all neighbours of good will.

The riders encourage you to send an emissary towards Nashville before they leave.

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c3d393 No.13949

>>13946

Abraham Washington's face remains unmoved through the news. "I'm sorry to hear about the damages to your nation, and I would like to reaffirm you that we would be more than willing to provide supplies to you in light of these events. Some stone for building construction will be sent as soon as the immediate business of The Order is completed. I'm sure that through your series of systems you understand how it is to bring new business to the table. Once again, your capture of the rebels has done us a great favor and we promise to repay you for this with building supplies."

Abraham gives a seemingly genuine grin as he attempts to shake the hand of Jenkins. "Once again, thank you for your time."

[Exit]

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c3d393 No.13950

Dice rollRolled 38, 4, 58, 84, 53, 75, 41, 41 = 394 (8d100)

>>13901

[Wasteland News Network]

Population: [8] [+1/turn]

Food: [Stable]

Raw Currency: [20] [+5/turn]

Legitimacy: [Stable]

Culture: [9]

Industry: [1]

Unique Buildings: [Wasteland News Network Office]

[Wasteland News Radio Antenna][Massive]

Defenses: Facility Walls [Small]

Military Units: 2 WNN Security Unit[1x]; 2 WNN News vans [1x][Mot]

Resources/Quantity: [Power:2.2+.2/turn][Small Arms:3][Ammo:3][Fuel:1.1+.1/turn] [Radio Equipment: 5]

Technology:[Militias I][Communications III][Diplomacy I][Power I][Computers I] [Scavenging I][Reporting I]

Trade Routes: [none initially]

Territory: 4

Bonuses:

1. Live from the Wasteland: You may reroll technological research pertaining to computers, communications or technology if the roll is below 50. You also get +10 to such rolls.

2. Amiable: Generally, people like you and should treat you reasonably (so long as they aren't monstrous or something).

1. Hello again, Children, this is K-9 Awooo! and you're listening to the WNN, bringing you the news of the wastes. So, rumor's been floating down from up north that a there's a moving city roaming around the canadian boarder, I don't know about you, but I'm thinking that these supposed "Moving city" sightings are the result of too much time spent in the green goo, if you catch my drift. Anyways, if anyone has anymore information or Confirmed sightings, go ahead and send ol' K-9 a letter or, hell, come on down yourself if you want I don't mind. Until next time, this is K-9 with the Wasteland News Network.

2.3. Continue work on the guard towers 3/8

4.5.6. Continue work on communications 6/12

Research

7.8. Get more reporting tech

(sorry about shitty fluff for these turns trying to pump out the turn before next update)

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c3d393 No.13951

File: 1447311527020.png (34.67 KB,300x250,6:5,crying_moose.png)

Dice rollRolled 52, 47, 17, 86 = 202 (4d100)

[Fort Francis]

>Lore, eh? >>12984 (You)

Population: [14.7] [+1.6/turn]

Food: [Above Average]

Raw Currency: [4] [+4/turn]

Legitimacy: [Stable]

Culture: [10]

Industry: [4]

>Fort Francis (Town): [Fort Frances Museum] [Tim Horton's]

>Montpelier (Town): Nothing special, eh.

Defenses: Mountie Patrols [Small]

Military Units: 1 Mountie Company [3x][Cav]; 2 Canadian Miltia Squads [x1]; 1 Mixed Mechanized Company [10-1x][Mech](Damaged)

Resources/Quantity: [Fuel:0];[Ammo:5.2][+.2/turn][Small Arms:1][Mooses:2.8, Consolidate][+.2/turn][Electricity: 4][+.2/turn]

Technology: [Tools III][Militias II][Diplomacy II][Farming I][Animal Management II][Cavalry I][Unconventional Power I][Pacification I][Construction II][Bureaucracy I][Culture II][Civil Defense I][Reorganization/Upgrades I]

Trade Routes: [none initially]

Territory: [5]

>Bonuses, What Aboot Them?:

1. Canadian Exceptionalism: The legend of the Canadian people lives on with both a disproportionate amount of talent – people like Jim Carrey, William Shatner, and others have all been Canadian. Add +5 to all rolls; this does not absolve you of critical failures (a roll of 1).

2. The Canadian Hordes: You are able to recruit vast numbers of the Canadian underclass as they flee south from a worsening climate. Effectively, you may re-roll unit creation if you roll below 50 (once).

>Eccentricities, aside from the obvious eh?:

1. Trailer Park Boys Is Normative: Canadian society has degenerated slightly. Roll a 1d100 every third turn to figure out how bad it's gotten. Trust me, it's gotten bad.

>Actions:

1.) Terrorists are af-oo-t! Tighten security by training up more mounties in order to bolster the force!

2.) Send the mounties back out to the US territory in order to figure out what in the heck is going on, eh? It appears the same terror-orists that ruined them are out to get us too! We need to tell em' what happened!

-Dispatch 1 Mountie Company [3x] to US Capital

3.) Hook up the mechanized units to moose in order to cart them around while we go looking for fuel: an imperfect solution eh, but the best we've got at the moment!

4.) Funny how we let our best asset just get stuck in the ice, both figuratively and literally speaking. We need to train /guard moose/ in order to sniff out any funny individuals to make sure such a thing doesn't happen again; I mean, someone could get hurt if we don't! (Research counter-espionage.)

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c3d393 No.13952

File: 1447311862454.jpg (22.91 KB,296x300,74:75,sadcanada.jpg)

>>13951

Spend what little currency we have left to bump that 17+5 up a bit, eh. Whew, exhausted…

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c3d393 No.13956

Dice rollRolled 16, 7, 75, 8 = 106 (4d100)

[Nihtoko][New World Order]

http://pastebin.com/CLPpZCFN

Population: [18.7] [+1.4/turn]

Food: [Stable]

Raw Currency: [42] [+5.4/turn]

Legitimacy: [Good]

Culture: [3]

Industry: [3]

Unique Buildings: [New World Order Headquarters]

Defenses: Guard Towers [Some]

Military Units: 1 Suppression Network[4x];2 Thought Police Squads[1x][GMEN];1 Converted Wastelander Guild[5x][Brave];2 Lurker Squadron[1x][Infiltrate]

Resources/Quantity: [Fuel:5];[Ammo:3][Small Arms:2][Scrap:3.6; +.2/turn][Stone:1.3; +.2/turn][Ruined Cars:4.6; +.2/turn][Ruined Tanks:2]

Technology: [Tools III][Militias I][Demagogue II][Diplomacy I][Thought Police I][Mining I][Reorg/Consolidation I][Espionage I][Statecraft II][Animal Training II][Terrorism I][Scavenging I]

Trade Routes: [none initially]

Territory: [8]

Bonuses:

1. Conspiracist: Generally, you have an easier time rooting out spies. Every attempt to conduct spy operations in your nation suffers a -2 penalty. You also have an easier time using spies and gain a +2 bonus on the offense.

2. Demagogue: You will occasionally get units as you expand your nation. The units are often motley in nature.

Eccentricities:

1. The Ikean Conspiracy: There exist several human groups outside the nation that insist Nihtoko are actually [REDACTED]. Truly this will cause problems for us one day.

—–

In Progress:

-Hydo Power (5/10)

-Crow Training (1/2)

-

—–

1. [OPERATION MAPLE LEAF]

2. Blasted crows are being difficult with training. Of course we have time. With the others at bay dealing with terrorists, we are safe to make such pursuits. (1/2)

3. The troops that stopped at USA2 now move towards Fort Francis. Another lurker squadron had made an appearance there and it was important that we head to knock them down if they were crippled. Hopefully THIS force would not be traitorous as the last. It just so happened, that a troop was heading to USA2 as they moved to Fort Francis. This unit would be squashed as it crossed their path.

Intercept: 1 Mountie Compant [3x] and move to Fort Francis.

-1 Suppression Network[4x]

-1 Converted Wastelander Guild[5x][Brave]

[Research]: [Espionage II]

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c3d393 No.13957

>>13956

1. What's that? Someone's being loose lipped about our plans? I think someone might be close to catching us. Let's just pay some people to look the other way. Our pockets are deep. [Pay 40 Currency to shut up the loose lipped talkers.]

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c3d393 No.13960

Dice rollRolled 16, 5, 96, 99 = 216 (4d100)

1. You mutate the Fungal Towers to be slightly mobile. Not so they can walk about, but so they can use tendrils of tangled fungus, rock and flesh like limbs and throw boulders or other things at incoming enemies.

2. There is no reason for the infected to roam above the surface, begin digging a series of networked tunnels throughout our territory, connecting important bits like nods and fungal towers so your swarm can move around without notice.

3. Expansion. Your spores drift on the wind and more and more creatures fall under your sway.

4. RESEARCH. You have learned to incorporate fuel and other substances into a weapon of surprising effectiveness. Now you need to make your creatures tougher. Incorporating materials into the hide and bones of your hosts should do wonders. As long as you strengthen the muscle to withstand the added weight. For now it will have to be stone laced hide and chitin but who knows what other materials you will find in the future.

http://pastebin.com/Fyjjg3Sa

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c3d393 No.13962

Dice rollRolled 2 (1d3)

>>13960

given I'm pretty sure 96 completes the expansion I'll roll the 1d3 here.

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c3d393 No.13963

File: 1447326012177.jpg (94.86 KB,825x462,25:14,Mill.jpg)

Dice rollRolled 28, 62, 98, 64 = 252 (4d100)

>>13927

https://www.youtube.com/watch?v=E8ochjCEHwM

The Tsar feasted with joy in the White Palace's grand dining hall (one of the few places of the city not covered in filth, flux, soot, or dirt) as the new influx of resources started coming in from his brilliant plan; the jaws were processing almost unfathomable amounts of material riches as they disassembled the town of… of a name that the Tsar neither knew nor care, for soon there would be nothing but bare earth by the end of it anyway. he wiped some grease off of his beard and sipped a glass of pre-war wine as things were starting to look positive for the first week in a long time.

But as for the men who resided within the lower living quarters with little chance of making it out, different opinions stirred. Those that had not gone deaf had to constantly cover their ears as they paced from building to soundproofed building, and what soundproofing was had was often degraded from lack of maintenance. With no portals to the sky, a combination of exposed wires, glowing hot objects of metal from where the heating systems failed, and broken light fixtures whose bulbs have long rusted in place provided lighting, all while the scent of ash and chemicals remained a constant presence in the air; the latter also forming a cloud-line of sort upon the elevated ceiling. The ground was miles and miles of a crisscross of grating, matte steel floors covered in rust, and the unique stalagmite formations that were the result of molten metal dripping downward and cooling, with "roads" consisting of elevated catwalks connecting all the important buildings together.

To them, every day was the same as they had to constantly deal with the dangers of their own home, but on the bright, the Tsar rarely sent anyone down to these parts and as such this cauldron of sweat and steam was their sanctuary from his rule. The Sourdoughs met within one of the few wooden buildings of the whole city, an archaic restaurant known as the "Ar-Roa-Run" from what remained of its sign, one of the buildings saved from the time that Anchorage stood still. From here they discussed current events: the entrance into America, and the destruction of the American ruins taking place. Gruff men in beards and plaid debated over their ultimate course of action over sandwiches and beer (of ingredients smuggled from the upper tiers, of course), coming up with inconclusive answers as they decided upon waiting further. Many of them gave up on the hope of there still being a United States, but none dared to admit it in front of their peers, lest they all go into despair.

And so instead, they exchanged small talk, joked about their dangerous line of work, and bid farewell as they returned back to their families, making sure to insert their earplugs as they made their way out.

[Mobile Tsardom of Anchorage]

Population: [9.8] [+.7/turn]

Food: [Low]

Raw Currency: [30] [+5/turn]

Legitimacy: [Stable]

Culture: [2]

Industry: [8]

Unique Buildings: The Winter Palace

Defenses: Anchorage Blasters [Some]

Military Units: 4 Streltsy Squads [1x]; 2 Sputnik-Class Visual Probe Systems [1x][Air]

Resources/Quantity: [Power:2.8+.2/turn][Small Arms:3.4+.1/turn][Ammo:13][Fuel:23.8+.2/turn][Scrap:17][Pre-War Documents:3][Electronics:6][Glass:5][Cars:4]

Technology: [Power I][Militias II][Tools III][Mechanical III][Scouting I][Drill I][Industrial I][Hydroponics 7/8][Anchorage Consumption II]

Territory: 1

>Bonuses:

1. Modular: The Anchorage is massive, and can be expanded without much regard to space. You also can re-roll attempts to expand it (once) – this includes defenses.

2. Mobile: You may move the capital at a rate of 4 hexes/turn. This consumes energy, but has no other drawback. [Anchorage Consumption II] Provides resources every time the Anchorage moves or if it is near a resource-friendly area.

>Eccentricities:

1. Hungry: Every expansion or addition to the anchorage seems to require more power - coal or gas, it matters not.

2. Unsettled: Extraction of fixed material resources are difficult for you. Instead of fixed supply, you rely on what you can extract from the ground. Any reliable supply will need to be built on board the anchorage.

>Actions:

1/2. - Continue gorging on the remains of American settlement: not single brick left behind. Once resource gathering complete, is payed day off for everyone tomorrow, on Tsar, for good men have done hard work (even delirious Sourdough)!

3 - As settlement is eaten, is equally important that internal sector is maintained like teeth brushed after eating sweet blintchick. I trust workers are maintaining it, yes? (6/8)

>Research:

4. - The town has yielded glass panels to be sufficient in completion of greenhousing and other uses: hopefully shortage is of no more. In addition, Tsar demands first pick of freshly grown produce! (7/8)

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c3d393 No.13964

Dice rollRolled 65, 87, 35, 45 = 232 (4d100)

>>13899

Acceptable.

1. CONTINUE WORK ON THE RIG. The War Rig will be worth any set backs at the moment. Spend 5 currency to help ease any parts trouble, and allow more normal looking mechanics go trading if needed (The Rig/????)

+10 [Mechanically Gifted]

2. Continue trying to expand. At worst we pause taking Denver until we have enough ammo to finish it out. (Denver: 4/20)

3. Continue work on the Bullet Farm. Spend 10 currency to allow the boys to trade for tools as needed, if they can't make it. {Bullet Farm 3/12)

Research: Have the Priests Mechanic look into more sophisiticated ways of getting fuel from our one oil rig. [Research Refining]

Name: Bellomos

Race: Human Tribals

Color: Black or Dark Grey

Fluff: Some humans of course survived, obviously. Not all of them made it to shelters, but at least got far enough away that the effects of the bombs were highly reduced. This sadly came with the downside of having to survive all the other after effects. They soon turned to raiding and pillaging the dead cities, staying as safe as they could, moving quickly and not stopping until they got back to their base.

They soon came to have a semi-deific worship of vehicles, as those are what kept them alive during the Harsh Times. They live in caves, scavenging and raiding for what they need, working to shore up the just starting farms at home. A sizable populous of the Warboys are rather crazy, (one could say Kami-crazy) fight addicted bezerkers, obsessed with 'dying historic' and making it to their version of Vahalla.

Government Type: Dictatorship/Empire, run by the Immortan, a man said to have seen the bombs originally fall.

Economy Type: Traditional, focused on car parts

Religion [if any]: Death in Battle, Vahalla, corrupted Norse myths.

Population: [20.1] [+2.2/turn]

Food: [Low]

Raw Currency: [33.6] [+5.6/turn]

Legitimacy: [Average]

Culture: [7]

Industry: [3]

Food: [Good]

Unique Buildings: [Immortan's Tower]; [Black Thumb Garage]

Defenses: Bellomean Foot Patrols [Small]

Military Units: 3 Quad Raiders [4x4 mounted infantry] [1.5x]; 2 Hit'n'Runners [buggies] [.5x]

Resources/Quantity: [Ammo:2];[Small Arms:3];[Broken Vehicles:3];[Fuel:7.4][+.5/turn];[Volkswagons:2];[Electricity:4][+.2/turn][-.1/turn fuel];[Ruined Vehicles:2.8][+.2/turn];[LAV:2];[Scrap:2][+.5/turn];[Water:8][+1/turn];[RVs:4.3][+.3/turn]

Technology:[Tools II][Militias II][Mechanics III][Vehicles II][Industry I][Power I][Refining I][Raiding I][Hydrology I][Religion I][Scavenging I][Hydroponics I]

Trade Routes: [none initially]

Territory: 16

Bonuses:

1. Mechanically Gifted: You have an easier time making, fixing, or upgrading vehicles. You get a +10 to a single roll per turn to such actions. You might also get bonus units on high rolls.

2. Postmodern Blight: Every time you expand, you gain an additional 2 hexes (total of 6 hexes per successful expansion). This does not impact resource allocation dice. Expansion is also slightly easier for you generally.

Eccentricity:

1. Oppressive: Occupations are generally complicated for you. Roll 1d100 per turn of occupation to figure out how badly the administration is handling things. MEDIOCRE!

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c3d393 No.13972

Dice rollRolled 17, 91, 94, 56 = 258 (4d100)

.

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c3d393 No.13981

Dice rollRolled 10, 33, 88, 52 = 183 (4d100)

>>13900

[DMWannabe][The Commune]

Race: Humans

Color: White with Green Stripe

Fluff: "So like, the ancient folk were like uptight. Had one of 'em giant redwoods up their arses over shit that didn't matter. But hey, whatever right? Until they started harshing our buzz to keep theirs goin', and that wasn't cool, so we started resisting, y'know? And that's when the world ended, but we survived. The old folk had experimented on plants and animals to do fighting, but our old kin, they mellowed the harsh so we're cool with each other. We learned a lesson, though, that it aint cool to be messed with - so if anyone messes with us or tries to get their buzz on by harshing on ours, we teach 'em a lesson, man!"

Government Type: Constitutional Direct/Representative Democracy

Economy Type: Communistic. Everything that's not personal is community property, man, and it aint cool to abuse it.

Religion: Neohippy Eco-Nuts

Heroes [AKA fluff leaders]

Expanders/Settlers: The Twins [Jack and Jill]

Scout: Ol' Johnny

Industry/Infrastructure: Harv

Military/Salvage: Betty White

Agriculturalist: Mister Borlaug

Car and Mechanics: Driver

Population: [17.2] [+2.3/turn]

Food: [Burgeoning]

Raw Currency: [16.2] [+2.2/turn]

Legitimacy: [Very Good]

Culture: [6]

Industry: [5]

Unique Buildings: The Hangout, [Dam; Slightly Damaged, +.4 Electricity/turn]

Defenses: Booby Traps [Some]

Military Units: 4 Geared Raider Bands [1.5x], 2x Ecomobiles [1x]

Resources/Quantity: [Fuel:4];[Weed:4.5+.5/turn][Ammo:4.4+.2/turn][Heavy Arms:1][Small Arms:2][Scrap:3.8,+.2/turn][Electronics:3][Solar Drones 4.4+.2/turn][Electricity:5.8,+.4/turn][Prius:2][Ruined Cars:3.4+.2/turn]

Technology: [Tools II] [Militia I] [Survival I] [Terrorism I] [Greenbuilding I] [Culture I][Farming IV][Mechanics I][Infantry Tactics I][Distillation I]

Trade Routes: [none initially]

Territory: [16]

Bonuses:

1. Mandatory Emission Reductions: You gain a combat advantage against units utilizing vehicles the generate carbon emissions (+1 to combat rolls).

2. Cascadian Kulturkampf: Your territory is exceedingly difficult to occupy short of extermination.

Eccentricities:

1. Deep Green Resistance: You can't use vehicles that emit carbon emissions. You're going to need to think in a holistic manner about your impact on mother Earth. This also includes recycling and a general understanding about the impact human beings have on the environment. Did you know that Americans waste 40% of their food? Also…

—–

In Progress:

- Seattle Expansion [4/10]

-

-

—–

1. Construct Garage with Driver Supervising [0/?]

2. Improve Tools Tech

3. Expand to Seattle with Jack and Jill, Betty White on escort [2 Geared Raider Bands, 2 ecomobiles][4/10]

[Research]: Electricity Generation wtih Harv

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c3d393 No.13984

>>13964

Testing if Mediocre or not. Stupid 8ch :(

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c3d393 No.13988

Dice rollRolled 59, 18, 64, 29 = 170 (4d100)

>>13901

Name: The Great Desert Tribes

Race: Human?

Color: Blue

Fluff: The shamans say that long ago we lost our way. We lost contact with the land, and we were punished for it. We harmed the land instead of lived with it, and took from the spirits without thanks. You can see what became of us.

We have learned. Now we carve our homes into the dead rock of the mountain and gave thanks to the beast we killed for food. We live along with nature once more, and rely upon the animals of the land for aid and food. We have learned how to bring out the power of our spirit animals to bear for all to see. We will learn, we will thrive.

Government Type: Tribal Coalition

Economy Type: Tribal

Religion [if any]: Animist, they believe all living things have a spirit and sentient creatures are special in that they have 2, a human spirit and an animal spirit. Through spirit quests and shaman brews you can bring out the power of your spirit animal.

Population: [14.0] [+1.4/turn]

Food: [Good]

Raw Currency: [35.0] [+4.4/turn]

Legitimacy: [Very Stable]

Culture: [7]

Industry: [1]

Unique Buildings: [Great Council Hall] [Hydroponics Farm] [Kennels]

Defenses: Cult Patrols [Small]

Military Units: 3 Iron Horse Braves [1x][Quick], 2 Horsemen [x1], 2 War packs, dogs/trainers [1x],

Resources/Quantity: [Fuel:1];[Ammo:4][Small Arms:1][Stone: 8][Horses:5.0 +.5/turn][Dogs:8 +1/turn][Scrap:0.8 +0.2/turn]

Technology: [Tools II][Scouting I][Survival II][Animal Training I][Hydroponics I][Ritual I][Pioneering I][Recycling I] Animal Husbandry, [War Animals I], [Utility Animals I], Irregular Weapons II, [Botany I], [Calvary Equipment I]

Trade Routes: [none initially]

Territory: [8]

Bonuses:

1. Generally Curious: You are more able to scout thanks to your affinity with nature. Your scouts move twice as fast and you get a +10 to rolls involving scouting.

2. Attuned To Nature: You have an easier time training animals – engineered or otherwise. You may reroll attempts to tame animals that you find.

Eccentricities:

1. Back To Nature: You don't care very much for ecologically unsound methods; this research is penalized.

1. Forge! 5/6

2&3. Expansion!

Research: Begin researching how to utilize these plants to their greatest efficiency.

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c3d393 No.13997

Dice rollRolled 20, 45, 11, 95 = 171 (4d100)

[DMWannabe][The Commune]

Race: Humans

Color: White with Green Stripe

Fluff: "So like, the ancient folk were like uptight. Had one of 'em giant redwoods up their arses over shit that didn't matter. But hey, whatever right? Until they started harshing our buzz to keep theirs goin', and that wasn't cool, so we started resisting, y'know? And that's when the world ended, but we survived. The old folk had experimented on plants and animals to do fighting, but our old kin, they mellowed the harsh so we're cool with each other. We learned a lesson, though, that it aint cool to be messed with - so if anyone messes with us or tries to get their buzz on by harshing on ours, we teach 'em a lesson, man!"

Government Type: Constitutional Direct/Representative Democracy

Economy Type: Communistic. Everything that's not personal is community property, man, and it aint cool to abuse it.

Religion: Neohippy Eco-Nuts

Heroes [AKA fluff leaders]

Expanders/Settlers: The Twins [Jack and Jill]

Scout: Ol' Johnny

Industry/Infrastructure: Harv

Military/Salvage: Betty White

Agriculturalist: Mister Borlaug

Car and Mechanics: Driver

Population: [17.2] [+2.3/turn]

Food: [Burgeoning]

Raw Currency: [16.2] [+2.2/turn]

Legitimacy: [Very Good]

Culture: [6]

Industry: [5]

Unique Buildings: The Hangout, [Dam; Slightly Damaged, +.4 Electricity/turn]

Defenses: Booby Traps [Some]

Military Units: 4 Geared Raider Bands [1.5x], 2x Ecomobiles [1x]

Resources/Quantity: [Fuel:4];[Weed:4.5+.5/turn][Ammo:4.4+.2/turn][Heavy Arms:1][Small Arms:2][Scrap:3.8,+.2/turn][Electronics:3][Solar Drones 4.4+.2/turn][Electricity:5.8,+.4/turn][Prius:2][Ruined Cars:3.4+.2/turn]

Technology: [Tools II] [Militia I] [Survival I] [Terrorism I] [Greenbuilding I] [Culture I][Farming IV][Mechanics I][Infantry Tactics I][Distillation I]

Trade Routes: [none initially]

Territory: [16]

Bonuses:

1. Mandatory Emission Reductions: You gain a combat advantage against units utilizing vehicles the generate carbon emissions (+1 to combat rolls).

2. Cascadian Kulturkampf: Your territory is exceedingly difficult to occupy short of extermination.

Eccentricities:

1. Deep Green Resistance: You can't use vehicles that emit carbon emissions. You're going to need to think in a holistic manner about your impact on mother Earth. This also includes recycling and a general understanding about the impact human beings have on the environment. Did you know that Americans waste 40% of their food? Also…

—–

In Progress:

- Seattle Expansion [4/10]

-

-

—–

1. Construct Garage with Driver Supervising [0/?]

2. Improve Tools Tech

3. Expand to Seattle with Jack and Jill, Betty White on escort [2 Geared Raider Bands, 2 ecomobiles][4/10]

[Research]: Electricity Generation wtih Harv

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c3d393 No.14000

Dice rollRolled 1 (1d3)

>>13981

Expansion roll

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c3d393 No.14040

>>13925

[Cowboys catchup]

1. The expansion stalls due to some water on the roadways. The horses are spooked for some reason.

2. You build a trade route to New Camelot. (Add trade route: New Camelot [Huge;+2/cur/turn;+1/culture/turn]

3. You hold the first battle. The audience is somewhat small, but it seems to go okay. If you manage to get a big one it might lead to something interesting maybe… (+2 culture.)

4. You finish up religion. Woo doggies! (set technology: Religion to II)

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c3d393 No.22854

Name: The Prismatic

Race: Psionic Humans

Color: Purple/Black

Lore: Psionic Humans are Humans gifted by the powers of eldritch beings from the Prism. The Prism to some is a nightmarish realm filled with unsightly creatures that will haunt the minds of normal men and women, but the Prismatic have come to full comprehension of the Prism.

Before the bombs dropped, the Prismatic mostly went to ancient ruins to conduct their rituals. Such ruins would be Eskoth, an ancient city beneath Providence, Rhode Island. These rituals communed with the Outer Lords and their minions, who gave them even more insight and power to the inner workings of the Prism and realms beyond.

After the bombs had fell, the Prismatic's Psionic remained in the city of Eskoth, venturing out to explore what ruin and pandemonium mortals had brought. Throughout Massachusetts and Rhode Island, the Prismatic tried to come into contact with Human settlements. Some were eager to trade with these robed folks who carried around strange arcane artifacts that granted superhuman abilities. Those that displayed Psionic potential and wanted to join the Prismatic must go through a series of mental and physical trials in order to become apart of such an organization.

But, it would not be time for the Prismatic to become feverishly hunted by a group of cross wearing fanatics who claimed to be the last Christians of Earth (Note: I'm not one of those pretentious fedora lords).

The Prismatic mandate that war should only be done in self defense, not on the offensive. A few psychic bolts were enough to eviscerate a few companies at best, but then all of a sudden they started to haul and bear anti-psionic technologies.

Left with no other avenue, the Prismatic brought upon a Prismor named Gax'tar, the Blood Weaver. Gax'tar slaughtered these Warriors of The Cross with virtual impunity. Their numbers would be depleted and butchered by tides upon tides of horrific Prismors that the Prismatic had loss all control over the monstrous interdimensional

creatures.

Turning a copious percentage of Massachusetts into a realm of which both the Prism and the mortal realm coalesce and combine. Many Humans saw all Psionics as the cause for why such extra-dimensional nightmares poured into the physical realm, mass hunts for Psions occurred throughout the east coast. The Prismatic would not let a few mass of ignorant dull witted illiterate mortals bar them from ascending humanity.

Resorting to more extreme measures, the Prismatic are now kidnapping Psions and are summoning Prismors deliberately to "uplift" mankind into the spiritual realm.

Government Type: Theocracy

Economy: N/A

Religion: Prismatism

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c3d393 No.22863

>>22854

The latest thread is here anon,

http://8ch.net/builder/res/781.html

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c3d393 No.23893

Dice rollRolled 77, 68 = 145 (2d100)

Name:The New England Patriots

Race:Human

Fluff: Tom Brady may be down,but he's not out " The new england patriots have seen better days what with all the scandal regarding their cheating,but that doesn't matter they are still up to their cheating ways because now WHO THE FUCK'S GOING TO STOP THEM??? I mean it's the apocalypse or after it no government is going to accuse us hell we have no government. we are loyal to football and only football we shall do anything it takes to win including cheat because. Fuck you, I'm Tom Brady.

Government Type:Fuck you, I'm Tom Brady!

Economy Type:You broke the rules finding out about how I broke the rules.

Religion:Football is love Football is life.

>>You have been granted an additional bonus:

3. FUCK YOU I BREAK THE RULES: Every time you roll from 25-50 you can re-roll an action (once per roll per turn).

1. Search for rare earth metals

2. Finish industry V research 8/10

Industry: [33]

[Bureaucracy V][Civil Oversight: +4 to civil construction rolls]

[Tools IV]

[Infrastructure II]

[Power III]

[Mechanics V][Mechanical Production: +2 to all mechanical production]

[Industry IV]

[Cybernetics II]

[Power armor II]

[Autofoundries III]

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