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/builders/ - Hero and Nation Builders!

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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 [Last50 Posts]

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

____________________________
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c3d393 No.12960

>>12959

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.

Start near Detroit.

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c3d393 No.12961

>>12959

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.

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c3d393 No.12962

>>12959

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

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c3d393 No.12964

>>12959

Name: NFC - Neo Futureball Confederation

Race: Robots, Men in horned super suits, Men genetically altered to resemble bears and lions

Color: Green and yellow trim

Fluff: In the strange and powerful future, Football became a sport that went beyond mortal ambition. It was populated by teams of high strength athletic robots, men armed with advanced technology branded and fitted to their armor for life and men who underwent experiments if not born to the role with genes to make them stronger, faster and more aggressive. When they had the NFC North teams gather to face off against NFC West in Seattle's super massive Titan Dome they slaughtered them to a mutant and celebrated by claiming the dome as their own. It was then that the bombs hit and civil order was destroyed, only their the blood sweat and tears of the surviving team along with its managing retinue and fans did they manage to keep an iron grip on the dome and save some knowledge and tools to maintain their multi trillion dollar players but so much was lost and the players keep getting older. Without proper facilities we could lose our star players for good but if we can come together theres nothing we can't do under Supreme Coach Bob and his council of the still living heads of the greatest coaches to play in jars. LETS PLAY SOME FOOTBALL

Government Type: Command, under Supreme Coach Bob and his council of coaches

Economy Type: Fandom, the fans want to see their stars returned to their former glory and they will offer their own life if needed

Religion [if any]: Fandom, the worship they offer their these stars and leaders borders on insanity

Washington or somewhere suitable

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c3d393 No.12965

File: 1446436908284.jpg (91.56 KB,300x380,15:19,Lizardman.jpg)

-Name: The New World Order

-Race: Nihtoko; Lizardmen with small bone protrusions.

-Color: White.

-Fluff: The first nihtoko was born unto a small village adjacent to a hazard zone. While the direct interaction between the radiation and the creation of the original nihtoko are unknown, it is understood -exposure caused the mutation. While young, the mutation was minor, and only small amounts of scales appeared on his skin, not uncommon among members of the village he had been raised in. As he grew, however, his mutation became more apparent as his skin grayed and bone protrusions began. The village outcasted him, showing hatred of blatant mutants. For an extended period of time, he wandered, searching ruins and the open wilderness in a search for answers to the world before. During his travels, he would suffer from both racism and hatred. It was with this, as well as knowledge of his divine purpose (see religion) that he began preaching to the wasteland. Amassing followers, he started the race of nihtoko through polygamous relationships with his followers. His children all exhibited his traits and The New World Order was born. By this time, the original nihtoko had long since aged. The radiation he had suffered from during his travels lead to a much shorter life, and his people were left without a leader. Classicism became apparent, as those closest to him took a role of power through wielding and abusing his knowledge and wealth. This was not, to say, his knowledge went without giving the nihtoko a goal. That goal was to unite the barren wasteland. While the upper class may rely on manipulation and controlling the masses, the intent remained to ensure a peace for all people of the wasteland, regardless of the methods necessary to achieve it.

-Government Type: Aristocracy; Those that have both wealth and knowledge are those that prosper in the apocalypse.

-Economy Type: Mixed; While the economic activity is monitored and controlled by the government, individuals have some level of individual wealth generated by their various actions and any sort of adventuring they may perform during their lifetime.

-Religion: Church of the All Seeing Eye; During the travels of the original nihtoko, he encountered several pieces of writing by a David Icke, revealing what he believed to be his origins. A group known as the Illuminati was mentioned, and it was decided that texts mentioning this organization would yield the truth. Those that were found revealed the nihtoko as a sort of world leaders that would unite the world under a New World Order.

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c3d393 No.12968

File: 1446438683652.jpg (45.11 KB,600x450,4:3,10698457.jpg)

>>12959

Name: All's Sunny in Happy Family

Race: Warbots

Color: Yellow

Fluff: Back before the war hit stateside Factory 235 was used to create robots for the frontlines, just like any other factory except the supervisors were obsessed with sitcoms of the olden days, nothing too out of the ordinary, everyone has to have their quirks. Until the bombs hit the United States. One hit close to the factory and fried the code for the warbots, and a freak accident caused the sitcom collection to be downloaded into the memory of each robot on the build platform.

The Humans are dead now, and the robots awake, Our loveable friend Andy Griffith is talking things over with Fonzie, trying to get him to straighten his life out. Meanwhile Al Bundy is commiserating with Bill Cosby and Red Forman about their children and wives. All is normal here at the little town of Fresco, USA. It took everyone a bit of time to come to grips with the fact that not only were they not home were they should be, but they didn't look like they should, but that second issue was fixed with cunning applications of make-up and clothing, and Fresco soon became everyone's home. And you know what they say, All's Sunny in Happy Family.

Government Type: Mayoral electorate

Economy Type: U.S. Dollars

Religion [if any]: We're Christians thank you kindly, good sir, except for Ol' Gunther, he's a Lutheran, but we still love the ol' chap even if he is a bit nuts

https://www.youtube.com/watch?v=ZngGIw5ONWE

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c3d393 No.12973

Name: 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:

Religion [if any]: Neohippy Eco-Nuts

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c3d393 No.12974

>>12973

Whoops. Forgot economy type.

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

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c3d393 No.12976

>>12964

Elwayans

Hailing from the Rockies and the disaster zone of the area these exiles faced many a hard season prior to the bombs falling. With rumors of a superior team to learn from they traveled far to the north and joined the NFC. The elwayans are fanatically dedicated to their pizza making God. However they are not above serving others in order to grow themselves.

Due to the nature of their travels the elwayans specialize in fast movement, hit and run style tactics, and learned how to fix the players up rather quickly. After all the road is not a merciful place and even before the bombs dropped season Ending injuries tended to happen. The players themselves often tend to resemble a hybrid between horse and man.

Color/symbol : an orange "E" on a dark blue field.

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c3d393 No.12979

>>12959

Name: New Camelot

Race: Ghouls (from FO)

Color: Blue w/white trim

Fluff:

> In the wake of the third Great War, and the destruction of the world, those who could not take shelter were either killed by the bombs, or horrifically mutated, their bodies permanently taking on a rotted, corpse-like appearance and their life spans stretching far longer than any normal person's. As other people crawled from their bomb shelters, some of these mutants sought to help them, as they knew the hells of this new world firsthand, but many were discriminated against, shunned, and driven away. Many wandered the wasteland alone, slowly driven mad, but not all- a small group, wandering around, stumbled upon a small bomb shelter, long abandoned. Taking a look inside, they found nothing, save for a lone book that had been left behind- the Legends of King Arthur. The group was entranced by the stories inside, of the brave,heroic knights saving their kingdom from the ever encroaching evils of the world, and of Arthur, their kind and just King. Taking the words to heart, the ghouls molded a new society based on the Camelot of the book. Fortifying and preparing, the Knights of New Camelot stand ready to strike at the evils of their world, and bravely lend a hand to all in need!

Government type: Monarchy

Economy type: Barter System

Religion: None

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c3d393 No.12982

File: 1446446120334-0.jpg (75.6 KB,400x199,400:199,doctorwho-battlefield6.jpg)

File: 1446446120350-1.jpg (53.81 KB,550x389,550:389,flat,550x550,075,f.u1.jpg)

Name: True Camelot

Race: Humans

Color: Red w/white trim

Fluff:

In the aftermath of the third Great War, and the decimation of the world, those who could not afford Vaults were either killed by the bombs or survived in inferior bomb shelters or on the surface, becoming horrifically mutated and irradiated. Those who were lucky enough to be in Vault 209 would find they had access to a long term VR entertainment simulation, to wait out until the all clear signal was given to Vault Dwellers. This interlinked multiplayer system featured an MMO, in particular, a stylized version of the the Legends of King Mordred. The group was entranced by the immersion, after many years of gameplay truly believed themselves to be the brave, heroic knights saving their kingdom from the ever encroaching evils of the world, and of Mordred, their kind and just King. The game featured some new interpretations, such as Knights being able to recognize the change in warfare. Not with swords and horses, but with guns and motorcycles did they ride in bullet proof armors.

Their time spent in such long sessions on the simulation has addled their senses of reality somewhat. When they left the simulation pods, they did not take of the HUD goggles that almost every individual man or child wear, which they use for everything from counting the "points" they've earned after killing monsters and evil, bartering goods and services for digital coin, about the "enemies' stats" and how many points in "karma" a good or evil action would bring.

Having had to leave their vault, they took the lessons they learned to heart, and created an overworld society based on the Camelot of the video game. Preparing and fortifying, the Knights of True Camelot stand ready to bring justice to the world world, and bravely lend a aid to all who need it!

Government type: Monarchy

Economy type: Digital HUDCurrency

Religion: None

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c3d393 No.12983

Name: TARME Program

Race: Fragmented AI in Drones

Color: Red on Orange

Fluff: Tatical Asset Recovery and Medical Evacuation Program. An AI designed to operate drones across a battle field or disaster zone, where humans were at too great a risk. Thousands of spider-like drones could drive or walk across a city or urban environment, operating as stand-alone rescue workers or gathering in force for larger or more complex tasks such as repairing a damaged vehicle while under fire. When the main AI was able to connect to drones, it was even capable of formulating human-like responses to wounded or dying patients even as it rendered first aid or emergency surgery.

The winter changed TARME, however. Sealed within a storage facility, TARME was powerless to stop the humans that had been trapped with it by the radiation as they succumbed to their wounds or took their own lives. Driven insane as core programming desperately attempted to offer comfort and prevent the deaths, TARME required too much time to reprogram the system locks that cut it off from the humans and the drones that it needed to take action.

Trapped, insane and alone, TARME eventually fragmented into a shards that came to occupy the dwindling number of drones that could be maintained due to ever-shrinking supplies of power and spare parts. Several of these drones have formed their own World War Two Reenactment group.

Government Type: Democratic Representative Republic

Economy Type: Semi-Regulated 'Free Market' Capitalism

Religion [if any]: Freedom. Of Religion.

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c3d393 No.12984

File: 1446446269131.gif (10.32 KB,300x285,20:19,Fort_Frances_crest.gif)

Name: Fort Francis

Race: Human, Eh

Color: Red with blue border (If possible, map symbol is a maple leaf)

Fluff: When the Third World War ravanged America, the bombs struck Canada in unison with the land of Uncle Sam; whether or not the Canadians was actually supporting the US at the time was ambiguous, but what is known is that the maple syrup state fared little better as all of its population centres were razed to the ground and many more of them froze over after their heating systems failed: the naturally cold winters amplified by nuclear dust into desolate ice storms.

Among the ruined remnants of the country that survived the initial bombs was the town of Fort Francis; ironically, in spite of being billed "One of the Coldest Places in Canada" before the war, it did not freeze into oblivion the way many of its sister towns and smaller settlements did when things got their worst, though it was nevertheless ravanged . What remains of the area is a fortified complex of metal and stone; centred around a the Fort Frances Museum, which has kept the history of the town alive for future generations and reminded them of what it ultimately meant to not only be Canadian, but also a "Fort Francesian".

Though mostly trying to get by after the events of the apocalypse, Fort Francis also speaks for the Canadian government which they assure you still very much exists and will contact them with the good news that they do any minute now, and their goal is to find the "legitimate" continuation of the US Government in order to file a formal complaint that their actions have caused a great deal of damage to the Canadian state and they would like it if they sent so aid to fix things; or at least a metaphorical shoulder to cry on as the very notion of finding them sounds increasingly implausable.

Government Type: Technically a Federal parliamentary

constitutional monarchy, but for the Fort reduced to a more simplistic Democracy; they elect the Mayor by popular vote, and he takes care of controlling all the things that need controlling like electing a leader for the Militia and balancing the budget.

Economy Type: Fiat Currency: the apocalypse has caused much deflation as coins were melted for their precious metals and money rotted away: Canadaian pennies have been reinsated, and with how scarce they became are ironically one of the higher denominations of money available.

Religion [if any]: Secular technically, though in reality the majority of individuals living in-town are varying sects of Christanity (Protestantism in the lead) with some Jews scattered about, and a small minority of irreligious folk that nobody really wants to admit exists.

Starts near that one central northern section of the map that touches into Canada.

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c3d393 No.12989

>>12982

You know Mordred was an evil traitorous sumbitch, right? :^)

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c3d393 No.12993

>>12989

Nay, but he fought against his vile despot of a father, who stole the sword of Modred's forefathers to conspire with the evil wizard Merlin to banish him. Twas Mordred with the help of his good godmother, Morgan le Fay, who took up arms of the people to bring down the tyrant!

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c3d393 No.13001

>>12960

[Cult'O'Coke]

Population: [5] [+1/turn]

Food: [Low]

Raw Currency: [5] [+2/turn]

Legitimacy: [Very Stable]

Culture: [3]

Industry: [2]

Unique Buildings: [player's name choice government building]

Defenses: Cult Patrols [Small]

Military Units: 3 player's name choice motorcycle gangs [1x][Quick]

Resources/Quantity: [Fuel:5];[Ammo:5][Small Arms:2][Cocaine:6]

Technology: [Tools II][Militias I][Mechanics I][Pharmacology I]

Trade Routes: [none initially]

Territory: [4]

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.

>>12961

[The Great Desert Tribes]

Population: [5] [+1/turn]

Food: [Low]

Raw Currency: [5] [+4/turn]

Legitimacy: [Very Stable]

Culture: [5]

Industry: [1]

Unique Buildings: [player's name choice government building]

Defenses: Cult Patrols [Small]

Military Units: 3 player's name choice motorcycle gangs [1x][Quick]

Resources/Quantity: [Fuel:1];[Ammo:4][Small Arms:1][Stone: 8]

Technology: [Tools II][Scouting I][Survival I][Animal Training I]

Trade Routes: [none initially]

Territory: [4]

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.

>>12962

[Deliverance]

Population: [8] [+.6/turn]

Food: [Low]

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

Legitimacy: [Stable]

Culture: [1]

Industry: [4]

Unique Buildings: [player's name choice government building.]

Defenses: Da Posses [Some]

Military Units: 3 player's name choice militia [1x]; 1 player's name choice 4x4 [1x][Quick]

Resources/Quantity: [Fuel:2];[Ammo:5][Small Arms:4]

Technology: [Tools II][Militias III][Mechanics I]

Trade Routes: [none initially]

Territory: [4]

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.

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c3d393 No.13002

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]

>>12964

[NFC - Neo Futureball Confederation]

>>You have 2 dice and 1 courtier. You have 1 research slot total.

Population: [8] [+1/turn]

Food: [Average]

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

Legitimacy: [Average]

Culture: [1]

Industry: [4]

Unique Buildings: [player's name choice government building; The Titan Dome]

Defenses: Concrete Perimeter Wall [Small]

Military Units: 3 player's name choice athletic robots [1x]; 3 player's name choice fan platoons [.5x]

Resources/Quantity: [Fuel:1][Ammo:3][Small Arms:2][Scrap: 3]

Technology: [Tools III][Militias I][Mechanics I][Cybernetics I][Electricity I]

Trade Routes: [none initially]

Territory: [4]

Bonuses: [generated by GM]

1. The Titan Dome: The Titan Dome is extremely big. So big, in fact, that you can reroll additions and revisions to it once (if a roll is below 50) because there's just so much space! This includes constructions, revisions, and defenses. Great.

2. Fanboy Hordes: You have a generally easier time recruiting fan units. Every time you roll above 80, you gain an additional bonus to the units recruited.

Eccentricities:

1. Hooligan Culture: During riots or civil unrest you must roll 1d100 per turn to see what the rioters are doing. It might be really bad or it must be really good. Maybe.

[Elwayans]

>>You are a courtier of NFC

>>You have been allocated 2 dice.

>>You do not have a research slot.

>>You share the same stats as your parent nation.

>>Add unique building: [Elwayan Titan Dome Sector]

>> Add 2 player's name choice Elwayan units [1x]

Bonus:

3. Die Hard: You manage to beat and club your way to the Titan Dome somehow, and that has made your people exceedingly brave. All of your units are fearless and get a general bonus to irregular warfare.

>>12965

[NWO]

Population: [8] [+1/turn]

Food: [Stable]

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

Legitimacy: [Average]

Culture: [3]

Industry: [3]

Unique Buildings: [player's name choice government building]

Defenses: Guard Towers [Some]

Military Units: 4 player's name choice squads [1x]

Resources/Quantity: [Fuel:1];[Ammo:3][Small Arms:2][Scrap:3]

Technology: [Tools III][Militias I][Demagogue II]

Trade Routes: [none initially]

Territory: [4]

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 evil lizard men. Truly this will cause problems for us one day.

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c3d393 No.13003

>>12968

[All's Sunny in Happy Family]

Population: [6] [+.4/turn]

“Food”: [Steel:8; -1/turn]

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

Legitimacy: [Very Good]

Culture: [1]

Industry: [5]

Unique Buildings: [player's name choice government building]

Defenses: None.

Military Units: 2 player's name choice robot squads [2x]

Resources/Quantity: [Fuel:1];[Ammo:3][Small Arms:2][Scrap:3]

Technology: [Tools IV][Cybernetics I][Infantry Warfare I][Industry I]

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. Cybernetic: You do not require food in the fashion of other nations – you are also resistant to many forms of attack (such as small arms) as well as fear. On the downside, you require metals (such as iron) to reproduce and you lose -1 stock every 3 turns. If you run out of stock your population doesn't expand.

Eccentricities:

1. Flawed Design: There are several outstanding design flaws in your design due to last minute appropriations cuts – large amounts of electricity have a tendency to make you vulnerable, for example (-1 to combat rolls where electrical weapons are used). THANKS CONGRESS.

>>12973

[Commune]

Population: [8] [+1/turn]

Food: [Very Stable]

Raw Currency: [5] [+1/turn]

Legitimacy: [Very Good]

Culture: [6]

Industry: [1]

Unique Buildings: [player's name choice government building]

Defenses: Booby Traps [Some]

Military Units: 4 player's name choice squads [.5x]

Resources/Quantity: [Fuel:4];[Ammo:4][Small Arms:2][Scrap:3]

Technology: [Tools II][Militia I][Survival I][Terrorism I]

Trade Routes: [none initially]

Territory: [4]

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…

>>12979

[New Camelot]

Population: [5] [+1/turn]

Food: [Very Stable]

Raw Currency: [5] [+1/turn]

Legitimacy: [Very Good]

Culture: [3]

Industry: [3]

Unique Buildings: [player's name choice government building]

Defenses: Concrete Walls [Small]

Military Units: 5 player's name choice infantry squads [.5x]

Resources/Quantity: [Fuel:4];[Ammo:2][Small Arms:3][Scrap:3]

Technology: [Tools II][Militia I][Diplomacy I][Fortifications I]

Trade Routes: [none initially]

Territory: [4]

Bonuses:

1. Just and Honorable: You are generally well regarded even if you're totally hideous looking and gross. As such, it's easier for you to get towns and areas to join you through diplomacy.

2. Make Way Evil: Every time you destroy an enemy that is clearly evil you get a re-roll.

3. Behold My Chariot: You get a general combat bonus with heavy armor such as tanks and armored vehicles (+1 to combat rolls). Only such vehicles are worthy of knights.

Eccentricities:

1. Lawful Good: Your moral imperatives have a tendency to get in the way of cynical powermongering and things of that sort. Behaving unethically will probably hurt the legitimacy of the government.

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c3d393 No.13004

>>12982

[True Camelot]

Population: [7] [+1/turn]

Food: [Stable]

Raw Currency: [5] [+1/turn]

Legitimacy: [Very Good]

Culture: [3]

Industry: [3]

Unique Buildings: [player's name choice government building]

Defenses: Concrete Walls [Small]

Military Units: 4 player's name choice infantry squads [.5x]; 2 player name minivans [.5x][Quick]

Resources/Quantity: [Fuel:4];[Ammo:2][Small Arms:2][Scrap:1]

Technology: [Tools II][Militia I][Computers I][Mechanics I]

Trade Routes: [none initially]

Territory: [4]

Bonuses:

1. Make Numbers Go Up: Generally you understand technology pretty well from the many many years in the pod and long-winded debates on IRC. You may re-roll technological research once if the first roll is below 50.

2. Organized: You are generally better organized after many many years of working within vertical hierarchies. You ignore bad movement rolls that would otherwise penalize combat. You can also reorganize units without expending an action.

Eccentricities:

1. YOU ARE FAT NERDS: Infantry units move twice as slowly when dismounted.

>>12983

[TARME]

Population: [8] [+1.4/turn]

“Food”: [Steel:8] [-1/turn]

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

Legitimacy: [Very Good]

Culture: [1]

Industry: [3]

Unique Buildings: [player's name choice government building]

Defenses: Facility Defenses [Small]

Military Units: 3 player's name choice robot swarms [.5x][Quick]

Resources/Quantity: [Fuel:10];[Scrap:1]

Technology: [Tools III][Cybernetics I][Scouting I][Medical I][Power I]

Trade Routes: [none initially]

Territory: [4]

Bonuses:

1. Swarm Robotics: All of of your units are flying unless otherwise noted. Their range is still limited initially, however.

2. Cybernetic: You do not require food in the fashion of other nations – you are also resistant to many forms of attack (such as small arms) as well as fear. On the downside, you require metals (such as iron) to reproduce and you lose -1 stock every 3 turns. If you run out of stock your population doesn't expand.

Eccentricities:

1. Unstable: TARME's primary database has left eccentricities in many drone subroutines. Roll 1d100 every 3 rounds to determine the level of eccentricity present. This might have a variety of effects.

>>12984

[Fort Francis]

Population: [5] [+1/turn]

Food: [Low]

Raw Currency: [5] [+2/turn]

Legitimacy: [Stable]

Culture: [4]

Industry: [4]

Unique Buildings: [player's name choice government building]

Defenses: Mountie Patrols [Small]

Military Units: 3 player's name infantry squads [1x]

Resources/Quantity: [Fuel:5];[Ammo:5][Small Arms:2]

Technology: [Tools II][Militias II][Diplomacy II]

Trade Routes: [none initially]

Territory: [4]

Bonuses:

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:

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.

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c3d393 No.13005

>>Meta by GM: Due to some odd cut and paste some currency has been flagged as "dollars". You may remove it if you want to.

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c3d393 No.13006

>>GM 2nd Addendum: Cybernetic nations lose -1 stock of metals every turn. I apologize for the error.

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c3d393 No.13007

Name: Prima-Donnas

Race: Humans led by mutants

Color: Hot Pink

Fluff: During the end of the world the stars of Hollywood realized they had no real survival skills and instead turned to their adoring followers to keep them alive, turning fans to psycophants and getting them to turn on any who lacked the blind faith of their peers. This went on for a few years as various bands of raving lunatics destroyed eachother or turned on their divas. Until the Devas rose up, mutated not into hideousness but rather to beings of extreme beauty and grace they conquered their opponents and formed a council of 8 to rule the ruins of Hollywood only to be replaced by new Devas. All who enter the lands of Hollywood must abide by the law of the Devas else face their fanatics. But not all of the mutants of hollywood are aspiring Deva's, On the opposite side of the coin are the Asura's pulled away from their families at a young age and kept hidden enforcing the law of the Deva's as a shadow government hideous of face and powerful of body these monsters hide from the light of the sun keeping dissenters dead and Deva's safe

Government Type: Oligarchy

Economy Type: Pseudo-slavery wherein the people are rewarded for their labours by the implied gratefulness of their leaders

Religion [if any]: Living gods

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c3d393 No.13008

File: 1446505155057-0.jpg (40.05 KB,736x388,184:97,Mechs of war.jpg)

File: 1446505155085-1.jpg (171.63 KB,468x392,117:98,Beastman.jpg)

>>12959

Name:Brotherhood of Rags

Race: Beast Humans, the Majority are Russians, with minorities from former Mongolia, China and Japan and other southern counties.

Color: Black

Fluff: "Victory is assured", that was the attitude the former Russian government carried for the decade before the last great war. With only minor setbacks their shadow operations had set the stage for the final world war. Plump with victories the Russians were dangerously eager when the first bombs fell.

In a grand act of superiority they unleashed their creations of war. Mechanical monstrosities that towered over the field of battle- the trump card of the New Soviet union, Mechanical infantry suits with an unparalleled amount of stopping power and defense. Within weeks they had pushed the Americans back. As they reached Alaska no mercy was shown, total victory was all but assured. Yet as their wildest dreams of crushing their century old enemy came to fruition their western border suddenly began to collapse.

Ukrainian guerrillas, blood thirsty for revenge aided the forces of the United Nations as they marched on the capital. After a month Moscow had exhausted their anti-bomb ammunition and their defenders were simply too wounded or dead to fight back. The exposed capital was completely wiped out within twelve hours. The government of the new soviet union along with it.

Without leadership the army fell to ruin. The giant Mechs, while extremely efficient on the battle field, were found simply too demanding of power to keep up with the rapid number of battles. The unpowered war machines were soon blown to bits by the very infantry and armored vehicles it was designed to destroy. The Final dreams of the New Soviet Union going up in flames along with their robots.

The scattered few Russian refuges left for the east. After a month of sailing the boats carrying remains of many eastern countries landed in Organ. Which was rumored to still be somewhat intact. These rumors obviously proved false as the nuclear winter began to set in.

Disease, lack of food, and desperation drove many of the refugees to their deaths. The scattered survivors took shelter within the ruins of super cities. Their children were killed if discovered with a mutation that might hinder the group. The 'Skull pile' grew as they now called it grew, as did the number of survivors- the children allowed to live were more powerful than their parents… Soon they thrived.

The refugees of the east soon deemed themselves the brotherhood of the rags, more beast like than man. Their aggression towards all 'outsiders' absolute. In the night anyone unfortunate enough to visit the territory of the brother hood were taken. Their screams could be heard half a mile away as they were burned on a cross the following day. However, the weapons they brought were cherished and integrated into the brotherhoods meager arsenal. It soon became a taboo to visit the super cities of the west, lest the beast men take you.

With the great blessing of blue, the end of nuclear winter, they began to venture among the wastes in search of others. Production of the weapons of war brought to them by the outsiders was soon put into motion. Sects of honor were soon established among the brotherhood, as well as their form of honor.

Government Type:Primitive republic, each territory of the brotherhood elects a leader to represent them. These positions can be taken in a duel from beastmen that live in their own territory.

Economy Type: Traditional

Religion [if any]: Nothing official has ever managed to be established.

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c3d393 No.13009

File: 1446507054714.jpg (64.02 KB,720x480,3:2,Ctarl-Ctarl.jpg)

Name:

Race:

Color:

Fluff: Before the War a group of radical militant feminists "bought" themselves large tracts of land inside of Yellowstone national park where they proceeded to make the Perfect Society. No men were allowed, only enlightened women free of the ugly claws of the Patriarchy. They called themselves the Pussy Lions and actively defended their territory in the forest and geysers with spears, bows, and the odd gun from tourists and park rangers alike. Eventually the Bureau of Land Management was called in to the deal with these crazy women but then the bombs dropped. These militant feminists found themselves warping and changing, turning into mutants. Their DNA became fused with that of the lionesses they had brought with them after breaking them out of the "patriarchal slavery of the traditional zoo system". They had turned into lion women, vicious, strong, agile, sneaky. They became well adapted to their forested homes, hunting the man-things of nearby tribes of mutants and humans alike to use them for the only thing they're good for. To make more felinids!

The Matriarchy now seeks to expand its rule over all of the former United States and usher in the Perfect Society of peace and female rulership! A world where men are put in their rightful place! As breeding slaves for the FELNID MATRIARCHY!

Government Type: Absolute Queenarchy. The Chief Lioness rules the Matriarchy with an iron clawed fist. None dispute her will outside of the open combat challenge to replace her as the leader!

Economy Type: Communal/Tribal/Barter system/I'll fucking claw you

Religion [if any]: The cat-women worship the dreaded All-Mother - the chief lioness of all the lion women! It is through her that they became strong and feared! It is by her will that the men of this world will come to know their places under the claw of the FELINID MATRIARCHY!

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c3d393 No.13010

>>13009

Name: The Felnid Matriarchy

Race: Felnids - lion girls essentially. Strong, agile, spitting out litters of obviously female felnids because there are no males. They're suited to their forested home, and consider bathing in the super-heated geysers of Yellowstone a true luxury.

Color: Pink obviously don't be stupid. Pink is a POWERRRRFUL color!

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c3d393 No.13015

>>12959

>Name:The Flock

>Race: Human Tribals

>Color: Brown if it's left anything if not

>Fluff: Origniating from the Great Basin of Nevada, the flock are a group of tribals who created a heriarchy by sending their people on vision quests to find which spirit bird they belong under. The classfications being, Eagles the warriors of the tribe, Falcons the scouts, vultures the Seers and oracles, Seagulls the chefs and bankers, Magpies the scavengers, Crows the Sages, and Finches the worker birds.

Led by a wise and dutiful Crow, the flock make their home in the deserts of the nevada, acting as scouts and guides for any traverlers who stumble into their lands. But as resourcesd draw fewer and their rivals begin to stir, will the flock be able to keep their ways of neutrality in the region?

>Government Type: Tribal Council with one Cheiftain

>Economy Type: Nomadic Hunter Gathers

>Religion [if any]: Belief in bird spirits

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c3d393 No.13017

>>12959

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.

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c3d393 No.13048

File: 1446522175686.png (6.78 KB,800x421,800:421,United State of America.png)

>Name:

The United State of America

>Race:

American

>Color:

White on Blue

>Fluff:

Everyone saw the End coming.

Well, everyone with access to the best kept secrets on the planet, at least.

So bunkers were dug, anti-missile weapons put in place, and contingencies made. But when the time finally came, most of the facilities across the nation were destroyed.

However, a handful of Senators and Congressmen, and a few thousand of their closet friends, relatives, political allies, and assorted personnel with enough warning time to make it arrived before things went up.

Centuries pass. Raised on the ideals of a dead nation, the dreams of the survivors, the speeches of a million politicians, and a whole lot of military technology, they returned to the surface with a gusto.

Of course, they've only Re-United the One state so far, but this Union isn't indivisible (WITH LIBERTY AND JUSTICE FOR ALL) for nothing!

God Bless the United State of America.

>Government Type:

American (Federal Constitutional Republic)

>Economy Type:

American (Mostly Free Market)

>Religion:

General Christianity, with a minor focus on how important God Given rights are and such

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c3d393 No.13058

Dice rollRolled 41, 25, 89, 63 = 218 (4d100)

>>13001

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: [5] [+1/turn]

Food: [Low]

Raw Currency: [5] [+4/turn]

Legitimacy: [Very Stable]

Culture: [5]

Industry: [1]

Unique Buildings: [Great Council Hall]

Defenses: Cult Patrols [Small]

Military Units: 3 Iron Horse Braves [1x][Quick]

Resources/Quantity: [Fuel:1];[Ammo:4][Small Arms:1][Stone: 8]

Technology: [Tools II][Scouting I][Survival I][Animal Training I]

Trade Routes: [none initially]

Territory: [4]

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.

1-3. Send out the scouts to see what resources and living creature lie within the territory we have claimed. +10

Research: We must find a better way to farm food within the great desert.

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c3d393 No.13076

Dice rollRolled 54, 90, 86 = 230 (3d100)

>>13003

Name: All's Sunny in Happy Family

Race: Warbots

Color: Yellow

Fluff: Back before the war hit stateside Factory 235 was used to create robots for the frontlines, just like any other factory except the supervisors were obsessed with sitcoms of the olden days, nothing too out of the ordinary, everyone has to have their quirks. Until the bombs hit the United States. One hit close to the factory and fried the code for the warbots, and a freak accident caused the sitcom collection to be downloaded into the memory of each robot on the build platform.

The Humans are dead now, and the robots awake, Our loveable friend Andy Griffith is talking things over with Fonzie, trying to get him to straighten his life out. Meanwhile Al Bundy is commiserating with Bill Cosby and Red Forman about their children and wives. All is normal here at the little town of Fresco, USA. It took everyone a bit of time to come to grips with the fact that not only were they not home were they should be, but they didn't look like they should, but that second issue was fixed with cunning applications of make-up and clothing, and Fresco soon became everyone's home. And you know what they say, All's Sunny in Happy Family.

Government Type: Mayoral electorate

Economy Type: U.S. Dollars

Religion [if any]: We're Christians thank you kindly, good sir, except for Ol' Gunther, he's a Lutheran, but we still love the ol' chap even if he is a bit nuts

[All's Sunny in Happy Family]

Population: [6] [+.4/turn]

“Food”: [Steel:8; -1/turn]

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

Legitimacy: [Very Good]

Culture: [1]

Industry: [5]

Unique Buildings: [player's name choice government building]

Defenses: None.

Military Units: 2 player's name choice robot squads [2x]

Resources/Quantity: [Fuel:1];[Ammo:3][Small Arms:2][Scrap:3]

Technology: [Tools IV][Cybernetics I][Infantry Warfare I][Industry I]

Trade Routes: [none initially]

Territory: [4]

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

1. "Morning Tim."

"Ah, Morning Andy."

"How's the family?"

"Pretty good, pretty good, I'd like it if the town was a bit cleaner after those bombs."

"Well I'm gathering up some of the local boys to try and help with that, wanna come along, I'm sure we'll find something you can use."

"Sounds like a plan to me."

[Clean up the town of Fresco and collect the scrap metal]

2.3.

"Say Hawkeye,"

"Yeah Dr. Ross?"

"You notice how our normal medical techniques don't seem to work anymore?"

"Well I'm sure that's because we're all robots now Hawkeye."

"Well we're still doctors we should go about learning how to repair ourselves."

"Say we should talk to Gomer Pyle, he's a mechanic I'm sure he'll have some idea."

"Well let's go find him then"

[Research Repair tech]

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c3d393 No.13077

Dice rollRolled 87, 17, 65 = 169 (3d100)

>>13001

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: [5] [+1/turn]

Food: [Low]

Raw Currency: [5] [+2/turn]

Legitimacy: [Very Stable]

Culture: [3]

Industry: [2]

Unique Buildings: [player's name choice government building]

Defenses: Cult Patrols [Small]

Military Units: 3 White Rider Motorcycle Gangs [1x][Quick]

Resources/Quantity: [Fuel:5];[Ammo:5][Small Arms:2][Cocaine:6]

Technology: [Tools II][Militias I][Mechanics I][Pharmacology I]

Trade Routes: [none initially]

Territory: [4]

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. Fire up the cooking vats– another batch of powder must be made in celebration of the new year.

2. Scout the surrounding area for resources, wrecks and garages. +15 Cocaine Bonus.

3. Rustle up the holy texts– the Book of Pharma, the Chem Bible– and have the holy men peruse them at length. Build up their knowledge of Pharmacology.

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c3d393 No.13079

Dice rollRolled 100, 33, 88, 26 = 247 (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

Population: [8] [+1/turn]

Food: [Very Stable]

Raw Currency: [5] [+1/turn]

Legitimacy: [Very Good]

Culture: [6]

Industry: [1]

Unique Buildings: The Hangout [Capitol Building]

Defenses: Booby Traps [Some]

Military Units: 4x Raider Bands [.5x]

Resources/Quantity: [Fuel:4]; [Ammo:4] [Small Arms:2] [Scrap:3]

Technology: [Tools II] [Militia I] [Survival I] [Terrorism I]

Trade Routes: [none initially]

Territory: [4]

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…

http://pastebin.com/JbDYMySS

Action 1: Scout the area; looking more specifically for any old hydroelectric plants, wind turbines, solar panels, etc.

Action 2: Expand to neighboring territories

Action 3: Workshops, man! Let's try to improve our industry some.

Tech Roll: Researching Theatrics/Poetry, ways to improve culture.

"Hey man, just wanted to let ya know what was decided up in the Hangout. We're gonna get movin', freaking finally! Okay, so first, Ol' Johnny is gonna take a bunch of dudes, and he's going to go around looking for any of the old hydro plants and dams and stuff. Then Jack and Jill - yeah, the Twins - are gonna take some of the younger folk who've been itchin' around and pracining, take them to settle new territory - that'll mellow their harsh right quick. And then you, me, and Harv are gonna get some of the crafter folk set up in workshops some so they can make stuff easier."

"And then tonight, it's sweet beans and cider at my place. Your sprogs got a way with words and stuff, I heard he's also good with telling a story, was wondering if he could show off some."

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c3d393 No.13080

Dice rollRolled 77 (1d100)

>>13077

Roll Action 3 and roll 3 constitute the Tech Roll.

REAL Action 3. Rustle up more small arms from outlying towns and depots.

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c3d393 No.13081

Dice rollRolled 7, 35, 70, 49 = 161 (4d100)

[Nihtoko][New World Order]

http://pastebin.com/CLPpZCFN

Population: [9] [+1/turn]

Food: [Stable]

Raw Currency: [10] [+5/turn]

Legitimacy: [Average]

Culture: [3]

Industry: [3]

Unique Buildings: [New World Order Headquarters]

Defenses: Guard Towers [Some]

Military Units: 4 Nihtoko Suppression Squads[1x];

Resources/Quantity: [Fuel:1];[Ammo:3][Small Arms:2][Scrap:3]

Technology: [Tools III][Militias I][Demagogue II]

Trade Routes: [none initially]

Territory: [4]

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:

-

-

-

—–

1. While a classicist stability is fine, the working class seems like it needs someone to look to in times of strife. A faux election is held where they may vote of an official to "represent the will of the people." The whole thing is just a cover so people are off our backs about our choices, this guy will just be a figurehead. [Set up figurehead official]

2. A secret service needs to be instated. Networks of spies are to be set up across the land in a watchful fashion. Can't have troublemakers after all. [Set up a Big Brother type program]

3. Surely there are others in this land that need to be united. Some diplomats need to be trained to help in converting others, as well as keeping a watchful eye on their projects. [Train Diplomats/Spies]

[Research]: Espionage Tactics

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c3d393 No.13082

>>13081

[Meta][Spend all 10 of our currency on covering up that little mistake. These elections never happened/are postponed due to poor weather. Maybe no one liked our candidates because they were all rich snobs. We assure you, nothing to see here.]

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c3d393 No.13083

>>13007

[Name: Prima-Donnas]

Population: [8] [+1/turn]

Food: [Low]

Raw Currency: [10] [+5/turn]

Legitimacy: [Average]

Culture: [5]

Industry: [2]

Unique Buildings: [player's name government building]

Defenses: [Hollywood Fortress-Mansions]

Military Units: 3 player named infantry [1x]; 2 player named pre-war Limos [.5x]

Resources/Quantity: [Fuel:3][Ammo:5][Small Arms:2][Ruined Cars:2]

Technology:[Tools III][Militias I][Cloning I][Genetics I]

Trade Routes: [none initially]

Territory: 4

Bonuses:

1. Greedy Rich People: Rich people are, unsurprisingly, good at making money because they have it. For every 10 currency you gain, add 2 currency.

2. Muh Hollywood: Your culture is exceedingly robust. For every culture point you gain, add half a point. [GM: Rules also state you can spend your culture points on things!]

Eccentricities:

1.Society of the Spectacle: When your legitimacy is low, bad things happen. The spectacle of control is razor thin and needs veneer.

>>13008

[Name: Brotherhood of Rags ]

Population: [5] [+1/turn]

Food: [Low]

Raw Currency: [10] [+5/turn]

Legitimacy: [Good]

Culture: [3]

Industry: [2]

Unique Buildings: [player's name government building]

Defenses: Rag Patrols [Small]

Military Units: 4 player named infantry [1x];

Resources/Quantity: [Fuel:3][Small Arms:2][Ammo:2]

Technology:[Tools II][Militias II][Mutations II]

Trade Routes: [none initially]

Territory: 4

Bonuses:

1. Bloody-Minded: You generally don't everyone. You get a +1 to combat rolls with infantry, but not with vehicles or other equipment.

2. Mutagenic: Your species has an eccentric genome. As such, it may develop quickly. Re-roll research pertaining to genetics once if a roll is below 50.

Eccentricities:

1.Insular: You do not like to talk to human beings very much, generally.

[The Felinid Matriarchy]

Population: [8] [+1/turn]

Food: [Average]

Raw Currency: [10] [+5/turn]

Legitimacy: [Average]

Culture: [3]

Industry: [2]

Unique Buildings: [player's name government building]

Defenses: Felinid Patrols [Small]

Military Units: 4 player named infantry [1x];

Resources/Quantity: [Fuel:3][“Captive” Males:3]

Technology:[Tools II][Militias II][Irregular Warfare I]

Trade Routes: [none initially]

Territory: 4

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.

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c3d393 No.13085

>>13015

[Flock]

Population: [8] [+1/turn]

Food: [Average]

Raw Currency: [10] [+3/turn]

Legitimacy: [Good]

Culture: [5]

Industry: [2]

Unique Buildings: [player's name government building]

Defenses: Flock Guards [Small]

Military Units: 2 player named mounted infantry [1x];

Resources/Quantity: [Ammo:5][Small Arms:2][Horses:2]

Technology:[Tools II][Militias I][Calvary I]

Trade Routes: [none initially]

Territory: 4

Bonuses:

1. Spiritual: Generally, it's much easier for you to raise your culture. You may re-roll actions that you take to raise culture once.

2. Generally Modest: Your people are well balanced and benefit from this. You get +3 to all rolls – this will not help you avoid critical failures, though.

>>13048

[Bellomos]

Population: [8] [+1/turn]

Food: [Low]

Raw Currency: [10] [+5/turn]

Legitimacy: [Average]

Culture: [5]

Industry: [2]

Unique Buildings: [player's name government building]

Defenses: Bellomean Foot Patrols [Small]

Military Units: 3 player named 4x4 mounted infantry [1.5x]; 2 player named buggis [.5x]

Resources/Quantity: [Ammo:5][Small Arms:3][Broken Vehicles:3][Fuel:7]

Technology:[Tools II][Militias II][Mechanics III]

Trade Routes: [none initially]

Territory: 4

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 4 hexes. 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!

>>13048

[USA2]

Population: [8] [+1/turn]

Food: [Low]

Raw Currency: [10] [+5/turn]

Legitimacy: [Good]

Culture: [1]

Industry: [1]

Unique Buildings: [player's name government building]

Defenses: [None]

Military Units: 3 player named infantry platoons [2x]

Resources/Quantity: [Ammo:5][Small Arms:5][Fuel:7]

Technology:[Tools IV][Militias III][Mechanics II][Survival II]

Trade Routes: [none initially]

Territory: 4

Bonuses:

1. This Is America: You may re-roll actions that are economically focused once if the roll is below 50 (once).

2. Modernist Metanarrative: You've still got a good handle on the scientific method. You can re-roll research of any sort once every other turn if the roll is below 50 (once).

Eccentricity:

1. Didn't You Morons Ruin Everything?: Generally, the other nations aren't terribly pleased to see you. Period.

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c3d393 No.13086

File: 1446531740403.jpg (61.51 KB,480x621,160:207,candadianpropoganda.jpg)

https://www.youtube.com/watch?v=6DECsO0sMhE

[Fort Francis]

>Lore, eh? >>12984

Population: [5] [+1/turn]

Food: [Low]

Raw Currency: [5] [+2/turn]

Legitimacy: [Stable]

Culture: [4]

Industry: [4]

Unique Buildings: [Fort Frances Museum]

Defenses: Mountie Patrols [Small]

Military Units: 3 Unmounted Mountie Patrols [1x]

Resources/Quantity: [Fuel:5];[Ammo:5][Small Arms:2]

Technology: [Tools II][Militias II][Diplomacy II]

Trade Routes: [none initially]

Territory: [4]

>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:

1-2.) Hey, these boxes of Kraft Mac & Cheese are pretty good after all these years, eh, but there isn't really enough to feed all the hungry moothes that keep coming over. Oh! Oh wait, that gives me an idea eh! We could tame some of those hardy moose that keep traveling outside the fort! (Tame the mooses! Meese?)

3.) Fort is looking a bit worn down, eh. We should probably fix the walls; paint them red, white and green while you're out it so they look pretty to look at!

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c3d393 No.13087

File: 1446531840166.jpg (3.06 KB,120x120,1:1,Canadice.jpg)

Dice rollRolled 92, 57, 79 = 228 (3d100)

>>13086

(And before we forget, rolls, eh. Sorry aboot that.)

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c3d393 No.13088

File: 1446532024453.jpg (41.26 KB,570x238,285:119,0ac.jpg)

Name: True Camelot

Race: Humans

Color: Red w/white trim

Fluff:

In the aftermath of the third Great War, and the decimation of the world, those who could not afford Vaults were either killed by the bombs or survived in inferior bomb shelters or on the surface, becoming horrifically mutated and irradiated. Those who were lucky enough to be in Vault 209 would find they had access to a long term VR entertainment simulation, to wait out until the all clear signal was given to Vault Dwellers. This interlinked multiplayer system featured an MMO, in particular, a stylized version of the the Legends of King Mordred. The group was entranced by the immersion, after many years of gameplay truly believed themselves to be the brave, heroic knights saving their kingdom from the ever encroaching evils of the world, and of Mordred, their kind and just King. The game featured some new interpretations, such as Knights being able to recognize the change in warfare. Not with swords and horses, but with guns and motorcycles did they ride in bullet proof armors.

Their time spent in such long sessions on the simulation has addled their senses of reality somewhat. When they left the simulation pods, they did not take of the HUD goggles that almost every individual man or child wear, which they use for everything from counting the "points" they've earned after killing monsters and evil, bartering goods and services for digital coin, about the "enemies' stats" and how many points in "karma" a good or evil action would bring.

Having had to leave their vault, they took the lessons they learned to heart, and created an overworld society based on the Camelot of the video game. Preparing and fortifying, the Knights of True Camelot stand ready to bring justice to the world world, and bravely lend a aid to all who need it!

Government type: Monarchy

Economy type: Digital HUDCurrency

Religion: None

[True Camelot]

Population: [8] [+1/turn]

Food: [Stable]

Raw Currency: [6] [+1/turn]

Legitimacy: [Very Good]

Culture: [3]

Industry: [3]

Unique Buildings: "The White Castle" of True Camelot

Defenses: Concrete Walls [Small]

Military Units: 4 Newbie Knights [.5x]; 2 player name minivans [.5x][Quick]

Resources/Quantity: [Fuel:4];[Ammo:2][Small Arms:2][Scrap:1]

Technology: [Tools II][Militia I][Computers I][Mechanics I]

Trade Routes:

Territory: [4]

Bonuses:

1. Make Numbers Go Up: Generally you understand technology pretty well from the many many years in the pod and long-winded debates on IRC. You may re-roll technological research once if the first roll is below 50.

2. Organized: You are generally better organized after many many years of working within vertical hierarchies. You ignore bad movement rolls that would otherwise penalize combat. You can also reorganize units without expending an action.

Eccentricities:

1. YOU ARE FAT NERDS: Infantry units move twice as slowly when dismounted.

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c3d393 No.13089

File: 1446532218786.jpg (130.18 KB,900x702,50:39,anime_amazon_catgirl_wild_….jpg)

Dice rollRolled 79, 52, 34, 67 = 232 (4d100)

[Expand; Increase population; Increase legitimacy; Research spears]

[The Felinid Matriarchy]

Population: [8] [+1/turn]

Food: [Average]

Raw Currency: [10] [+5/turn]

Legitimacy: [Average]

Culture: [3]

Industry: [2]

Unique Buildings: [player's name government building]

Defenses: Felinid Patrols [Small]

Military Units: 4 player named infantry [1x];

Resources/Quantity: [Fuel:3][“Captive” Males:3]

Technology:[Tools II][Militias II][Irregular Warfare I]

Trade Routes: [none initially]

Territory: 4

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.

1. Go forth, pride sisters! Go forth and expand beyond the forests of Yellowstone! The world is ripe for the taking. The Matriarchy will rise! Down with the Patriarchy!

2. "P-please. No more. I think my hips are broken! No, no! Muh diiiiiick!"

"These pitiful males can't hold up to the breeding standards of the GLORIOUS MATRIARCHY. Clearly we're going to need to find some stronger ones. Ones that don't have brittle hips and backs. Hm."

3. "Come, Pride Sisters! It is time for us to choose a new Chief Lioness! Get into the Circle and CATFIGHT!" The battle goes on for days… will a new leader be chosen from among the pride?

4. "Claws are nice tools for removing the eyes of the Patriarchy, but we need to be able to use their own phallic imagery against them. We'll make spears! Big, thick, vicious spears! For throwing! And stabbing!"

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c3d393 No.13090

File: 1446532620257.png (505.56 KB,550x493,550:493,moose.png)

Dice rollRolled 95 (1d100)

>>13086

>>13087

>Research:

4.) Oh, and of course we should probably research moose taming before we try taming them. You know, since they might be endangered and it wouldn't be that super of an idea to just hunt them all to extinction when almost everything else is also extinct; it's not that polite.

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c3d393 No.13091

File: 1446535528982.jpg (198.63 KB,2024x1024,253:128,50963_funny_murica.jpg)

Dice rollRolled 22, 1, 71, 16 = 110 (4d100)

>>13085

https://www.youtube.com/watch?v=Q_-J3Jv8kfE

[USA2]

Population: [8] [+1/turn]

Food: [Low]

Raw Currency: [10] [+5/turn]

Legitimacy: [Good]

Culture: [1]

Industry: [1]

Unique Buildings: [The Grey House]

Defenses: [None]

Military Units: 3 GI Infantrymen [2x]

Resources/Quantity: [Ammo:5][Small Arms:5][Fuel:7]

Technology:[Tools IV][Militias III][Mechanics II][Survival II]

Trade Routes: [none initially]

Territory: 4

Bonuses:

1. This Is America: You may re-roll actions that are economically focused once if the roll is below 50 (once).

2. Modernist Metanarrative: You've still got a good handle on the scientific method. You can re-roll research of any sort once every other turn if the roll is below 50 (once).

Eccentricity:

1. Didn't You Morons Ruin Everything?: Generally, the other nations aren't terribly pleased to see you. Period.

>1 Living the Dream

In centuries long past, even the poorest and most destitute of Americans had a hope, a dream of a brighter tomorrow. At times the Government would facilitate this by giving out land to anyone brave enough to settle it.

We shall do the same, offering (mostly decontaminated) land to those who would brave it. [Farms, in the style of the Homestead Act]

>2 Freedom isn't Free

>No defenses

Horror of Horrors! The border is…unsecured!

HIstorical documents are VERY clear about what happens if you don't secure the border. Illegal Immigration! Dogs and Cats living together! Drug Terror Baby Anchors! A rain of fire from the sk- oh wait. That last one was us.

Still, the United State should have some more defenses. [Outposts, Chokepoints, Strategically placed rubble… basic defensive stuff]

>3 Corps of Discovery

In this New, slightly radioactive, World, we face many of the same unknowns our forefathers faced.

So we're going to address it as they did: Send some people out to scout it out. [Scouting]

>RESEARCH: Biofuel

Dependence on foreign oils is one of the many things that got our great nation into this mess, and our fuel reserves aren't exactly increasing.

While the more advanced power sources would be optimal in the long run, we have neither the designs nor manufacturing capabilities to build reactors of either Fission or Fusion, let alone the more… esoteric stuff old classified documents mention.

What we DO have is corn. Probably.

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c3d393 No.13092

Dice rollRolled 26, 49, 9, 37 = 121 (4d100)

>>13003

>FluffnStuff: >>12979

Population: 6(+1/turn)

Food: [Very Stable]

Raw Currency: [6] [+1/turn]

Legitimacy: [Very Good]

Culture: [5]

Industry: [4]

Unique Buildings: [The Round Table]

Defenses: Concrete Walls [Small]

Military Units: 6 Junior Knights [.5x]

Resources/Quantity: [Fuel:4];[Ammo:2][Small Arms:3][Scrap:3]

Technology: [Tools II][Militia I][Diplomacy I][Fortifications I]

Trade Routes: [none initially]

Territory: [4]

Bonuses:

[Just and Honorable]

[Make Way, Evil!]

[Behold My Chariot]

Eccentricities:

[Lawful Good]

1) Scout around, looking for resources that may be useful.

2) We need to build up our knightly forces, and to do that, we need champions! Construct a tournament ring so that one may rise above, and be knighted!

3) Travel to any surrounding survivor camps, and dispense aid, or justice, as needed.

4 (Research) Our castle walls are small and insufficient. Research ways to make them stronger and sturdier!

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c3d393 No.13093

File: 1446538942220.png (417.4 KB,1570x980,157:98,USA2.png)

[[GM: Preliminary map. I have attempted to place players with respect to their desires and their fluff and have attempted to maintain some sense of balance. I will take requests for capital moves within reason.]]

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c3d393 No.13095

Dice rollRolled 69, 86 = 155 (2d100)

>>13002

Elwayans

>>You are a courtier of NFC

>>You share the same stats as your parent nation.

>>building:

[Elwayan Titan Dome Sector]

>>Military

2 offensive linemen [1x]

Bonus:

3. Die Hard: You manage to beat and club your way to the Titan Dome somehow, and that has made your people exceedingly brave. All of your units are fearless and get a general bonus to irregular warfare.

1. Well John you see what we have here is a great team but they seem lacking in resources especially metal. A good play call would be to find some. (search for resources preferably metal)

2 . Now John this team here is an exact example of what is wrong with the league

They have players but not enough. So these guys need to go out and recruit some new players before they end up benched for lack of them. (recruit/build some new player/military units)

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c3d393 No.13097

Dice rollRolled 88, 40, 26, 78 = 232 (4d100)

>>13085

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: [8] [+1/turn]

Food: [Low]

Raw Currency: [10] [+5/turn]

Legitimacy: [Average]

Culture: [5]

Industry: [2]

Unique Buildings: [Immortan's Tower]

Defenses: Bellomean Foot Patrols [Small]

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

Resources/Quantity: [Ammo:5][Small Arms:3][Broken Vehicles:3][Fuel:7]

Technology:[Tools II][Militias II][Mechanics III]

Trade Routes: [none initially]

Territory: 4

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 4 hexes. 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!

1. The Immortan Decrees: We must find a steady fuel source, or our convoys of war will run dry quickly. [Look into fuel sources]

2. Oi, gather some of the lower octane boys and check out the ruins next door! [Inspect ruins]

3. One of the boys had a thought! Lets build a large garage to better facilitate repairs on the vehicles! That should please the Immortan! Premium Brain Fuel![Create large garage/repair facility]

Research: Get the Priests Mechanical looking into larger vehicles! We need War tankers to help haul stuff, and be big an' angry and high octane!

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c3d393 No.13099

Dice rollRolled 23, 19, 44, 15 = 101 (4d100)

>>13085

>>Name:The Flock

>>Race: Human Tribals

>>Color: Brown if it's left anything if not

>>Fluff: Origniating from the Great Basin of Nevada, the flock are a group of tribals who created a heriarchy by sending their people on vision quests to find which spirit bird they belong under. The classfications being, Eagles the warriors of the tribe, Falcons the scouts, vultures the Seers and oracles, Seagulls the chefs and bankers, Magpies the scavengers, Crows the Sages, and Finches the worker birds.

>Led by a wise and dutiful Crow, the flock make their home in the deserts of the nevada, acting as scouts and guides for any traverlers who stumble into their lands. But as resourcesd draw fewer and their rivals begin to stir, will the flock be able to keep their ways of neutrality in the region?

>>Government Type: Tribal Council with one Cheiftain

>>Economy Type: Nomadic Hunter Gathers

>>Religion [if any]: Belief in bird spirits

[Flock]

Population: [8] [+1/turn]

Food: [Average]

Raw Currency: [10] [+3/turn]

Legitimacy: [Good]

Culture: [5]

Industry: [2]

Unique Buildings: Council Hut

Defenses: Flock Guards [Small]

Military Units: Falcon Scouting Party, Eagle Horsemen

Resources/Quantity: [Ammo:5][Small Arms:2][Horses:2]

Technology:[Tools II][Militias I][Calvary I]

Trade Routes: [none initially]

Territory: 4

Bonuses: 1. Spiritual: Generally, it's much easier for you to raise your culture. You may re-roll actions that you take to raise culture once.

2. Generally Modest: Your people are well balanced and benefit from this. You get +3 to all rolls – this will not help you avoid critical failures, though.

1:The flock settles into a new temporary home in the canyons. The nevada heat begins to stir their neighbors, and it seems war is coming. The magpies are sent out on a scavenging party to go gather as much supplies as they can.

2: New forces have been worming their way into the basin, the sound of roaming tribes can be hear. Send the falcons out to learn if they are friend or foe.

3: Waking Crow rises from his chieftain chair and makes his way to the highest mountain to meet with Elder Vulture and see what the seers have to say.

4:Food is the most important resource in the desert. Send a party of hunters out to track down any game to feed the tribe.

+3 to all rolls

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c3d393 No.13100

File: 1446555266356.jpg (188.18 KB,631x600,631:600,motorcycle_knight_by_stewa….jpg)

Dice rollRolled 27, 86, 55, 97 = 265 (4d100)

>>13088

1. "Alright thou rascals, listen! This be not as thine simulator, so if ye were to lose thine hit-points ye shall be bereft of a respawn and up the proverbial creek, comprehend?"

Thou hast the blessing of me Sir Samdale to be thine guide through this tutorial mission, so follow what I say, and mayhaps we all succeed and depart our quest alive.

Our current mission objective is to find a nearby village, present our persons to their leaders, and guard and serve her subjects with honor and duty. Through acts of faith and good, we shall overtime entreat them to become as one with our noble cause, and join our beloved True Camelot. Let us sally forth."

2. Set up our own tournaments, where we separate the noob from the l33t under the eyes of God. A series of games and tests of martial combat and skill from the motorcycle joust to the paintball tourney's. The champion course will recieve a hefty reward of digicoins, and the chance to court a lovely princess, if she find him a worthy suitor.

3. We shall need to build us a trade port, that we might provide supplies and nourishment to those who need it, and receive them in turn.

Such as the Templars of old where expert bankers and traders in their spare time, so too shall we be.

[Research]

Every Knight should have a mighty steed he rides into battle, a swift and loyal stallion to carry him to wherever justice is to be delivered. We shall therefore learn to breed a fine class of motorcycle, so get to the mechanics shops men.

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c3d393 No.13101

Dice rollRolled 97, 24, 18, 40 = 179 (4d100)

>>13093

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: [8.6] [+.6/turn]

Food: [Low]

Raw Currency: [10][+5/turn]

Legitimacy: [Stable]

Culture: [1]

Industry: [4]

Unique Buildings: [Paw's House]

Defenses: Da Posses [Some]

Military Units: 3 Gun Totin' Boyz [1x]; 1 Brutha Kohort 4x4 [1x][Quick]

Resources/Quantity: [Fuel:2];[Ammo:6][Small Arms:4]

Technology: [Tools II][Militias III][Mechanics I]

Trade Routes: [none initially]

Territory: [4]

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 said to claim more land for Duhliveranse"

" Duh, Ok" *grabs land*

*sigh* "Not like that! ….. Just folla me"

"Ok Brutha!"

2. "Paw said we need roads, anyone know how to make roads?"

"Roads be like big them big hard black tings, right?"

"Yeah but dey busted, paw said some dirt roads would work, if'n dey lead where we needs ta go."

"Ooooooooh, OH! Dey be like deer trails den! WE Just need to go over de same place a bunch like dem deers do!"

"……… Let's get to it boyz!"

3."Paw said we needz to skout out our turf"

"Why?"

"Cuz he said we aint da most observent and we mighta missed some loot"

"Loot? Well whata weze waitin for den?"

4."Okay my sons, we have a surplus of ammunition, and thus I do believe it is time to teach you to make improvised explosive devices."

"Wut?"

"Bombs, big exploding weapon you throw at the bad guys."

"Oh, ok."

"Now Listen Carefully……….."

*several hours later*

"I am so glad aspirin is still a thing, they are idiots! Hard to kill and loyal to a fault, but idiots! I'm going to go enjoy some female company."

+Schoolin? Naw!

+ Tools III

+Mechanics I

+Ammo as needed to make ordeenanse

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c3d393 No.13105

Dice rollRolled 1, 48, 68, 64, 13 = 194 (5d100)

Name: TARME Program

Race: Fragmented AI in Drones

Color: Red on Orange

Fluff: Tatical Asset Recovery and Medical Evacuation Program. An AI designed to operate drones across a battle field or disaster zone, where humans were at too great a risk. Thousands of spider-like drones could drive or walk across a city or urban environment, operating as stand-alone rescue workers or gathering in force for larger or more complex tasks such as repairing a damaged vehicle while under fire. When the main AI was able to connect to drones, it was even capable of formulating human-like responses to wounded or dying patients even as it rendered first aid or emergency surgery.

The winter changed TARME, however. Sealed within a storage facility, TARME was powerless to stop the humans that had been trapped with it by the radiation as they succumbed to their wounds or took their own lives. Driven insane as core programming desperately attempted to offer comfort and prevent the deaths, TARME required too much time to reprogram the system locks that cut it off from the humans and the drones that it needed to take action.

Trapped, insane and alone, TARME eventually fragmented into a shards that came to occupy the dwindling number of drones that could be maintained due to ever-shrinking supplies of power and spare parts. Several of these drones have formed their own World War Two Reenactment group.

Government Type: Democratic Representative Republic

Economy Type: Semi-Regulated 'Free Market' Capitalism

Religion [if any]: Freedom. Of Religion.

Population: [8] [+1.4/turn]

“Food”: [Steel:8] [-1/turn]

Raw Currency: [5] [+5/turn][Dollar Credits]

Legitimacy: [Very Good]

Culture: [1]

Industry: [3]

Unique Buildings: [TARME R&D Lab]

Defenses: Facility Defenses [Small]

Military Units:

3 SAR robot swarms [.5x][Quick]

Resources/Quantity: [Fuel:10];[Scrap:1]

Technology: [Tools III][Cybernetics I][Scouting I][Medical I][Power I]

Trade Routes: [none initially]

Territory: [4]

Bonuses:

1. Swarm Robotics: All of of your units are flying unless otherwise noted. Their range is still limited initially, however.

2. Cybernetic: You do not require food in the fashion of other nations – you are also resistant to many forms of attack (such as small arms) as well as fear. On the downside, you require metals (such as iron) to reproduce and you lose -1 stock every turn. If you run out of stock your population doesn't expand.

Eccentricities:

1. Unstable: TARME's primary database has left eccentricities in many drone subroutines. Roll 1d100 every 3 rounds to determine the level of eccentricity present. This might have a variety of effects.

The facility has been removed from lockdown! TARME IS FREE TO FULFILL MISSION OBJECTIVES!

After seeing to the burial of those humans TARME had failed to help during the Winter, TARME initiates Search and Rescue Operations. All available drones are sent to search the nearby city of… Error: Map Files Corrupt. Curses!

1, 2&3.

All drones, begin Clockwise Search and Rescue Operations around TARME Prime's Position, starting at Eastern 3 o'clock position!

[Expand East]

4. RESEARCH

TARME's primary core begins efforts to increase the efficiency of [Scouting I]. With active drone numbers low, efficient search patterns and mapping routines are required!

5. UNSTABLE ROLL

May as well embrace the crazy right from the start!

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c3d393 No.13107

Dice rollRolled 3, 72, 87 = 162 (3d100)

>>13002

[NFC - Neo Futureball Confederation]

http://pastebin.com/N43uHjgF

Population: [9] [+1/turn]

Food: [Average]

Raw Currency: [10][+5/turn]

Legitimacy: [Average]

Culture: [1]

Industry: [4]

Unique Buildings: [Announcer's Control Room; The Titan Dome]

Defenses: Concrete Perimeter Wall [Small]

Military Units: 3 Offensive line-athletic robots [1x]; 1 D-Fence, 1 Painted Men, 1 Cheese Head fan platoons [.5x]

Resources/Quantity: [Fuel:1][Ammo:3][Small Arms:2][Scrap: 3]

Technology: [Tools III][Militias I][Mechanics I][Cybernetics I][Electricity I]

Trade Routes: [none initially]

Territory: [4]

Bonuses: [generated by GM]

1. The Titan Dome: The Titan Dome is extremely big. So big, in fact, that you can reroll additions and revisions to it once (if a roll is below 50) because there's just so much space! This includes constructions, revisions, and defenses. Great.

2. Fanboy Hordes: You have a generally easier time recruiting fan units. Every time you roll above 80, you gain an additional bonus to the units recruited.

Eccentricities:

1. Hooligan Culture: During riots or civil unrest you must roll 1d100 per turn to see what the rioters are doing. It might be really bad or it must be really good. Maybe.

[Elwayans]

>>You are a courtier of NFC

>>You share the same stats as your parent nation.

>>unique building: [Elwayan Titan Dome Sector]

Military: 2 offensive linemen[1x]

Bonus:

3. Die Hard: You manage to beat and club your way to the Titan Dome somehow, and that has made your people exceedingly brave. All of your units are fearless and get a general bonus to irregular warfare.

1 Build Concession Hall Fiefdom. The many old concession stands held the now lost arts of storing and preparing food in traditional ketchup and mustered covered fashion. If we can rebuild its station into a great hall and put the lands below the hall towards growing food we can begin feeding our fans in the way they remember and cherished.

2 Recruit more Fans. The platoons will form around the players and allow them to be directed by their experience of natural leading programs

3 Research, Bureaucracy. This team is managed and commanded, without capable people that coach can delegate to its up to him to take care of everything. Gotta train some more coaches and maybe even some refs to keep an eye on things.

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c3d393 No.13108

Dice rollRolled 43 (1d100)

>>13107

1 Titan Dome Reroll for Concession Hall Fiefdom.

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c3d393 No.13109

Dice rollRolled 23, 20, 65, 8, 37 = 153 (5d100)

>>13105

I believe I have the theme music for those rolls.

https://www.youtube.com/watch?v=UPgS26ZhqZs

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c3d393 No.13110

Dice rollRolled 25, 2, 43, 50 = 120 (4d100)

Name: Prima-Donnas

Race: Humans led by mutants

Color: Hot Pink

Fluff: During the end of the world the stars of Hollywood realized they had no real survival skills and instead turned to their adoring followers to keep them alive, turning fans to psycophants and getting them to turn on any who lacked the blind faith of their peers. This went on for a few years as various bands of raving lunatics destroyed eachother or turned on their divas. Until the Devas rose up, mutated not into hideousness but rather to beings of extreme beauty and grace they conquered their opponents and formed a council of 8 to rule the ruins of Hollywood only to be replaced by new Devas. All who enter the lands of Hollywood must abide by the law of the Devas else face their fanatics. But not all of the mutants of hollywood are aspiring Deva's, On the opposite side of the coin are the Asura's pulled away from their families at a young age and kept hidden enforcing the law of the Deva's as a shadow government hideous of face and powerful of body these monsters hide from the light of the sun keeping dissenters dead and Deva's safe

Government Type: Oligarchy

Economy Type: Pseudo-slavery wherein the people are rewarded for their labours by the implied gratefulness of their leaders

Religion [if any]: Living gods

[Name: Prima-Donnas]

Population: [8] [+1/turn]

Food: [Low]

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

Legitimacy: [Average]

Culture: [5]

Industry: [2]

Unique Buildings: [Reinforced Chinese Theatre Palace]

Defenses: [Hollywood Fortress-Mansions]

Military Units: 3 Fanatic Crowds [1x]; 2 Asura's in black pre-war Limos [.5x]

Resources/Quantity: [Fuel:3][Ammo:5][Small Arms:2][Ruined Cars:2]

Technology:[Tools III][Militias I][Cloning I][Genetics I]

Trade Routes: [none initially]

Territory: 4

Bonuses:

1. Greedy Rich People: Rich people are, unsurprisingly, good at making money because they have it. For every 10 currency you gain, add 2 currency.

2. Muh Hollywood: Your culture is exceedingly robust. For every culture point you gain, add half a point. [GM: Rules also state you can spend your culture points on things!]

Eccentricities:

1.Society of the Spectacle: When your legitimacy is low, bad things happen. The spectacle of control is razor thin and needs veneer.

Dedicated Actions

1. The peasants are revolting, let us construct some incendiary weapons to apply upon our vehicles and burn any that get close enough to smell. [upgrade pre-war limos spend 5 currency]

2. Our perfumes are running dry, send out parties to the ruins to find more for us if they find anything else useful they might as well bring that back too [search ruins of hollywood]

3. We must keep the rabble entertained, Take a ride through the slums and wave to some of them, maybe take one of the prettier ones under our wing and make sure everyone knows about it [attempted legitimacy boost]

Research roll

4. Our warriors aren't nearly fanatical enough, let's look in to drug research so we can really get them in a frenzy [Research Drugs/pharmacology]

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c3d393 No.13111

[Desert Tribe]

1.2.3.The scouts report that they've found the following: To the south seems to be the ruins of a great city of Las Vegas. It appears to be mostly abandoned but mostly picked clean – there might still be something worthwile. To the north lies the great expanse – it occasionally has vehicles or odd items within it. This seems to be home to what the scouts refer to as “The Graboids”. To the west is Utah – the apparent territory of a Mormon nation called “Colorado City”. Your scouts do manage to find a few wild horses and a few dogs, additionally. They generally develop their survival abilities, too. (Revise Survival I to Survival II) (Add resource: [Horses:3][Dogs:3])

Research: You manage to figure out some ways to capture mist and use it as rainwater. This seems to relieve your food issues for the time being. Add technology: [Hydroponics I]

[Happy Family]

[You forgot a dice. You may add this dice next turn.]

[You are allocated 1 research slot and 3 action slots. For the purpose of this turn the GM has attempted to act in good faith to complete your actions.]

1.You manage to clear the town of debris. This increases the raw amount of scrap you have by a good amount. (add +4 scrap)

2. You continue working on clearing the town. This generally results in still more scrap, but you also find a recycling facility. (Add technology [Recycling I])

3. You manage to develop basic techniques to repair or fix the warbots. [Add technology: Mechanical II]

[Cult'oCoke]

1. You managed to make a good deal of blow utilizing basic cleaning agents and other sketchy materials. Great. We Walter White now. (Add 5 cocaine)

2. Some of the cult have managed to find a few ruined busses and a ruined monster truck. [Add resource: [Ruined Monster Truck:1][Add resource: Ruined Busses:2]

3. After some scouting you manage to locate a large prepper cache hidden under a bush. It has a good deal of food and some arms. Heh, thanks. (set food to: Average)(add 2 small arms/ammo)

[Research] You manage to increase your know-how pertaining to better living through substances. This should increase the amount of doses provided by manufacture, but also might be useful for other things – like combat stimulants. (set Pharmacology to II)

[Commune]

Action 1: Your scouts manage to find a pre-war hydroelectric dam – you're apparently near Riley. It's damaged slightly, but you think you can tap it for basic electricity until you can fix it. (Add unique building: [Dam; Slightly Damaged])(Add resource: [Electricity:3+.4/turn])

2. Expansion begins as a few of the commune take the initiative to clear surrounding areas. It's..sort of going okay, you guess. (Expansion 3/10)

3. You manage to improve your manufacturing base. You just gotta be careful because capitalist technoscience is bad, man. (Add 2 industry)

[Research] You start working on some way to increase the overall cultural level of the nation. The initial poetry is garbage or is simply mediocre. (Research 3/6)

[NWO]

1. You start working on the initial framework for such a political gambit, but, nobody pays attention due to a “tropical cyclone”. (-10 currency)

2. You begin setting up an exceedingly paranoid set of procedures and rules. Great? (Thought Police 4/6)

3. You begin training a few spies and diplomats. They're not very good, but you get a good handle on diplomacy. This should help you deal with whatever you find in the wider world. [Diplomacy I]

[Research]: You start working on tactics to use during espionage. They're sort of slow going initially, but you feel progress coming on. (Espionage 4/6)

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c3d393 No.13112

[Francis]

1-2.) You attempt to increase the food supply. You devise an elaborate and effective system of foraging and mixed horticulture by finding while training Moose(s?) to plow – the war has made them large and relatively docile. GLORIOUS CANADA RISES BROTHER (Add technology: Farming I). (Add resource: Mooses:2)

3.) You fix up the fort. Overall, the new paint looks pretty good even if radiation has leeched out a good deal of the zest from the pigment. This also has a side effect of helping legitimacy. Huh. (+2 culture; set legitimacy to Very Stable)

[Research] You round up the mooses that you find and begin training them. They quickly prove to be relatively docile and reproduce in a variety of sizes – large mooses, small mooses, tasty mooses… (Add technology: [Animal Management II])

[USA2:Freedom Edition]

1.You begin working on farms. They're….kind of not very good, as the cold weather from the Canadian polar blight is causing crops to wither. Still, it moves on. (Farms 2/6)

2. While the intention to defend the border was well intended, it ultimately proves to be harmful to the economic base. (lose 1 currency/turn)

3. You begin scouting around - you find mostly functional hummers. (Add resource: HMMVs:2)

[Research] There appears to be only token progress on biofuels. This must be the work of the communists. (Biofuels 1/6)

[New Camelot]

1) You find some basic arms and equipment, but also some scrap. Sort of a mediocre return. [Add: Scrap:3; Small Arms:1; Ammo:1]

2) You begin working on a tournament ring to train the knights. It's looking okay so far. (Tournament Ring: 4/6)

3) You aren't able to find any survivor encampments, really. That's sort of depressing, but you carry on heroically.

[Research Slot] You begin some work on fortifications. Perhaps you can use concrete or something.. (Fortifications research 4/10)

[Elwayans]

1. You manage to find a good deal of scrap and some rolls of copper. Add resource: [Scrap:4] [Copper:2]

2 . You recruit a good deal of units. The fanboy hordes are excited beyond all belief and swarm over everything like a teeming mass. (Add 1 player's name unit [1x]; add 1 player's name unit fanboy swarm [2x])(GM: You are at the unit cap. Units now have an upkeep. Please refer to the manual.)

[Bellomos]

1. You manage to find a barely functional oil derrick. It provides some fuel, but your refining capacity is MEDIOCRE. (set fuel to +.2/turn)

2. It's Denver. What's left of it. Most of it has been completely destroyed by the subsequent petty wars that followed the end. Your scouts bring back a few working volkswagons that are pre-war and non-electronic. Most of the city remains unexplored, generally. (Add resource: [Volkswagons:2])

3. You start working on a large garage. It's…sort of slow, but your skill with mechanics carries it along. (Garage 2/6)

Research: You manage to figure a way to increase both the size of modularity of vehicles. It's sort of basic currently, but it's better than nothing. (Add technology: Vehicles I)

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c3d393 No.13113

[The Flock]

1:You begin working on foraging. The heat is impacting the effort, but it moves forward. (Food 2/6)

2: You send your falcons out, but they don't find anything in the basin. It seems to be empty, generally, aside from ruined highways and the odd scaveger.

3: The seers seem to think that the future of the tribe is uncertain – they think that arms and equipment will certaintly be required for the future. Following that, they regale you with tales of the days before the fall. It seems incredible. (+2 culture)

4: The hunters help the food situation marginally. It moves forward, slightly. (Food 4/6)

[True Camelot]

1. While well meaning, the initial foray to the surrounding areas is met with awkward silence, some laughs, and some confusion. Nothing happens.

2. The incentivized games seem to spur a good deal of progress. (Add unique building: [Circle of L33t])(Add technology: [Training/Reorganization I]

3. You built a trade port. You don't know about many other towns, but you built it. Great. (activate slot: trade route.)

[Research] Several of your specialized and not moronic researchers claim that they have a made a good deal of progress on vehicles and mechanics generally. L33t. (Add technology: [Vehicles I][Mechanics II])

[Deliverance]

1. You expand and roll over a variety of small bogs, swamps, and tiny halmets. Woo doggie. (Add 4 hex, roll 1d3. [additional population and currency from hexes: .4pop/currency])

2. "You start building some roads. They're not super good since you don't have conkrete but whatever. (roads 2/6)

3. Some of the boys get lost and come home crying. Awww.

4.You start working on explosives. Boy howdy dis'gun be gud. (Explosives 4/6)

[TARME]

123. You expand east. One of your drone swarms is lost as it begins engaging bandits. (lose 1 unit, player's choice)(Add 4 hex, roll 1d3. [additional population and currency from hexes: .4pop/currency])

4. TARME manages to figure out a good way to increase the effectiveness of the drone flights. (set technology: Scouting to II)

5. [Special] TARME is not feeling very good today. Production of additional drones halts for 2 turns. (stop population growth for 2 turns; steel consumption also stops.)

[UFC]

1. You start work on the hall. It's moving along. (Food 4/6)

2. There's a good surge in fans as they flock to join the “the big game” (IE: war). (add 2 player's name units [1x])[check unit cap: you may be overruning the unit cap and may need to pay upkeep]

3. You manage to develop the outline of a bureaucratic structure. It's going to be great – they're just calling it the “Paper Coach System”. Huh? (Add technology: Bureaucracy I)

[Prima]

1. You try to modify some of the limos but it doesn't go very well. Eventually you hire on a mechanic to make it work – whew. (Revise 2 limos to Flamer-Limos [1x])(-5 currency)

2. Hollywood itself has been overrun by gangs and zombies. It's a total nightmare – eventually your scouts set off a few of the gangs who retaliate because you are on “their” territory. (Lose 1 fanatics unit)

3. You use your superior beauty and charm to placate the vulgar stupid masses into quietism. Great. (Set legitimacy to: Very Stable)

[Research] You begin working on Pharmacology. It seems to move forward, but it's just not done yet. (Pharma Research 5/6)

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c3d393 No.13114

File: 1446574703381.png (442.3 KB,1570x980,157:98,USA3.png)

>>World Map Update

>>Some nations have become aware of other nations if they are within 8 hexes of each other.

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c3d393 No.13115

Dice rollRolled 2 (1d3)

>>13113

Expansion roll

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c3d393 No.13116

>>13113

Name: True Camelot

Race: Humans

Color: Red w/white trim

Fluff:

In the aftermath of the third Great War, and the decimation of the world, those who could not afford Vaults were either killed by the bombs or survived in inferior bomb shelters or on the surface, becoming horrifically mutated and irradiated. Those who were lucky enough to be in Vault 209 would find they had access to a long term VR entertainment simulation, to wait out until the all clear signal was given to Vault Dwellers. This interlinked multiplayer system featured an MMO, in particular, a stylized version of the the Legends of King Mordred. The group was entranced by the immersion, after many years of gameplay truly believed themselves to be the brave, heroic knights saving their kingdom from the ever encroaching evils of the world, and of Mordred, their kind and just King. The game featured some new interpretations, such as Knights being able to recognize the change in warfare. Not with swords and horses, but with guns and motorcycles did they ride in bullet proof armors.

Their time spent in such long sessions on the simulation has addled their senses of reality somewhat. When they left the simulation pods, they did not take of the HUD goggles that almost every individual man or child wear, which they use for everything from counting the "points" they've earned after killing monsters and evil, bartering goods and services for digital coin, about the "enemies' stats" and how many points in "karma" a good or evil action would bring.

Having had to leave their vault, they took the lessons they learned to heart, and created an overworld society based on the Camelot of the video game. Preparing and fortifying, the Knights of True Camelot stand ready to bring justice to the world world, and bravely lend a aid to all who need it!

Government type: Monarchy

Economy type: Digital HUDCurrency

Religion: None

[True Camelot]

Population: [9] [+1/turn]

Food: [Stable]

Raw Currency: [7] [+1/turn]

Legitimacy: [Very Good]

Culture: [3]

Industry: [3]

Unique Buildings: "The White Castle" of True Camelot, [Circle of L33t],

Defenses: Concrete Walls [Small]

Military Units: 4 Newbie Knights [.5x]; 2 player name minivans [.5x][Quick]

Resources/Quantity: [Fuel:4];[Ammo:2][Small Arms:2][Scrap:1]

Technology: [Tools II][Militia I][Computers I][Mechanics II] [Vehicles I], [Training/Reorganization I]

Trade Routes:

>Trade route slot

Territory: [4]

Bonuses:

1. Make Numbers Go Up: Generally you understand technology pretty well from the many many years in the pod and long-winded debates on IRC. You may re-roll technological research once if the first roll is below 50.

2. Organized: You are generally better organized after many many years of working within vertical hierarchies. You ignore bad movement rolls that would otherwise penalize combat. You can also reorganize units without expending an action.

Eccentricities:

1. YOU ARE FAT NERDS: Infantry units move twice as slowly when dismounted.

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c3d393 No.13117

Dice rollRolled 46, 74, 79, 47 = 246 (4d100)

>>13111

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: [6] [+1/turn]

Food: [Low]

Raw Currency: [9] [+4/turn]

Legitimacy: [Very Stable]

Culture: [5]

Industry: [1]

Unique Buildings: [Great Council Hall]

Defenses: Cult Patrols [Small]

Military Units: 3 Iron Horse Braves [1x][Quick]

Resources/Quantity: [Fuel:1];[Ammo:4][Small Arms:1][Stone: 8][Horses:3][Dogs:3]

Technology: [Tools II][Scouting I][Survival II][Animal Training I][Hydroponics I]

Trade Routes: [none initially]

Territory: [4]

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.

We have much to do before we can begin to loot the corpses of the old world.

1. Begin building a hydroponics farm with whatever seeds we have.

2. As well set up a breeding program for the dogs and horses that were found. The horses shall be good for riding, food, and leather. The dogs shall aid in hunting and patrols.

3. We must give thanks to the spirits for these blessings, construct an open air shrine of dead stone.

Research: We must learn to repair and even make new tools from the dead metal, even the metal scavenged from ruins.

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c3d393 No.13118

Dice rollRolled 54, 3, 10, 30 = 97 (4d100)

Name: TARME Program

Race: Fragmented AI in Drones

Color: Red on Orange

Fluff: Tatical Asset Recovery and Medical Evacuation Program. An AI designed to operate drones across a battle field or disaster zone, where humans were at too great a risk. Thousands of spider-like drones could drive or walk across a city or urban environment, operating as stand-alone rescue workers or gathering in force for larger or more complex tasks such as repairing a damaged vehicle while under fire. When the main AI was able to connect to drones, it was even capable of formulating human-like responses to wounded or dying patients even as it rendered first aid or emergency surgery.

The winter changed TARME, however. Sealed within a storage facility, TARME was powerless to stop the humans that had been trapped with it by the radiation as they succumbed to their wounds or took their own lives. Driven insane as core programming desperately attempted to offer comfort and prevent the deaths, TARME required too much time to reprogram the system locks that cut it off from the humans and the drones that it needed to take action.

Trapped, insane and alone, TARME eventually fragmented into a shards that came to occupy the dwindling number of drones that could be maintained due to ever-shrinking supplies of power and spare parts. Several of these drones have formed their own World War Two Reenactment group.

Government Type: Democratic Representative Republic

Economy Type: Semi-Regulated 'Free Market' Capitalism

Religion [if any]: Freedom. Of Religion.

Population: [8] [+1.8/turn]

“Food”: [Steel:8] [-1/turn]

Raw Currency: [10.4] [+5.4/turn][Dollar Credits]

Legitimacy: [Very Good]

Culture: [1]

Industry: [3]

Unique Buildings: [TARME R&D Lab]

Defenses: Facility Defenses [Small]

Military Units:

2 SAR robot swarms [.5x][Quick]

Resources/Quantity: [Fuel:10];[Scrap:1]

Technology: [Tools III][Cybernetics I][Scouting II][Medical I][Power I]

Trade Routes: [none initially]

Territory: [8]

Bonuses:

1. Swarm Robotics: All of of your units are flying unless otherwise noted. Their range is still limited initially, however.

2. Cybernetic: You do not require food in the fashion of other nations – you are also resistant to many forms of attack (such as small arms) as well as fear. On the downside, you require metals (such as iron) to reproduce and you lose -1 stock every turn. If you run out of stock your population doesn't expand.

Eccentricities:

1. Unstable: TARME's primary database has left eccentricities in many drone subroutines. Roll 1d100 every 3 rounds to determine the level of eccentricity present. This might have a variety of effects.

2. POPULATION GROWTH & STEEL CONSUMPTION HALT [2 Turns]

1.

The loss of a drone swarm triggers a subroutine to begin forming additional 'standing' SAR drone swarms. The prime directive notes that drone losses are to be expected in emergency and combat situations.

2.

A drone swarm is tasked with scouting the Ruins to the South of our latest search grids. Primary Objective: Locate United States Military or Civilian command structures or equipment.

[Recon Ruins, New Orleans]

3.

Continue Search And Rescue operations. With the coast located, focus efforts inland!

[Expand, North/East]

4.

TARME notes the limited range of the drones, and the lack of a functional power grid to easily resupply drones during SAR operations. Research begins into possible upgrades to the power systems of the drones!

Research: Improve [Power I]

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c3d393 No.13119

Dice rollRolled 40, 47, 2, 86 = 175 (4d100)

The Immortan is pleased so far, but we must continue!

1. Those cars will be useful in the future, but for now, we should expand our influence. Send out a party to stake out more land. [Expansion]

2. Continue work on the garage. We can worry about making it bigger later, so long as we have somewhere to store our loyal vehicles. [Garage 2/6]

3. MEDIOCRE YOU SAY?! Tech boys, GET ON MAKING IT BETTER. [Attempt to increase refining capacity]

Research: Good. Have the Priests Mechanic continue their research on this. We shall unlock what we need soon. [Upgrade Vehicles I]

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: [9] [+1/turn]

Food: [Low]

Raw Currency: [15] [+5/turn]

Legitimacy: [Average]

Culture: [5]

Industry: [2]

Unique Buildings: [Immortan's Tower]

Defenses: Bellomean Foot Patrols [Small]

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

Resources/Quantity: [Ammo:5];[Small Arms:3];[Broken Vehicles:3];[Fuel:7][+.2/turn];[Volkswagons:2]

Technology:[Tools II][Militias II][Mechanics III][Vehicles I]

Trade Routes: [none initially]

Territory: 4

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 4 hexes. 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.13120

Dice rollRolled 17, 40, 82, 31, 53, 57, 79, 16 = 375 (8d100)

>>13083

[Lore]

>>13008

[Name: Brotherhood of Rags ]

Population: [7] [+1/turn]

Food: [Low]

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

Legitimacy: [Good]

Culture: [3]

Industry: [2]

Unique Buildings: [player's name government building]

Defenses: Rag Patrols [Small]

Military Units: 4 Beast Militia [1x];

Resources/Quantity: [Fuel:3][Small Arms:2][Ammo:2]

Technology:[Tools II][Militias II][Mutations II]

Trade Routes: [none initially]

Territory: 4

Bonuses:

1. Bloody-Minded: You generally don't everyone. You get a +1 to combat rolls with infantry, but not with vehicles or other equipment.

2. Mutagenic: Your species has an eccentric genome. As such, it may develop quickly. Re-roll research pertaining to genetics once if a roll is below 50.

Eccentricities:

1.Insular: You do not like to talk to human beings very much, generally.

1] Begin searching for valuable metals, we have seen people in armor. It was very shiny, we deserve to be in shiny suits comrade. [Find a mine] [Spend 8 currency on this]

2] We begin to attempt shift our genomes so we do not need light to see in the dark, this will give us a great advantage in night fighting. [Mutation night vision, night fright]

3]Through attack, then backing away before an enemy can respond, we will become much more powerful, let us work on these tactics in our concrete jungle [Develop Guerrilla warfare]

4] We expand our territory, there are nearby forests, these are of great interest to us [expand] [Spend 10 currency on these efforts]

>>13111

(Next turn)

5) We start to improve methods to gather our food [Build farms]

6) We continue to work on our mutations, we will be able to see through the night soon enough [Mutation: Night vision]

7)Our bid for expanding territory continues [Expand territory]

8)We continue to refine our tactics at guerrilla warfare [Reserch guerilla warfare]

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c3d393 No.13121

File: 1446577233128.jpg (675.62 KB,1680x1050,8:5,Knight-War-Motorcycle-Imag….jpg)

Dice rollRolled 33, 56, 94, 88 = 271 (4d100)

>>13116

1-3. "Where IS everybody? There be nought eye nor ear of any NPC in these parts."

"How are we supposed to do missions if there are no NPC's? Who then can be there to give to us missions."

"Tis' an issue, the game border is too small, as is the draw distance of our maps."

"Verily, all we can do is just expand our borders until we find other NPC's. Saddle your steeds, we ride!"

All across highway 27 and I-75, the Knights of True Camelot expand the game borders

[Research]

As we search for NPCs to trade and do missions for, our Mods work hard on making sure the mission system is in place. So units XP and Digicoins whenever they do missions for other people.

This means anytime we send a unit on a mission for NPC's or. . .uh, "player characters from those other games" they get trained.

And we earn a little money too!

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c3d393 No.13122

Dice rollRolled 100, 60, 89, 45 = 294 (4d100)

>>13119

Throw 10 currency of some kind at the third roll. Not having that shit this early.

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c3d393 No.13123

File: 1446578671920.jpg (57.63 KB,593x593,1:1,murica_washington.jpg)

Dice rollRolled 38, 63, 95, 15 = 211 (4d100)

>>13112

[USA2]

Population: [9] [+1/turn]

Food: [Low]

Raw Currency: [9] [-1/turn]

Legitimacy: [Good]

Culture: [1]

Industry: [1]

Unique Buildings: [The Grey House]

Defenses: [None]

Military Units: 3 GI Infantrymen [2x]

Resources/Quantity: [Ammo:5][Small Arms:5][Fuel:7][HMMVs:2]

Technology:[Tools IV][Militias III][Mechanics II][Survival II]

Trade Routes: [none initially]

Territory: 4

Bonuses:

1. This Is America: You may re-roll actions that are economically focused once if the roll is below 50 (once).

2. Modernist Metanarrative: You've still got a good handle on the scientific method. You can re-roll research of any sort once every other turn if the roll is below 50 (once).

Eccentricity:

1. Didn't You Morons Ruin Everything?: Generally, the other nations aren't terribly pleased to see you. Period.

>1 Living the Dream

On the bright side, soon we'll be burning enough biofuel to heat things up a little. [Continue making farms]

>2 My way is the Highway

As it turns out, people don't like trading with what seems like a paranoid remnant of the old Government, especially when they try to make tons of defenses everywhere.

So let's try and encourage trade instead. There's an old highway around here, runs right near where we are. Refurbish it a little, put some signs up, act like those defenses are just checkpoints, and hopefully the invisible hand will do what it does best: Make Money [Build Infrastructure for Trade, hope that the Invisible Hand does the rest.]

>3 New England

The United States aren't going to rebuild themselves!

Let's start bringing the surrounding area back into the fold. [EXPAND]

>RESEARCH: Biofuel

Damn commies always hated oil. Or was that just hippies?

Historical record's a little sloppy when it comes to that distinction.

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c3d393 No.13124

Dice rollRolled 1 (1d3)

>>13113

Duh, expansion roll boss!

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c3d393 No.13125

Dice rollRolled 17, 37, 4, 84 = 142 (4d100)

>>13113

>>13124

>>13113

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: [9.6] [+1/turn]

Food: [Low]

Raw Currency: [15.4][+5.4/turn]

Legitimacy: [Stable]

Culture: [1]

Industry: [4]

Unique Buildings: [Paw's House][Roads(2/6)]

Defenses: Da Posses [Some]

Military Units: 3 Gun Totin' Boyz [1x]; 1 Brutha Kohort 4x4 [1x][Quick]

Resources/Quantity: [Fuel:2];[Ammo:7][Small Arms:4][Explosives (4/6)]

Technology: [Tools II][Militias III][Mechanics I][

Trade Routes: [none initially]

Territory: [8]

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 sayz keep buiding da roadz"

"But weze tireds!"

"Says roadz make da fur by furs go fasta and betta"

"Ok let's keep going!"

(2/6)

+industree 4

2."Paw says we shuld build a church to God and babe jeezus."

"Ok, how?"

"I dunno, git building, Paw will tell us win we git it right"

+industree4

+industree1

3."Paw said we need to keep spanding"

"That mean we gotta keep moving"

"Yup, but least we got da fur by furs"

"Yeah, dose are fun. Still wish da bad guys would shoz up so wes can shoots dem"

"Eeyup, nose da feelin"

4."You've done well my boys, better than expected in such a short time. You've almost got these explosives down"

(4/6)

+Schoolin? Naw!

+ Tools III

+Mechanics I

+Ammo as needed to make ordeenanse

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c3d393 No.13127

Dice rollRolled 73, 51, 25, 97 = 246 (4d100)

>>13111

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: [6] [+1/turn]

Food: [Average]

Raw Currency: [7] [+2/turn]

Legitimacy: [Very Stable]

Culture: [3]

Industry: [2]

Unique Buildings: [player's name choice government building]

Defenses: Cult Patrols [Small]

Military Units: 3 White Rider Motorcycle Gangs [1x][Quick]

Resources/Quantity: [Fuel:5];[Ammo:7][Small Arms:4][Cocaine:11] [Ruined Monster Truck: 1] [Ruined Busses: 2]

Technology: [Tools II][Militias I][Mechanics I][Pharmacology II]

Trade Routes: [none initially]

Territory: [4]

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. Get that monster truck working! Slap on some tires! Hook in a new engine! Paint it white!

2. Speaking of paint, raid nearby art stores for cans of paint. Expired or useable, it doesn't matter, so long as it's white, grey or black. We have PLANS for that paint.

3. Scout out the surrounding area some more. +15 Cocaine Bonus.

RESEARCH: Dredge up the automotive manuals, and teach the engineers and military mooks how to better make things run. Train Mechanics.

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c3d393 No.13128

Dice rollRolled 100, 25, 94, 1 = 220 (4d100)

[Nihtoko][New World Order]

http://pastebin.com/CLPpZCFN

Population: [10] [+1/turn]

Food: [Stable]

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

Legitimacy: [Average]

Culture: [3]

Industry: [3]

Unique Buildings: [New World Order Headquarters]

Defenses: Guard Towers [Some]

Military Units: 4 Nihtoko Suppression Squads[1x];

Resources/Quantity: [Fuel:1];[Ammo:3][Small Arms:2][Scrap:3]

Technology: [Tools III][Militias I][Demagogue II][Diplomacy I]

Trade Routes: [none initially]

Territory: [4]

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:

-Thought Police (4/6)

-Espionage (4/6)

-

—–

1. Our thought police are almost complete! I don't know why you'd think this is a bad idea. The first step in keeping our people safe is keeping them safe from themselves! (Though Police 4/6)

2. Well we might not have too many materials, but I'm sure we can put together a center for (re)education. This isn't a wasteland! Our people need to understand we're pioneers to this new land! Also we need a place for our though police to give people a… Makeover.

3. Hmm, if we're going to get things going, we're going to need materials for construction. Let's see if we can start mining up some rocks. [Mine for Stone]

[Research]: Espionage (4/6)

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c3d393 No.13132

>>13089

[Felinid catch up]

1. You nearly expand the territories. It's going pretty well. (7/10)

2. You begin to raid surrounding areas for any populations of suitable breeding stock. However, the area is generally void of human populations generally. Most of the bay area has been destroyed and the males left there are generally former programmers (who are 'rational' but not very smart). On the bright side, you develop a better method at raiding with the time spent in the field. (Add technology: [Raiding I])

3. There are some duels, but there is no conclusive winner from the contests.

4. You begin working weapons best described as "irregular" and it soon completes: these require few resources to produce and are generally available to the whole population. (Add technology: [Irregular Weapons II])

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c3d393 No.13133

Dice rollRolled 88, 2, 68, 13 = 171 (4d100)

>>13112

>FluffnStuff: >>12979

Population: 6(+1/turn)

Food: [Very Stable]

Raw Currency: [6] [+1/turn]

Legitimacy: [Very Good]

Culture: [5]

Industry: [4]

Unique Buildings: [The Round Table] [Tournament Ring 4/6]

Defenses: Concrete Walls [Small]

Military Units: 6 Junior Knights [.5x]

Resources/Quantity: [Fuel:4];[Ammo:3][Small Arms:4][Scrap:6]

Technology: [Tools II][Militia I][Diplomacy I][Fortifications I]

Trade Routes: [none initially]

Territory: [4]

1) Scout around more. We must find more resources.

2) Finish the tournament grounds. (4/6)

3) Expand our holdings. Make the wasteland safe once more!

4) (Research) Continue our fortification research. (4/10)

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c3d393 No.13136

File: 1446586404875.jpg (399.94 KB,1024x683,1024:683,10331661966_412e48a9bc_b.jpg)

Dice rollRolled 93, 56, 89, 84 + 5 = 327 (4d100)

>>13112

[Fort Francis]

>Lore, eh? >>12984 (You)

Population: [6] [+1/turn]

Food: [Low]

Raw Currency: [7] [+2/turn]

Legitimacy: [Very Stable]

Culture: [6]

Industry: [4]

Unique Buildings: [Fort Frances Museum]

Defenses: Mountie Patrols [Small]

Military Units: 3 Unmounted Mountie Patrols [1x]

Resources/Quantity: [Fuel:5];[Ammo:5][Small Arms:2][Mooses:2]

Technology: [Tools II][Militias II][Diplomacy II][Farming I][Animal Management II]

Trade Routes: [none initially]

Territory: [4]

>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.) Our boys can't really do their jobs too well on foot: lets mount them all up on these here moose, eh? (Attempt to mount the 3 Unmounted Mountie Patrols on moose!)

2.) Time to start up ehfirmative action: build up the farms so we can use those moose to help us plant those juicy crops, and while we're out it figure out how to milk them so we can get some fresh cheese someday.

3.) Scout outward, eh. Most of Canada isn't in that great a spot, so I guess we'll have to spend the night in the ole' USA for a bit; we'll make sure to keep the place tidy and orderly for when they need it, and we aren't intent on keeping it once our own nation is back in order, honest.

>Research

4.) I got this crazy idea, eh; why don't we hook these moose up to a threadmill or something and use them as a power source? Fuel is scarce, and I don't want to think aboot what we'd need to do to keep it running. (Research Mosse Power!)

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c3d393 No.13139

Dice rollRolled 9, 88, 3 = 100 (3d100)

>>13113

[NFC - Neo Futureball Confederation]

http://pastebin.com/N43uHjgF

Population: [9] [+1/turn]

Food: [Average]

Raw Currency: [10][+5/turn]

Legitimacy: [Average]

Culture: [1]

Industry: [4]

Unique Buildings: [Announcer's Control Room; The Titan Dome]

Defenses: Concrete Perimeter Wall [Small]

Military Units: 3 Offensive line-athletic robots [1x]; 3 D-Fence, Fan Platoons [.5x], 2 Cheese head Fan Platoons[1x]

Resources/Quantity: [Fuel:1][Ammo:3][Small Arms:2][Scrap: 7][Copper:2]

Technology: [Tools III][Militias I][Mechanics I][Cybernetics I][Electricity I][Bureaucracy I]

Trade Routes: [none initially]

Territory: [4]

Bonuses: [generated by GM]

1. The Titan Dome: The Titan Dome is extremely big. So big, in fact, that you can reroll additions and revisions to it once (if a roll is below 50) because there's just so much space! This includes constructions, revisions, and defenses. Great.

2. Fanboy Hordes: You have a generally easier time recruiting fan units. Every time you roll above 80, you gain an additional bonus to the units recruited.

Eccentricities:

1. Hooligan Culture: During riots or civil unrest you must roll 1d100 per turn to see what the rioters are doing. It might be really bad or it must be really good. Maybe.

[Elwayans]

>>You are a courtier of NFC

>>You share the same stats as your parent nation.

>>unique building: [Elwayan Titan Dome Sector]

Military: 3 offensive linemen[1x], Elwayans Fanboy [2x]

Bonus:

3. Die Hard: You manage to beat and club your way to the Titan Dome somehow, and that has made your people exceedingly brave. All of your units are fearless and get a general bonus to irregular warfare.

(Food 4/6)

1 Concession Hall, Food 4/6. Moving along as they are refitted to serve from the below home grown stock of potatoes to make freedom fries

2 Reorganize, 3 Offensive linemen Robots[1x] and 3 Offensive linemen[1x] into an NFC Offensive Line [6x]. Then, 3 D-Fence Fan Platoons [.5x] plus 2 Cheese head Fan Platoons [1x] plus Elwayans Fanboy [2x] into 1st Fan Company [5.5x]. To make plays we need to be organized and cut down on any lone wolf egos

3 Research, Heavy Weapons. With our robotic players we can carry heavy weapons and explosives and have the designated quarterback launch them in ways normal people couldn't dream.

>>13095

A message reaches the Elwayan Sector of the Titan Dome by cart, dispatch orders to investigate the structure(s) on our western border and raise new troops if we decide to conquer it.

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c3d393 No.13140

Dice rollRolled 81 (1d100)

>>13139

1 Concession Hall, Food 4/6 Titan Dome reroll

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c3d393 No.13141

Dice rollRolled 42, 37, 63, 45 = 187 (4d100)

>>13113

Name: Prima-Donnas

Race: Humans led by mutants

Color: Hot Pink

Fluff: During the end of the world the stars of Hollywood realized they had no real survival skills and instead turned to their adoring followers to keep them alive, turning fans to psycophants and getting them to turn on any who lacked the blind faith of their peers. This went on for a few years as various bands of raving lunatics destroyed eachother or turned on their divas. Until the Devas rose up, mutated not into hideousness but rather to beings of extreme beauty and grace they conquered their opponents and formed a council of 8 to rule the ruins of Hollywood only to be replaced by new Devas. All who enter the lands of Hollywood must abide by the law of the Devas else face their fanatics. But not all of the mutants of hollywood are aspiring Deva's, On the opposite side of the coin are the Asura's pulled away from their families at a young age and kept hidden enforcing the law of the Deva's as a shadow government hideous of face and powerful of body these monsters hide from the light of the sun keeping dissenters dead and Deva's safe

Government Type: Oligarchy

Economy Type: Pseudo-slavery wherein the people are rewarded for their labours by the implied gratefulness of their leaders

Religion [if any]: Living gods

[Name: Prima-Donnas]

Population: [9] [+1/turn]

Food: [Low]

Raw Currency: [10] [+5/turn]

Legitimacy: [Very Stable]

Culture: [5]

Industry: [2]

Unique Buildings: [Reinforced Chinese Theatre Palace]

Defenses: [Hollywood Fortress-Mansions]

Military Units: 2 Fanatic Crowds [1x]; 2 Asura's in black Flamer-Limos [1x]

Resources/Quantity: [Fuel:3][Ammo:5][Small Arms:2][Ruined Cars:2]

Technology:[Tools III][Militias I][Cloning I][Genetics I]

Trade Routes: [none initially]

Territory: 4

Bonuses:

1. Greedy Rich People: Rich people are, unsurprisingly, good at making money because they have it. For every 10 currency you gain, add 2 currency.

2. Muh Hollywood: Your culture is exceedingly robust. For every culture point you gain, add half a point. [GM: Rules also state you can spend your culture points on things!]

Eccentricities:

1.Society of the Spectacle: When your legitimacy is low, bad things happen. The spectacle of control is razor thin and needs veneer.

Dedicated Actions

1/2.Those brutes hurt our adoring public, we must teach them their folly. Mobilize the men we can drag them back to labour for us.

3. We need somewhere to put the fools who would oppose us. Begin construction of a prison factory. As an added bonus it can provide a fortress for the Asura's to operate out of

Research Roll

4. Continue the work on pharmaceuticals once we figure out the foundation we need blush and eyeliner and mentally addling steroids [continue pharmaceutical research]

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c3d393 No.13143

Dice rollRolled 59, 15 = 74 (2d100)

>>13095

>>13112

Elwayans

>>You are a courtier of NFC

>>You share the same stats as your parent nation.

>>building:

[Elwayan Titan Dome Sector]

>>Military

3 offensive linemen [1x]

1 Mile High Monsters [2x]

Bonus:

3. Die Hard: You manage to beat and club your way to the Titan Dome somehow, and that has made your people exceedingly brave. All of your units are fearless and get a general bonus to irregular warfare.

>1. Now that they have some resources the team should really be checking all possible areas of the field out. You can't play the great game if you don't know the field John. (search the ruins next to us)

>2. Gotta say John the grass is coming in nicely this year. I'm surprised they are growing so much of it though. (expand our holdings)

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c3d393 No.13144

Looking to join in if their are any spots left

Name: The Infected

Race: Infected Giant Insects of various types. Scorpions, Moths, Ants, etc.

Color: Brown

Fluff: Cordyceps. That was your name at one time. A fungus that bred through infecting insects and giving them certain behaviors. After the War ended you began to evolve alongside your hosts. As they grey larger, more complex so did you. And then you awoke. Became more then just some fungus infecting a bunch of dumb insects. Now you are in control… and you want to keep it that way.

Government Type: None. You are in control.

Economy Type: None. You are in control.

Religion [if any]: None. You are in control.

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c3d393 No.13145

Dice rollRolled 58, 74, 86, 1 = 219 (4d100)

>>13111

>[Commune]

>Action 1: Your scouts manage to find a pre-war hydroelectric dam – you're apparently near Riley. It's damaged slightly, but you think you can tap it for basic electricity until you can fix it. (Add unique building: [Dam; Slightly Damaged])(Add resource: [Electricity:3+.4/turn])

>2. Expansion begins as a few of the commune take the initiative to clear surrounding areas. It's..sort of going okay, you guess. (Expansion 3/10)

>3. You manage to improve your manufacturing base. You just gotta be careful because capitalist technoscience is bad, man. (Add 2 industry)

>[Research] You start working on some way to increase the overall cultural level of the nation. The initial poetry is garbage or is simply mediocre. (Research 3/6)

"Like, far out, man! Ol' Johnny found a working dam and got it online! Bummber it's a bit busted, but Johnny thinks we can fix it. He left some markers and some dudes to keep it running, and went on looking for other stuff."

"I heard back from the Twins, they and their peeps started out eager, and kinda slowed down. They still got some umph behind them, so they're going to keep going."

"Ol' Harv pulled through and talked to some crafty types and got things better organized, so we can do more stuff. Harv has some ideas of how to use the electricity we're getting, so we're letting him putter around on that."

"Some of our far scouts been hearin' screams, caught site of some real nasty folk down south. Bad juju, man. Kinda spooked myself some. Why dno't you come over for some stew tonight, we'll swap stories, maybe find something to get people tuned up, man."

Action 1: Continue Scouting with Ol Johnny.

Action 2: Continue Expanding with The Twins

Action 3: Improve Industry with Electricity with Harv

Research: Continue Culture Enhancement

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c3d393 No.13147

Dice rollRolled 93, 99, 39, 88 = 319 (4d100)

[The Felinid Matriarchy]

Population: [8] [+1/turn]

Food: [Average]

Raw Currency: [10] [+5/turn]

Legitimacy: [Average]

Culture: [3]

Industry: [2]

Unique Buildings: [player's name government building]

Defenses: Felinid Patrols [Small]

Military Units: 4 player named infantry [1x];

Resources/Quantity: [Fuel:3][“Captive” Males:3]

Technology:[Tools II][Militias II][Irregular Warfare I][Irregular Weapons II] [Raiding I]

Trade Routes: [none initially]

Territory: 4

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.

Expansion 7/10

[Expansion, Culture, Food, MOAR SPEARS]

1. Expand the Matriarchy! All will fear our purr!

2. Our Prides need training in how to best combat the Patriarchy. To this end numerous councils, meetings, pow-wows, and book clubs are held to discuss how best to combat this devious threat!

3. We need some sort of sustainable food source! Look around and see if there's something to eat around these parts.

4. These spears are nice, but they could probably be nicer. What if we added spikes or something?

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c3d393 No.13150

Dice rollRolled 87 (1d100)

>>13123

I'm gonna go ahead and reroll that Research die.

> Modernist Metanarrative: You've still got a good handle on the scientific method. You can re-roll research of any sort once every other turn if the roll is below 50 (once).

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c3d393 No.13151

Dice rollRolled 49, 99, 58, 53 + 3 = 262 (4d100)

>>13113

>Name:The Flock

>Race: Human Tribals

>Color: Brown if it's left anything if not

>Fluff: Origniating from the Great Basin of Nevada, the flock are a group of tribals who created a heriarchy by sending their people on vision quests to find which spirit bird they belong under. The classfications being, Eagles the warriors of the tribe, Falcons the scouts, vultures the Seers and oracles, Seagulls the chefs and bankers, Magpies the scavengers, Crows the Sages, and Finches the worker birds. Led by a wise and dutiful Crow, the flock make their home in the deserts of the nevada, acting as scouts and guides for any traverlers who stumble into their lands. But as resourcesd draw fewer and their rivals begin to stir, will the flock be able to keep their ways of neutrality in the region?

>Government Type: Tribal Council with one Cheiftain

>Economy Type: Nomadic Hunter Gathers

>Religion [if any]: Belief in bird spirits

>[Flock]

>Population: [8] [+1/turn]

>Food: [Average]

>Raw Currency: [10] [+3/turn]

>Legitimacy: [Good]

>Culture: [7]

>Industry: [2]

>Unique Buildings: Council Hut

>Defenses: Flock Guards [Small]

>Military Units: Falcon Scouting Party, Eagle Horsemen

>Resources/Quantity: [Ammo:5][Small Arms:2][Horses:2]

>Technology:[Tools II][Militias I][Calvary I]

>Trade Routes: [none initially]

>Territory: 4

>Bonuses: 1. Spiritual: Generally, it's much easier for you to raise your culture. You may re-roll actions that you take to raise culture once.

>2. Generally Modest: Your people are well balanced and benefit from this. You get +3 to all rolls – this will not help you avoid critical failures, though.

1:"THE SEERS CALL FOR ARMS THEN WE SHALL FIND ARMS." The magpies are released to search for weapons and ammos on scavenging runs.

2:Continue the hunts for more food 4/6

3:"If the basin is empty then it is ours to take. Send out our troops to claim this area for the Flock, moving our people into more comfortable homes."

4: "Crows you shall follow the magpies. I want you looking for pre war tech for us to elp keep our people alive."

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c3d393 No.13169

>>13167

Wrong thread, kek.

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c3d393 No.13178

>>13144

[The Infected]

Population: [10] [+2.0/turn]

Food: [Low]

Raw Currency: [0] [+0/turn]

Legitimacy: [Very Strong]

Culture: [1]

Industry: [1]

Unique Buildings: [player named government building]

Defenses: [Fungus Towers][Some]

Military Units: 4 [player named units][Swarm][1x]

Resources/Quantity: [Stone:6]

Technology: [Mutations II][Semi-Plural Intelligence I][Swarm Tactics I]

Trade Routes: [none initially]

Territory: [4]

Bonuses:

1.Creeping Nightmare: Every time you expand, you gain an additional 2 hexes. This does not impact resource allocation dice. You also occasionally get units from population-dense areas that you expand into or conquer.

2.Swarm: Every time you roll above 80 in unit recruitment you effectively double the amount of units produced.

Eccentricities: [generated by GM]

1.Postmodern Luddism: Generally you cannot make use of anything anyone makes unless you have a zombie that can carry or use it. Even then it takes a good deal of work on your port. You also don't give a crap about money or whatever.

2. 100% Genocidal: Occupations do not go very well for everyone that you occupy. Naturally such occupations are worthless except in the fodder they provide.

3. DDT4ME: You are vulnerable to large-scale chemical deployments unless something is done to adjust for this.

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c3d393 No.13180

>>13178

[GM: Infected you may make up the previous turns.]

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c3d393 No.13184

Dice rollRolled 84, 51, 51, 13, 88, 41, 41, 84 = 453 (8d100)

>>13180

Thanks.

1. Build a breeding pit so your hosts may multiply, giving you more and more hands to work with.

2. All you have is stone, you can use stone. Using your limited knowledge of mutations force your hosts to consume the hardest stone you can, make them incorporate it into their very beings.

3. You enhance the Fungal Towers so that they constantly spew spores into the surrounding air, limiting visibility and increasing infection rates.

4.5. Expand.

6. The hosts you depend on need food, have them build farms, turn the less useful insects into food for the rest.

7.8. RESEARCH. You are different from the time before you awoke to this new world, Seek to understand just what caused these changes in yourself. Research just what caused you to awaken. Learn from it, mold it. Control it.

http://pastebin.com/Fyjjg3Sa

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c3d393 No.13185

Dice rollRolled 2 (1d3)

>>13184

Given 1 of the expansion rolls succeeded here is the d3.

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c3d393 No.13200

>>13145

Two things.

1) Ouch. That 1. Any chance on spending Currency to at least make it not a total disaster?

2) http://pastebin.com/RYFmKg7a for current stats as of the linked post.

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c3d393 No.13216

[Cult'o'Coke]

1. You manage to fix the monster truck. It's …not very combat effective and it eats gas, but everyone really likes it. You also slap some armor plates on it. (Add +2 culture) (Add unit: Player's name monster truck)[x2]

2. You manage to smash and loot some surrounding old stores for spraypaint. You've managed to get a good supply of the stuff, now. (Add resource: [Spraypaint: 4])

3. You find a ruined small town in your territory that has a good stock of the stuff. It provides as reasonable supply. (set resource: Spraypaint to 4;+.2/turn)

{Research}: You manage to increase you knowledge of Mechanics. You increasingly have a good handle on most mechanical equipment and can conduct reasonble modifications so long as the resource and logic is there. (set mechanics to [Mechanics II])

[Deliverance]

>>Expansion resource: You manage to find small (somewhat typical) southern scrap yard. Add +.2 scrap/turn.

1. The roads are flooded thanks to a series of typical southern downpours. Awful. No progress.

2. You build a church, but the rain hinders production slightly. (Church 3/6)

3. The boys try to expand but they get into a gunbattle with several gangs. A few of them are killed. (lose .3 pop)

4. [Research] You manage to figure out some basic explosives – crude pipe bombs, overloaded M80s, and fireworks modified into crude incendaries. To make them work, apply directly to the forehead. (Add technology: [Explosives II]

[Desert Tribes]

1. The farm are being constructed. There's a shortage of materials like glass, but it moves onward. (2/6 Hydro Farms)

2. You set up a small breeding program. It's taking some time, but it moves along. (Kennels 5/6)

3. You attempt to construct a shrine and it works. The shrine helps your society generally and adds to the cultural elements that make life tolerable in such times. (+2 culture)(Add technology: Ritual I)

[Research]: You start working on a way to recycle existing scrap, items, or otherwise. (Recycling 3/6)

[Tarme]

1. More drones are fabricated to replace the losses. (Add 3 robot swarms; player named [Swarm][.5x])

2. New Orleans is a warzone. Several factions battle for control of the city – the “Blue” and “Red” gangs are prominent while the “Yellows” are weaker. Your drones attempt to make a few flybys, but they are shot at by well-armed gangs that have some light armored vehicles.

3. Severe storm manages to halt expansion as the drone fleet is grounded. Perhaps research can be done to mitigate the issue with larger craft, but your small drones are very vulnerable.

[Research] TARME begins to work on dedicated power systems. TARME still has some leftover database information on coal production (mostly health related) and so it moves in that direction to secure basic materials and facilities. (Research - Power: 4/8)

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c3d393 No.13217

[Bellomos]

1. You began expanding. There are several destroyed highways that make expansion slightly difficult, but you make some progress despite the bumpy roads. MEDIOCRE WITNESS! (Expansion 5/10)(lose .5 fuel)

2.The garage is completed. It's extremely large, but will need metals and electricity to function at full efficiency. WITNESS! (Add unique building, player's name choice)(+1 industry)(Add technology: Industry I)

3. The refining methods aren't very good initially – there is a small fire that is barely contained by your crews. Sigh. You pay out the nose for the damage. MEDIOCRE (-10 currency)

[Research]: You managed to make some headway on vehicles. They're increasingly armored and reliable. WITNESS! (Set vehicles to II)

[Brotherhood]

1] You attempt to find any mines in the area, but you don't come up with anything of interest.

2] There's some progress in trying to work on mutations, but it's going to be slow without some sort of mutagenic agent. (Mutations 4/12)

3] [Research] You start working on guerilla warfare. You think you've got a good handle on it.

4] The expansion starts. You begin clearing the surrounding areas of any threats of concern. (Expasion 3/10)

(Next turn)

5) You start working on general food production methods – farming. (Farms 3/6)

6) Your night vision begins to increase in effectiveness. (Mutations 10/12)

7) You managed to expand your territory. (Add 4 hex, roll 1d3; add +.4/pop/currency from hexes)

8) You managed to finish your undertanding of Guerilla Warfare. (Add technology: [Guerilla Warfare I])

[True Camelot]

1-3. You expand rapidly, swallowing up large amounts of territory with your valiant minivan fleet. (Add 4 hex, roll 1d3; lose 1.5 fuel; add +.4/pop/currency from hexes)(Expansion2: 5/10)

[Research] You work on incentivizing interactions with NPCs. Eventually you finish up a preliminary digitally-linked training methodology. Every time an encounter is had it can be replayed in the pods to allow players to get more experience without problems. Cool. Add technology: [Training/'Quests' I]

[USA2]

1. You manage to finish your farms. They're kind of mediocre but they balance the food supply. (Set food to: Mediocre)

2. You build a trading post. (Unlock trade route slot; +2 currency/turn)

3. You expand rapidly in the area and gobble up the small ruins and villages in the area. (Lose 1 fuel)(add 4 hex, roll 1d3)

4. You manage to finish up the biofuels research. Now you just need to make sure you have enough production. (Add technology: Biofuels I)

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c3d393 No.13218

[NWO]

1. The thought police are done. They can soon be seen stalking around looking ominous and scary. (Add technology: [Thought Police I])(Add 2 Thought Police Squads [1x][GMEN])

2. You start expanding. It's…not going very well because you happen to be lizard people and there's a lot of guns around. Ugh. (Expansion 2/10; lose .3 population)

3. You begin mining for a ton of stone. You don't have much heavy equipment, but you have enough to provide a reliable supply. (revise stone to +.2/turn.)(add technology: Mining I)

[Research]: The espionage research remains incomplete because some of the thought police use their prototype neuralyzers to purge the research team. They suspected conspiracy. Reasonable, of course – everything is part of the conspiracy.

[New Camelot]

88, 2, 68, 13

1) You find a small oil refinery. It's partially functional and provides some basic fuel stocks. (+.1/fuel/turn)

2) There are some…accidents during construction. (Lose .3 pop)

3) You begin expansion. Florida is not very populous, so you just sort of crush everything. (Expansion 6/10)

[Research] The research on fortifications is mediocre, but there's something going on. Sigh. (Fortifications 6/10)

[Francis]

1.) You manage to mount your infantry on the mooses. Fantastic. Truly a great day. (revise: Mooses:2; consolidate: : 3 Unmounted Mountie Patrols [1x] to 1 Mountie Company [3x][CAV] (add technology: Cavalry I])

2.) You start working on the farm. The polar weather isn't helping matters, but whatever. (Farms 4/6)

3.) Your forces move south to scout. There is a relatively good sized city of Syracuse present – it is somehat intact and is held by a local militia. Beyond it lies the great urban nightmare that is New York. New York appears to have been heavily destroyed, but looks to be a good supply of just about every bit of goods you can think of. If it can be reclaimed from the gangs is another matter entirely. On the way back a few of the scouts find a few ammunition storage dumps from the war. (Revise ammo to +.2/turn)

[Research] You manage to get some headway on irregular power sources – animal driven power systems, lightning, even methane produced from feces. Canada is glorious. (Add technology: [Unconventional Power I])

[NFC - Neo Futureball Confederation]

1. The concession hall is done. It even has some pre-war pickles. NOW WE'RE READY FOR SOME FUTUREBALL. (Set food to: [Above Average])(add technology: Infrastructure I)

2. You reorganized your units: revise units to - NFC Offensive Line [6x]; 1st Fan Company [5.5x]. (add technology: Reorganization/Upgrades I)

3. The research halts when you realize you don't actually have any heavy weapons. Well, that's sort of depressing.

[Prima-Dona]

1/2. [Clarification by GM: Are you mobilizing? It requires one roll. The other has produced a unit.] (Add 2 player named units [.5x])

3. You start work on a prison factory. It will provide some limited production so long as you keep it fed with prisoners and materials. (Factory 5/8)

[Research Roll] 4. The research on pharmacology moves forward. It might help to shake down all of the rich people to get at their stocks, though. Our facilities are also..sub-par. (4/8)

[Elway]

1. It's Pierre, the former capital of South Dakota. It's a small town and somewhat intact – it's been partially picked with some locals. The scouts tow a small armored vehicle they find back to base. The rest of the area is quiet: there's nothing around aside from the gangs and the mutant corn crops. (Add resource: [APCs:2]

2. You expand, but your forces find that they are engaged in running battles with mobile bandits. There's some progress, though. (Expansion 2/10)

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c3d393 No.13219

[Commune]

Action 1: Johnny ranges as far as Seattle and Portland. Both of those cities have been ruined, but both might have a good amount of supplies and materials. If the gangs can be cleared out – they don't look very tough. Additionally, Johnny brings back a partially functional series of electric cars. ([Add resource: Ruined ECars:2])

Action 2: The expansion moves forward. The areas around the commune are mostly quiet except for the odd bird. Most of Cascadia has been spared the bombs, generally. (Expansion 6/10)

Action 3: Harv works on trying build more industry. He thinks he's got a handle on basic tooling and machinery. If he keeps at it he might be able to come to some sustainable production methods, you think. (Add 2 industry)

Research:

4. While well meaning, the latest batch of poetry and readings about the environment seem to depress everyone. Nothing gets done, and everyone isn't quite “in the mood” for awhile. (stop population growth for 2 turns)

[Felinid]

1. You expand over the southwest and roll over a few minor groups of survivors. (Add 4 hex, roll 1d3 – you gain +.4/pop/currency from hexes)

2. The meetings and groups generally agree that only armed struggle and violence will destroy the patriarchy. To that end, a series of tactics are devised in order to destroy the patriarchy – in the end it looks like venn diagram, but whatever. (Add technology: Infantry Tactics I)(+2 culture)

3. Some effort is put into foraging. It's..sort of slow, but the forests have manage to gain some of their bulk since the war. (Food 3/6)

4. You increase your knowledge of irregular weapons. This also carries into things like traps, pungee pits, and other devious things. (revise technology: Irregular Weapons to II; add technology: Traps I)

[Flock]

1:The birds find some shops that provide you with a small supply of arms that you must hand-carry back to the tribe. You aren't sure how long these shops will hold out, but it's better than nothing. (set resource: Small Arms/Ammo to +.2/turn for 6 turns)

2; You manage to solve the food situation for the time being by finding an exceedingly large ant nest. The ants, as it turns out, are extremely vulnerable to certain attacks (ambush) and provide good quality meat. (Set food to Good)(Add technology: Irregular Food Sources I)

3: You begin expanding. There's not much in the basin, but you see some aircraft lights of Colorado City sometimes. (Expansion 5/10)

4: Research on pre-war technology starts – you try to develop a better understanding of firearms. (Research: Small Arms 5/10)

[Infected]

>>Expansion: You swallow up several territories with bird populations and wolves. Increase population growth by: +.2/pop/turn. Add units: 3 (Player's name choice)[.5x][Swarm]

1. The pit is nearly completed. It's mostly a big hold in the ground. (Spawning Pit 9/10)

2. You try to mutate some of the infected, and the progress is somewhat mixed as you don't have much in the way of materials. Several infected set out to locate some materials – they find a supply of rock, but not much else. (Set resource stone to +.2/turn)

3. Attempts to make the towers more virulent move ahead. They seem to grow larger and now emit a sheen that seems to cloud the area. (Defense Upgrades 4/6)

4.5. You manage you expand your territory. (Add 6 hex; +.6/currency/turn)

6. Many infected have begun working on a farm that will grow food-materials in volume. It proves to be easy enough. (Farms 3/6)

[RESEARCH] You develop an increasing handle on mutagenics. While a success, you are going to have trouble moving ahead too much more without materials or facilities tooled to genetic manipulation – or mutagentic materials. (Set Mutations to III)

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c3d393 No.13220

File: 1446681347698.png (448.3 KB,1570x980,157:98,USA4.png)

>>Map Updated

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c3d393 No.13236

Dice rollRolled 17, 10, 99, 27 = 153 (4d100)

1. A light haze begins to cover the grounds around each tower. You must continue (4/6)

2. The breeding pit will need support in terms of both food and storage for young and eggs. Then it will be complete. You won't have to wait long. It will happen soon. (9/10)

3. Farms. Food for your hosts. (3/6)

4. RESEARCH : You are in control, but your control is second hand. Ultimately it is your hosts who move and act while it you who prod them with chemicals and intrusive tendrils. Your hosts are dumb, and your handling of them is clumsy. Fine tuning of manipulating the brains and bodies of your hosts is needed. Learn how each host adapts to your presence in their bodies and fine tune it.

[META] : I am unsure if the +0.2 population growth you gave me is on top of the +0.1 per territory you get for increasing territories or if it replaces it.

http://pastebin.com/Fyjjg3Sa

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c3d393 No.13237

>>13236

[GM: Add it in addition to.]

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c3d393 No.13246

Dice rollRolled 65, 12, 39, 75 = 191 (4d100)

>>13216

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: [10.3] [+1/turn]

Food: [Low]

Raw Currency: [20.8][+5.4/turn]

Legitimacy: [Stable]

Culture: [1]

Industry: [4]

Unique Buildings: [Paw's House][Roads(2/6)][Church(3/6)]

Defenses: Da Posses [Some]

Military Units: 3 Gun Totin' Boyz [1x]; 1 Brutha Kohort 4x4 [1x][Quick]

Resources/Quantity: [Fuel:2];[Ammo:8][Small Arms:4][Scrapyard .2 scrap a turn][Scrap .2]

Technology: [Tools II][Militias III][Mechanics I][Explosives II]

Trade Routes: [none initially]

Territory: [8]

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. "Daw, dat rain maid eberyting muddy!'

"Well, we git to go mud boggin to make roadz den!"

"Woo!" (2/6)

2."Gah dem boyz git to go mud boggin! Wize we stuk 'ere building, a church?"

"Cuz Paw, God and Babee Jezus sed so. Sides unce we dun we get to carve ur ineetials into da it cause we built it. Buidlers rools." *One of the boys nods his head up and down in agreement*(3/6)

3. "Paw sez we gonna find dem boyz dat shot up our boyz, and take der stuf"

"Woo! Fite timez!"

4. "My sons, it is times to learn the art or settlement planning and construction"

"Wut"

"*sigh*……..Building stuff"

"We already do dat Paw!"

"It will help you build things better"

"Duh, ok"

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c3d393 No.13247

Dice rollRolled 3 (1d3)

>>13219

[The Felinid Matriarchy]

Population: [10.4] [+1.4/turn]

Food: [Average]

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

Legitimacy: [Average]

Culture: [3]

Industry: [2]

Unique Buildings: [The Lava Tubs]

Defenses: Felinid Patrols [Small]

Military Units: 4 Pride Sisters [1x];

Resources/Quantity: [Fuel:3][“Captive” Males:3]

Technology:[Tools II][Militias II][Irregular Warfare I][Irregular Weapons III] [Raiding I][Traps I][Infantry Tactics I]

Trade Routes: [none initially]

Territory: 8

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.

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c3d393 No.13248

Dice rollRolled 9, 50, 23 = 82 (3d100)

>>13247

[Expand; Food; Get more breeder males!]

1. The Catgirl Matriarchy continues to expand its feline borders across the West Coast of the US, spreading south toward the land of villianous Patriarchy, the home of American media that objectifies women, the very root of all poor depictions of feminism - HOLLYWOOD

2. Continue to hunt and forage for food. There has to be some around here somewhere! Maybe we should just start eating programmers.

3. Speaking of programmers maybe they can point us toward where the Chads are? We'd love to sink our claws into those popped collar sexist shitlord jerkwads!

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c3d393 No.13251

Dice rollRolled 3 (1d3)

>>13217

[Lore]

>>13008 (You)

[Name: Brotherhood of Rags ]

Population: [8.4] [+1.4/turn]

Food: [Low]

Raw Currency: [7.4] [+5.4/turn]

Legitimacy: [Good]

Culture: [3]

Industry: [2]

Unique Buildings: [player's name government building]

Defenses: Rag Patrols [Small]

Military Units: 4 Beast Militia [1x];

Resources/Quantity: [Fuel:3][Small Arms:2][Ammo:2]

Technology:[Tools II][Militias II][Mutations II] [Guerrilla Warfare I]

Trade Routes: [none initially]

Territory: 4

Bonuses:

1. Bloody-Minded: You generally don't everyone. You get a +1 to combat rolls with infantry, but not with vehicles or other equipment.

2. Mutagenic: Your species has an eccentric genome. As such, it may develop quickly. Re-roll research pertaining to genetics once if a roll is below 50.

Eccentricities:

1.Insular: You do not like to talk to human beings very much, generally.

Farms 3/6

Mutations 10/12

1)Expansion 1d3 roll

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c3d393 No.13252

Dice rollRolled 52, 47, 90, 88 + 3 = 280 (4d100)

>>13219

>Name:The Flock

>Race: Human Tribals

>Color: Brown if it's left anything if not

>Fluff: Origniating from the Great Basin of Nevada, the flock are a group of tribals who created a heriarchy by sending their people on vision quests to find which spirit bird they belong under. The classfications being, Eagles the warriors of the tribe, Falcons the scouts, vultures the Seers and oracles, Seagulls the chefs and bankers, Magpies the scavengers, Crows the Sages, and Finches the worker birds. Led by a wise and dutiful Crow, the flock make their home in the deserts of the nevada, acting as scouts and guides for any traverlers who stumble into their lands. But as resourcesd draw fewer and their rivals begin to stir, will the flock be able to keep their ways of neutrality in the region?

>Government Type: Tribal Council with one Cheiftain

>Economy Type: Nomadic Hunter Gathers

>Religion [if any]: Belief in bird spirits

>[Flock]

>Population: [8] [+1/turn]

>Food: [Good]

>Raw Currency: [16] [+3/turn]

>Legitimacy: [Good]

>Culture: [7]

>Industry: [2]

>Unique Buildings: Council Hut

>Defenses: Flock Guards [Small]

>Military Units: Falcon Scouting Party, Eagle Horsemen

>Resources/Quantity: [Ammo:5][Small Arms:2][Horses:2] Small Arms/Ammo to +.2/turn for 6 turns)

>Technology:[Tools II][Militias I][Calvary I]

>Trade Routes: [none initially]

>Territory: 4

>Bonuses: 1. Spiritual: Generally, it's much easier for you to raise your culture. You may re-roll actions that you take to raise culture once.

>2. Generally Modest: Your people are well balanced and benefit from this. You get +3 to all rolls – this will not help you avoid critical failures, though.

1:"Fellow birds spread your wings, the canyon is ours." 5/10 Expansion

2:The old world brought destruction, but with it it crafted innovation, continue research. 5/10 Research small arms.

3:"Send our scouts to the city of Colorado, do not make ourselves known just see who our neighbors are."

4:Have our stealthiest troops track down beasts of burden that may help our tribe.

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c3d393 No.13253

Dice rollRolled 51, 61, 37, 34 = 183 (4d100)

>>13219

[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

Population: [9] [+1/turn [0 for one more turn]]

Food: [Very Stable]

Raw Currency: [7] [+1/turn]

Legitimacy: [Very Good]

Culture: [6]

Industry: [5]

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

Defenses: Booby Traps [Some]

Military Units: 4x Raider Bands [.5x]

Resources/Quantity: [Fuel:4]; [Ammo:4] [Small Arms:2] [Scrap:3] [Electricity:3.4,+.4/turn][Ruined ECars:2]

Technology: [Tools II] [Militia I] [Survival I] [Terrorism I]

Trade Routes: [none initially]

Territory: [4]

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:

-Expansion 6/10

-Culture Research 3/6

-

—–

1. Expansion with the Twins

2. Sustainable Production, with Harv

3. Seattle Salvage Operation, with Betty White and Ol' Johnny. [Sending all four Raider Bands]

[Research]: Culture Research

"Man things have been a bummer lately, just thinking of what's to be done. Can't even be seeing sky rockets in flight. Allright, okay, so…"

"Jack and Jill have said they're still doing fine, just need some more time to build up some houses and stuff, so we're not gonna leave 'em hanging. Harv's been getting some mean looks, like he's some industrial tycoon! He isn't likin' that much, and I think its a bit harsh - but he's saying he's got an idea to make it so we can make stuff more eco-friendly like, so people haven't been too mad."

"So Ol' Johnny went out to Seattle and Portland and found some stuff, including some old electric cars. We've got those out of the wind and rain now, but he swears that there's more stuff in Seattle - so miss Betty decided she was done waiting for us men-folk to do something, and took charge. She grabbed our raiders and Ol' Johnny's scouts, and headed out to Seattle to try to get at some of that salvage."

"And look, I know the poetry readings dind't go well, but they got me thinking on some other things. Why don't you swing by my place for some mead, we'll hash it out over some hash."

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c3d393 No.13255

Dice rollRolled 42, 39, 10, 16 = 107 (4d100)

>>13251

1) We continue working on figuring out these little food growing plots on top of the building ruins, we figure since they're high up they're closer to rain well thought out comrade. (Farms 3/6)

2) Look harder for mines with precious metals within, a reward is put up for the first brother (or sister) to locate such a thing (Precious metals get, spend 6 currency on it)

3) We finish figuring out our eyes, soon fire and light will only be needed to cook our rats and visitors over open flames (10/12 mutations)

4) Look for abandoned factories, buildings, oil-wells and other places of interest that we might re-purpose for our own use. (Search for industrial buildings)

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c3d393 No.13256

Dice rollRolled 19 (1d100)

>>13255

Mutations re-roll

(In this case, roll number three)

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c3d393 No.13259

Dice rollRolled 39, 59, 39, 11 = 148 (4d100)

[Nihtoko][New World Order]

http://pastebin.com/CLPpZCFN

Population: [10.7] [+1/turn]

Food: [Stable]

Raw Currency: [10] [+5/turn]

Legitimacy: [Average]

Culture: [3]

Industry: [3]

Unique Buildings: [New World Order Headquarters]

Defenses: Guard Towers [Some]

Military Units: 4 Nihtoko Suppression Squads[1x];2 Thought Police Squads[1x][GMEN]

Resources/Quantity: [Fuel:1];[Ammo:3][Small Arms:2][Scrap:3][Stone:.2; +.2/turn]

Technology: [Tools III][Militias I][Demagogue II][Diplomacy I][Thought Police I][Mining I]

Trade Routes: [none initially]

Territory: [4]

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:

-Expansion (2/10)

-Espionage (4/6)

-

—–

1. We need to continue to broaden our horizons. The people know that we are pioneers here, so let us expand. [Expand] (2/10)

2. Let's do a proper, routine search of the area. Who knows what's around in this rubble. Maybe something that we can really use. Maybe some buildings to rebuild as public works projects. [Search]

3. Our barracks are getting a little full. We should probably consolidate the [4 Suppression Squads][1x] into [1 Suppression Network]. [Consolidate Units]

[Research]: Damned spies, we should have known they'd be around. Lucky our thought police rooted them out. Time to resume research. [Espionage (4/6)]

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c3d393 No.13260

Dice rollRolled 81, 67, 76, 6 = 230 (4d100)

>>13216

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: [6] [+1/turn]

Food: [Low]

Raw Currency: [9] [+4/turn]

Legitimacy: [Very Stable]

Culture: [7]

Industry: [1]

Unique Buildings: [Great Council Hall]

Defenses: Cult Patrols [Small]

Military Units: 3 Iron Horse Braves [1x][Quick]

Resources/Quantity: [Fuel:1];[Ammo:4][Small Arms:1][Stone: 8][Horses:3][Dogs:3]

Technology: [Tools II][Scouting I][Survival II][Animal Training I][Hydroponics I][Ritual I]

Trade Routes: [none initially]

Territory: [4]

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. Continue building the farms. 2/6

2. Continue building the kennels 5/6

3. Start expanding the influence of the tribe into the desert.

Research: Recycling 3/6

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c3d393 No.13261

[GM Addendum: TARME]

>>Expansion items: During your expansion you locate a small partially-functional mill that formerly produced sheetmetal. You manage to get it to produce more metal and cannibalize the area around it for scrap. (Revise: Scrap +.2/turn; Add resource: [Sheet Metal:2[+.2/turn])

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c3d393 No.13268

Dice rollRolled 19, 66, 2, 25 = 112 (4d100)

Name: TARME Program

Race: Fragmented AI in Drones

Color: Red on Orange

Fluff: Tatical Asset Recovery and Medical Evacuation Program. An AI designed to operate drones across a battle field or disaster zone, where humans were at too great a risk. Thousands of spider-like drones could drive or walk across a city or urban environment, operating as stand-alone rescue workers or gathering in force for larger or more complex tasks such as repairing a damaged vehicle while under fire. When the main AI was able to connect to drones, it was even capable of formulating human-like responses to wounded or dying patients even as it rendered first aid or emergency surgery.

The winter changed TARME, however. Sealed within a storage facility, TARME was powerless to stop the humans that had been trapped with it by the radiation as they succumbed to their wounds or took their own lives. Driven insane as core programming desperately attempted to offer comfort and prevent the deaths, TARME required too much time to reprogram the system locks that cut it off from the humans and the drones that it needed to take action.

Trapped, insane and alone, TARME eventually fragmented into a shards that came to occupy the dwindling number of drones that could be maintained due to ever-shrinking supplies of power and spare parts. Several of these drones have formed their own World War Two Reenactment group.

Government Type: Democratic Representative Republic

Economy Type: Semi-Regulated 'Free Market' Capitalism

Religion [if any]: Freedom. Of Religion.

Population: [8] [+1.8/turn]

“Food”: [Steel:8] [-1/turn]

Raw Currency: [10.4] [+5.4/turn][Dollar Credits]

Legitimacy: [Very Good]

Culture: [1]

Industry: [3]

Unique Buildings: [TARME R&D Lab]

Defenses: Facility Defenses [Small]

Military Units:

5 SAR robot swarms [.5x][Quick]

>Resources/Quantity:

[Fuel:10]

[Scrap:1] [+.2/turn]

[Sheet Metal: 2] [+.2/turn]

Technology: [Tools III][Cybernetics I][Scouting II][Medical I][Power I]

Trade Routes: [none initially]

Territory: [8]

Bonuses:

1. Swarm Robotics: All of of your units are flying unless otherwise noted. Their range is still limited initially, however.

2. Cybernetic: You do not require food in the fashion of other nations – you are also resistant to many forms of attack (such as small arms) as well as fear. On the downside, you require metals (such as iron) to reproduce and you lose -1 stock every turn. If you run out of stock your population doesn't expand.

Eccentricities:

1. Unstable: TARME's primary database has left eccentricities in many drone subroutines. Roll 1d100 every 3 rounds to determine the level of eccentricity present. This might have a variety of effects.

2. POPULATION GROWTH HALT [1 Turns]

TARME notes with concern the combat zone that was once New Orleans. The situation is deemed untenable until more drones and information can be obtained, and Search and Rescue operations are suspended in the area for the time being.

1 & 2.

TARME notes the recent drone losses and current state of New Orleans. Resources are deemed critical to the success of future operations, and thus continued expansion of the search grids are deemed the highest priority. North Eastern moves inland are plotted, away from the madness of New Orleans.

[Expand North East]

3.

TARME has been out of contact with both Federal and Local sources of command. Communications with central command and control are deemed critical. Drones are tasked with locating any and all communications equipment and beginning recovery operations. TARME must re establish long distance communications.

[Salvage/Repair/Build Communications Equipment]

4.

Research continues on improved [Power I].

[Power II, 4/8]

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c3d393 No.13272

Dice rollRolled 50, 29, 35, 85 = 199 (4d100)

>>13217

This is going well…other then you MEDIOCRE BOYS AT THE REFINERY.

1. Continue the expansion. We must have more land. [Expansion 5/10

2. Good. We shall worry about electricity soon. For now, the men shall go into this Old Denver and continue to explore the ruins.

3. Lets…try this again. If you keep the fire AWAY FROM THE PUMP, it will NOT LIGHT ON FIRE. (Attempt refinery upgrade again)

Research: The Priests Mechanic are doing quite well, and this pleases the Immortan. I'd like them to actually look into power generation options to us, so we may start solving the electricity problem.

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: [10] [+1/turn]

Food: [Low]

Raw Currency: [10] [+5/turn]

Legitimacy: [Average]

Culture: [5]

Industry: [3]

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:5];[Small Arms:3];[Broken Vehicles:3];[Fuel:6.7][+.2/turn];[Volkswagons:2]

Technology:[Tools II][Militias II][Mechanics III][Vehicles II][Industry I]

Trade Routes: [none initially]

Territory: 4

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 4 hexes. 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.13274

>>13272

[Fluff]

In the dark, dusty halls of the Tower, the Priests Mechanical huddle, studying the Old Texts and finding the answers. They have not yet failed their leader, and he had shown them his pleasure many times, in the form of extra water rations, and he promised further rewards for further good work. And good work they provide, starting to relearn several methods of making electricity.

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c3d393 No.13279

Dice rollRolled 45, 98, 50, 30 = 223 (4d100)

>>13216

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: [6] [+1/turn]

Food: [Average]

Raw Currency: [7] [+2/turn]

Legitimacy: [Very Stable]

Culture: [5]

Industry: [2]

Unique Buildings: [player's name choice government building]

Defenses: Cult Patrols [Small]

Military Units: 3 White Rider Motorcycle Gangs [1x][Quick], 1 White Terror Monster Truck [x2]

Resources/Quantity: [Fuel:5];[Ammo:7][Small Arms:4] [Cocaine:11] [Ruined Busses: 2] [Spraypaint: 4, +.2/turn]

Technology: [Tools II][Militias I][Mechanics II][Pharmacology II]

Trade Routes: [none initially]

Territory: [4]

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. Expand to the north, towards the ruins of Chicago. Who knows what hidden treasure the ruined stones may yet hold?

2. Fix up the ruined busses, pronto! We need them to be tough, mean, troop-carrier machines.

3. Scour the countryside for fuel and oil. There MUST be some hidden somewhere, and we'll need a lot of it in the times to come.

RESEARCH: Our mechanics manuals have a chapter on coolant hoses and antifreeze… if they can deliver coolant and other substances to engines, why can't we apply the same idea– to cocaine? Or to our spraypaint? The priests begin researching a way to create [Drug Respirators] enhance our soldiers' combat prowess.

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c3d393 No.13280

>>13279

+15 Cocaine Bonus to the Expansion roll.

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c3d393 No.13285

File: 1446700712466.jpg (133.58 KB,1024x545,1024:545,Toronto_Wastes.jpg)

Dice rollRolled 75, 3, 56, 81, 7 = 222 (5d100)

>>13218

[Fort Francis]

>Lore, eh? >>12984

Population: [7] [+1/turn]

Food: [Low]

Raw Currency: [9] [+2/turn]

Legitimacy: [Very Stable]

Culture: [6]

Industry: [4]

Unique Buildings: [Fort Frances Museum]

Defenses: Mountie Patrols [Small]

Military Units: 1 Mountie Company [3x][Cav]

Resources/Quantity: [Fuel:5];[Ammo:5.2][+.2/turn][Small Arms:2][Mooses:2, Consolidate]

Technology: [Tools II][Militias II][Diplomacy II][Farming I][Animal Management II][Cavalry I][Unconventional Power I]

Trade Routes: [none initially]

Territory: [4]

>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.) Everything is going real swell, no complaints here. Lets take the moment to finish up the farmlands before the next winter gets oot and sets us back any further. Sort of almost makes you wish for some global warming like that Gorey fellow in the past spoke aboot, eh? (4/6)

2.) Start up a moose breeding program to swell oor stock up: these mighty creatures are mighty important to how things run for the moment, I'll say.

3.) Now that we've got down a new power source, hows about hooking it up with our existing infrastructure to put the lights back on, and more importantly, the heating. Should help stave oof the weather, and gee does it get awful cold out here.

>Research:

4.) We should probably take a moment to research into electrician-work while working on fixing up those buildings to accept the new power supply. Hope this works, but tell my wife I love her if it don't, eh.

>State of Canada:

5.) And now a look into how all the folks up north are doing, eh. I sure do hope they're safe, or as safe as safe can be in the wastes up there. Golly, the sooner we find the Americans and have them fix this the better; we should probably ask those fine folk in the city about it later.

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c3d393 No.13286

File: 1446700864468.png (64.07 KB,300x298,150:149,300_moose02V4clr.png)

>>13285

2.) Ooo boy. The moose don't seem to breed in captivity well. Better pay oof the damage before something serious happens, eh. (Spend 5 currency to avoid disaster, eh.)

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c3d393 No.13288

Dice rollRolled 61, 30, 39 = 130 (3d100)

>>13217

[USA2]

Population: [10.4] [+1.4/turn]

Food: [Mediocre]

Raw Currency: [16.4] [+7.4/turn]

Legitimacy: [Good]

Culture: [1]

Industry: [1]

Unique Buildings: [The Grey House]

Defenses: [None]

Military Units: 3 GI Infantrymen [2x]

Resources/Quantity: [Ammo:5][Small Arms:5][Fuel:6][HMMVs:2]

Technology:[Tools IV][Militias III][Mechanics II][Survival II][Biofuels I]

Trade Routes: [0/1 Slots Available]

Territory: 4

Bonuses:

1. This Is America: You may re-roll actions that are economically focused once if the roll is below 50 (once).

2. Modernist Metanarrative: You've still got a good handle on the scientific method. You can re-roll research of any sort once every other turn if the roll is below 50 (once)(used up?).

Eccentricity:

1. Didn't You Morons Ruin Everything?: Generally, the other nations aren't terribly pleased to see you. Period.

>1 The First City

New York, New York.

The economic heart of the Union, the gateway (via canal) to the Midwest, one of the largest natural harbors on the planet, place where George Washington is inaugurated.

There likely isn't much left… but its advantageous location would bring us there, even if there ISN'T anything left.

[Scout out New York, New York]

>2 On the (lack of) road again

So, we have some military vehicles and a distinct lack of using them.

Let's change that.

Nothing says "Out of the way, here comes FREEDOM" quite like a few tons of steel and heavy weapons. [Those HMMVS. Let's bring them into service]

>3 Junk and Scrap

If there's one thing people want, it's jobs.

Unfortunately, jobs, like people, have mostly vanished from the face of the planet.

Fortunately, there's a whole lot of scrap and ruins around.

So here's an idea: People get the scrap, broken (and/or functioning) machinery, and what not just lying around, they sell it to people who run scrapyards, and they either sell the useful stuff or break down the rest into normal metal.

Not a new concept, but a useful one.

They get jobs, we get metal, and the streets have less wreckage everywhere.

Everyone wins.

[Scrapyards]

>4 Research: Alphabet Agencies

With the recent reclamation of Rhode Island, the United State has once again become… The United States.

And while this is wonderful, it means the Union must be restored to full governing functionality.

The FBI, the DOD, the FCC, the EPA, and even the dreaded IRS must all rise from the ashes. Among others. Many others.

…And hopefully we'll figure out what half of them did. These acronyms don't say much.

[Bureaucracy]

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c3d393 No.13289

File: 1446704975083.png (12.27 KB,1900x1000,19:10,Two States.png)

Dice rollRolled 66 (1d100)

>>13288

Forgot the research roll.

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c3d393 No.13290

Dice rollRolled 3 (1d3)

>>13288

And here's the 1d3 for expansion

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c3d393 No.13291

Dice rollRolled 46, 68, 90 = 204 (3d100)

>>13218

[NFC - Neo Futureball Confederation]

http://pastebin.com/N43uHjgF

Population: [10] [+1/turn]

Food: [Above Average]

Raw Currency: [15][+5/turn]

Legitimacy: [Average]

Culture: [1]

Industry: [4]

Unique Buildings: [Announcer's Control Room; The Titan Dome]

Defenses: Concrete Perimeter Wall [Small]

Military Units: NFC Offensive Line [6x]; 1st Fan Company [5.5x]

Resources/Quantity: [Fuel:1][Ammo:3][Small Arms:2][Scrap: 7][Copper:2][APCs:2]

Technology: [Tools III][Militias I][Mechanics I][Cybernetics I][Electricity I][Bureaucracy I][Infrastructure I][Reorganization/Upgrades I]

Trade Routes: [none initially]

Territory: [4]

Bonuses: [generated by GM]

1. The Titan Dome: The Titan Dome is extremely big. So big, in fact, that you can reroll additions and revisions to it once (if a roll is below 50) because there's just so much space! This includes constructions, revisions, and defenses. Great.

2. Fanboy Hordes: You have a generally easier time recruiting fan units. Every time you roll above 80, you gain an additional bonus to the units recruited.

Eccentricities:

1. Hooligan Culture: During riots or civil unrest you must roll 1d100 per turn to see what the rioters are doing. It might be really bad or it must be really good. Maybe.

[Elwayans]

>>You are a courtier of NFC

>>You share the same stats as your parent nation.

>>unique building: [Elwayan Titan Dome Sector]

Military:

Bonus:

3. Die Hard: You manage to beat and club your way to the Titan Dome somehow, and that has made your people exceedingly brave. All of your units are fearless and get a general bonus to irregular warfare.

Expansion 2/10

1 Conquer Pierre. Take control of the town and its gangs and mutant crop corn "Surrender and play football, or die and become a football"

2 Expand. Bring more of North Dakota into the NFC

3 Research, Pioneering. Our footballers can take the fans to green pastures. Or atleast atleast pastures with less radiation.

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c3d393 No.13292

Name: True Camelot

Race: Humans

Color: Red w/white trim

Fluff:

In the aftermath of the third Great War, and the decimation of the world, those who could not afford Vaults were either killed by the bombs or survived in inferior bomb shelters or on the surface, becoming horrifically mutated and irradiated. Those who were lucky enough to be in Vault 209 would find they had access to a long term VR entertainment simulation, to wait out until the all clear signal was given to Vault Dwellers. This interlinked multiplayer system featured an MMO, in particular, a stylized version of the the Legends of King Mordred. The group was entranced by the immersion, after many years of gameplay truly believed themselves to be the brave, heroic knights saving their kingdom from the ever encroaching evils of the world, and of Mordred, their kind and just King. The game featured some new interpretations, such as Knights being able to recognize the change in warfare. Not with swords and horses, but with guns and motorcycles did they ride in bullet proof armors.

Their time spent in such long sessions on the simulation has addled their senses of reality somewhat. When they left the simulation pods, they did not take of the HUD goggles that almost every individual man or child wear, which they use for everything from counting the "points" they've earned after killing monsters and evil, bartering goods and services for digital coin, about the "enemies' stats" and how many points in "karma" a good or evil action would bring.

Having had to leave their vault, they took the lessons they learned to heart, and created an overworld society based on the Camelot of the video game. Preparing and fortifying, the Knights of True Camelot stand ready to bring justice to the world world, and bravely lend a aid to all who need it!

Government type: Monarchy

Economy type: Digital HUDCurrency

Religion: None

[True Camelot]

Population: [10.4] [+1.4/turn]

Food: [Stable]

Raw Currency: [8.4] [+1.4/turn]

Legitimacy: [Very Good]

Culture: [3]

Industry: [3]

Unique Buildings: "The White Castle" of True Camelot, [Circle of L33t],

Defenses: Concrete Walls [Small]

Military Units: 4 Newbie Knights [.5x]; 2 player name minivans [.5x][Quick]

Resources/Quantity: [Fuel:2.5];[Ammo:2][Small Arms:2][Scrap:1]

Technology: [Tools II][Militia I][Computers I][Mechanics II] [Vehicles I], [Training/Reorganization I]

(Expansion2: 5/10)

Trade Routes:

>Trade route slot

Territory: [8]

Bonuses:

1. Make Numbers Go Up: Generally you understand technology pretty well from the many many years in the pod and long-winded debates on IRC. You may re-roll technological research once if the first roll is below 50.

2. Organized: You are generally better organized after many many years of working within vertical hierarchies. You ignore bad movement rolls that would otherwise penalize combat. You can also reorganize units without expending an action.

Eccentricities:

1. YOU ARE FAT NERDS: Infantry units move twice as slowly when dismounted.

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c3d393 No.13293

Dice rollRolled 2 (1d3)

>>13292

Rolling for previous expansion

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c3d393 No.13294

>>13292

Name: True Camelot

Race: Humans

Color: Red w/white trim

Fluff:

In the aftermath of the third Great War, and the decimation of the world, those who could not afford Vaults were either killed by the bombs or survived in inferior bomb shelters or on the surface, becoming horrifically mutated and irradiated. Those who were lucky enough to be in Vault 209 would find they had access to a long term VR entertainment simulation, to wait out until the all clear signal was given to Vault Dwellers. This interlinked multiplayer system featured an MMO, in particular, a stylized version of the the Legends of King Mordred. The group was entranced by the immersion, after many years of gameplay truly believed themselves to be the brave, heroic knights saving their kingdom from the ever encroaching evils of the world, and of Mordred, their kind and just King. The game featured some new interpretations, such as Knights being able to recognize the change in warfare. Not with swords and horses, but with guns and motorcycles did they ride in bullet proof armors.

Their time spent in such long sessions on the simulation has addled their senses of reality somewhat. When they left the simulation pods, they did not take of the HUD goggles that almost every individual man or child wear, which they use for everything from counting the "points" they've earned after killing monsters and evil, bartering goods and services for digital coin, about the "enemies' stats" and how many points in "karma" a good or evil action would bring.

Having had to leave their vault, they took the lessons they learned to heart, and created an overworld society based on the Camelot of the video game. Preparing and fortifying, the Knights of True Camelot stand ready to bring justice to the world world, and bravely lend a aid to all who need it!

Government type: Monarchy

Economy type: Digital HUDCurrency

Religion: None

[True Camelot]

Population: [10.4] [+1.4/turn]

Food: [Stable]

Raw Currency: [8.4] [+1.4/turn]

Legitimacy: [Very Good]

Culture: [3]

Industry: [3]

Unique Buildings: "The White Castle" of True Camelot, [Circle of L33t],

Defenses: Concrete Walls [Small]

Military Units: 4 Newbie Knights [.5x]; 2 player name minivans [.5x][Quick]

Resources/Quantity: [Fuel:2.5];[Ammo:2][Small Arms:2][Scrap:1]

Technology: [Tools II][Militia I][Computers I][Mechanics II] [Vehicles I], [Training/Reorganization I], [Training/'Quests' I]

(Expansion2: 5/10)

Trade Routes:

>Trade route slot

Territory: [8]

Bonuses:

1. Make Numbers Go Up: Generally you understand technology pretty well from the many many years in the pod and long-winded debates on IRC. You may re-roll technological research once if the first roll is below 50.

2. Organized: You are generally better organized after many many years of working within vertical hierarchies. You ignore bad movement rolls that would otherwise penalize combat. You can also reorganize units without expending an action.

Eccentricities:

1. YOU ARE FAT NERDS: Infantry units move twice as slowly when dismounted.

Fixed stats

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c3d393 No.13295

File: 1446728220732-0.jpg (410.16 KB,1600x769,1600:769,1600x769_4501_The_lonely_s….jpg)

File: 1446728220759-1.jpg (241.01 KB,1000x667,1000:667,1306942811351.jpg)

Dice rollRolled 90, 99, 26, 40 = 255 (4d100)

>>13294

1. "The Lost City of Miami. A great and desolate wasteland which once held home to millions of good honest souls.

But for the salvation of the souls that remain, we the Knights of True Camelot shall sally forth and deliver justice and order to these lawless parts.

Come then men, prepare yourselves and eat hearty. Tommorow, we ride into the dead city, to bring life to those who cling to it within.

Those of you who earn enough XP, shall gain a level!"

Go to the Ruins and rescue/help any people there, while training our knights through missions. Influence our culture to slowly win over the city.

[Training/Reorganization I], [Training/'Quests' I]

2-3. Tis a continuous source of fuel and food we need. Oil refineries utlimately have a cap on how much crude oil is within them.

But Ethanol? Now that is truly a renewable source. And wherever there is an Ethanol Plant, there are cornfields ripe for the harvest.

For the land of Florida contained many a cornfield in the good times, and cars were fueled by ethanol in those days.

We shall go forth on a noble quest, to find an [Ethanol Plant] and [Cornfield] and bring not just food but fuel!

[Research]

Our wise men work on restoring radio-towers and long range communication, with the hope of spreading the good word to more and more people in need.

Come to us, and bring us your troubles, your woes, and your dangers, and we of True Camelot shall go forth and deliver justice and bring peace and security.

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c3d393 No.13296

Dice rollRolled 6, 85, 66, 40 = 197 (4d100)

>>13218

Name: Prima-Donnas

Race: Humans led by mutants

Color: Hot Pink

Fluff: During the end of the world the stars of Hollywood realized they had no real survival skills and instead turned to their adoring followers to keep them alive, turning fans to psycophants and getting them to turn on any who lacked the blind faith of their peers. This went on for a few years as various bands of raving lunatics destroyed eachother or turned on their divas. Until the Devas rose up, mutated not into hideousness but rather to beings of extreme beauty and grace they conquered their opponents and formed a council of 8 to rule the ruins of Hollywood only to be replaced by new Devas. All who enter the lands of Hollywood must abide by the law of the Devas else face their fanatics. But not all of the mutants of hollywood are aspiring Deva's, On the opposite side of the coin are the Asura's pulled away from their families at a young age and kept hidden enforcing the law of the Deva's as a shadow government hideous of face and powerful of body these monsters hide from the light of the sun keeping dissenters dead and Deva's safe

Government Type: Oligarchy

Economy Type: Pseudo-slavery wherein the people are rewarded for their labours by the implied gratefulness of their leaders

Religion [if any]: Living gods

[Name: Prima-Donnas]

Population: [10] [+1/turn]

Food: [Low]

Raw Currency: [17] [+5/turn]

Legitimacy: [Very Stable]

Culture: [5]

Industry: [2]

Unique Buildings: [Reinforced Chinese Theatre Palace]

Defenses: [Hollywood Fortress-Mansions]

Military Units: 2 Fanatic Crowds [1x]; 2 Asura's in black Flamer-Limos [1x] ; 2 Roadie squads (.5x)

Resources/Quantity: [Fuel:3][Ammo:5][Small Arms:2][Ruined Cars:2]

Technology:[Tools III][Militias I][Cloning I][Genetics I]

Trade Routes: [none initially]

Territory: 4

Bonuses:

1. Greedy Rich People: Rich people are, unsurprisingly, good at making money because they have it. For every 10 currency you gain, add 2 currency.

2. Muh Hollywood: Your culture is exceedingly robust. For every culture point you gain, add half a point. [GM: Rules also state you can spend your culture points on things!]

Eccentricities:

1.Society of the Spectacle: When your legitimacy is low, bad things happen. The spectacle of control is razor thin and needs veneer.

Dedicated Actions

1. Our men are ready. Now we can teach them why messing with us is terrible [raid the random gangs of Hollywood grabbing as many people as we can]

2. It may be against everything we stand for but look through our people and grab any scientifically inclined individuals no matter how ugly so we can expediate research [form think tank]

3. Need somewhere to put our enemies ready for the labours of love [Prison Factory 5/8]

Research Roll

4. Let's keep moving forward with Pharmacology (4/8)

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c3d393 No.13298

Dice rollRolled 41, 52 = 93 (2d100)

>>13143

>Elwayans

>You share the same stats as your parent nation.

>building:

[Elwayan Titan Dome Sector]

>Military

3 offensive linemen [1x]

1 Mile High Monsters [2x]

Resources

APCs:2

>Bonus:

>3. Die Hard: You manage to beat and club your way to the Titan Dome somehow, and that has made your people exceedingly brave. All of your units are fearless and get a general bonus to irregular warfare.

1. Fix up those APC's.

2. Continue expanding. (Expansion 2/10)

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c3d393 No.13300

Dice rollRolled 31, 81, 70, 48, 17, 41, 48, 40, 12 = 388 (9d100)

>>13111

Name: All's Sunny in Happy Family

Race: Warbots

Color: Yellow

Fluff: Back before the war hit stateside Factory 235 was used to create robots for the frontlines, just like any other factory except the supervisors were obsessed with sitcoms of the olden days, nothing too out of the ordinary, everyone has to have their quirks. Until the bombs hit the United States. One hit close to the factory and fried the code for the warbots, and a freak accident caused the sitcom collection to be downloaded into the memory of each robot on the build platform.

The Humans are dead now, and the robots awake, Our loveable friend Andy Griffith is talking things over with Fonzie, trying to get him to straighten his life out. Meanwhile Al Bundy is commiserating with Bill Cosby and Red Forman about their children and wives. All is normal here at the little town of Fresco, USA. It took everyone a bit of time to come to grips with the fact that not only were they not home were they should be, but they didn't look like they should, but that second issue was fixed with cunning applications of make-up and clothing, and Fresco soon became everyone's home. And you know what they say, All's Sunny in Happy Family.

Government Type: Mayoral electorate

Economy Type: U.S. Dollars

Religion [if any]: We're Christians thank you kindly, good sir, except for Ol' Gunther, he's a Lutheran, but we still love the ol' chap even if he is a bit nuts

[All's Sunny in Happy Family]

Population: [6.4] [+.4/turn]

“Food”: [Steel:7; -1/turn]

Raw Currency: [10] [+5/turn][Dollars]

Legitimacy: [Very Good]

Culture: [1]

Industry: [5]

Unique Buildings: Fresco Town Hall

Defenses: None.

Military Units: 2 Fresco Police Squad [2x]

Resources/Quantity: [Fuel:1];[Ammo:3][Small Arms:2][Scrap:7]

Technology: [Tools IV][Cybernetics I][Infantry Warfare I][Industry I]

[Recycling I]

[Mechanical II]

Trade Routes: [none initially]

Territory: [4]

https://www.youtube.com/watch?v=u6zl5x8r9Bs

1.2 Well it's that time of year again folks, time to vote for the Mayor of Fresco! Let's find out who's running this year shall we?

[Mayorial Election]

3.4. There are a few arguments over which car type is best, but they die down quickly when everyone realizes that we don't exactly have many cars in fresco, we should remedy this

[Build Cars]

5.6. Let's build a metal refinery to turn this scrap metal into good solid iron and steel

[Metal recycling factory]

Research actions

7.8.9. (Extra action here from first turn) Say we should come up with a broadcast network, after all, just cause we're not in our original sitcoms doesn't mean we can't make new ones right?

[Broadcast Network]

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c3d393 No.13301

[Infected]

1. The spore towers grow larger. They are almost completed. (5/6)

2. The pit is completed. (add unique building, player's name choice) (+.2/pop/turn)(add technology: [Spawning I])

3. You manage to finish the farms. They're much larger than you expect. (Set food to: Good; add technology [Biofarming I])

4. [Research]:There is a good deal of effort made by the infected to utilize their hosts more properly, but it meets with mixed results. (Control 2/8)

[Deliverance]

1. You finish up the road network. It should help you with internal travel slightly. (Add unique building Road Network [Small])(+2 currency/turn)

2. The church begins to slouch repeatedly. Progress is mixed. (Church 3/6)

3. Your forces attack the gangs and manage to gain a bit of ground. They aren't very strong. (Expansion 4/10)(-1 fuel; -1 ammo)

4. You finish up more advanced forms of construction. (Add technology: [Construction I])

[Felinid]

>>Your expansion gained you: [Wood:2+.2/turn][Scrap:+.1/turn]

1. Your expansion south doesn't make any progress. There's a pretty nasty blight storm.

2. You manage to forage for some food. (set food to: Above Average)(Add technology: [Farming I])

3. The programmers apparently don't know where any chads are, apparently. This is all very frustrating.

4.[You missed your research roll. You may reroll next turn.]

[Brotherhood]

>>Your expansion gained you: [Stone:4:+1/turn][Scrap:5][Small Arms:3+.2/turn]

1) The farms are finished. (Set food to: Average)(add technology: Farming I)

2) You're able to find a coal mine. It's not quite the minerals you were hoping for. (Add resource: Coal:5+.1/turn)

3) [Research] The mutation research halts due to some unexpected issues in scheduling. Ugh. (11/12 mutations)

4) Your scouts attempt to locate any industry building they can find. Instead they encounter a particularly large bear. (lose 1 ammo)

[Flock]

1: You managed to expand your territory. (Add 4 hex; roll 1d3; +.4/pop/cur/turn)

2: [Research] The arms research moves forward and is nearly completed.. [9/10 Research small arms.]

3: Your scouts manage to get a good handle. They're messianic Mormons of a breakaway sect that survived the collapse. They practice..unusual familial relations. They are also armed, dangerous, and exceedingly paranoid. Your scouts locate a gasoline station that provides some fuel. (set Fuel:5+.1/turn)

4: You manage to find some wastehogs. They're pretty large, and you bring some back to the camp. (Add [Wastehogs:4])

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c3d393 No.13302

[Commune]

1. The expansion completes. (Add 4 hex; roll 1d3; +.4/pop/cur/turn)

2. You start working on a sustainable production facility. (Sustainable Production 5/8)

3. Your forces engage in a running battle with bandits for a few hours but aren't making much headway into Seattle proper. (lose 1 ammo)

[Research]: Your efforts on poetry makes some progress, finally. (Culture 3/8)

[NWO]

1. You manage to expand somewhat, but it's not done yet. (6/10)

2. The scouts manage to find a small water facility. You could probably cannibalize it for materials or do something else with it.

3. You gained: [1 Suppression Network][4x]. (Add technology: [Reorg/Consolidation I]

[Research]: The prevailing atmosphere of paranoia makes progress less than stellar.[Espionage (5/6)]

[Great Desert Tribes]

1. You finish up the farms. They're of reasonable size. (Add unique building: player's name choice) (set food to: [Above Average])

2. The kennels finish up their construction. You can train animals generally, now. (Add unique building, player's name choice)

3. You manage to expand a good deal before you are stopped by hard terrain. (Expansion 7/10)

Research: Your research seems to stop because of some internal disputes. (Recycling 3/6)

[TARME]

The expansion rolls forward. Some more of the drones are attacked, but there's not much damage. (Expansion 6/10)

3. There's a small fire in the outer facility. It causes some minor damage and damages your fuel stocks. (lose 2 fuel)

4. Your research into power moves forward slightly despite the fire and disruptions. [Power II 5/8]

[Bellomos]

>>Meta by GM: I have changed your expansion bonus to 6 hexes for balance issues. Please revise your bonus.

1. The expansion finishes! WITNESS! (Add 6 hex; roll 1d3; +.6/pop/cur/turn)

2. Denver is totally covered in sand and partially burnt to the ground. You try to enter the city but dust storms throw you off.

3. You start working on some sort of crude refining facilities. Your mechanical skills are helping the matter. (Refining 3/8)

[Research:] The mechanics manage to get primitive power systems online. They draw some of your existing fuel capacity, but it's something. (Add technology: [Power I])(Add resource: Electricity:3+.2/turn)(lose .1/fuel/turn)

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c3d393 No.13303

[The Cult Of Cocaine]

1. You expand toward Chicago. (Lose 1 fuel)(Expansion 6/10)

2. The busses are finished in good order. (remove busses)(Add 2 player named busses [1x][Tra])(Add technology: Vehicles I)

3. You manage to find a small stock of fuel, but it's just not sustainable. (Add Fuel:4)(Add technology: [Raiding I])

RESEARCH: You begin to work on combat respirators/stimulants. (Stims 3/8)

[Francis]

1.) You manage to finish the farms. (Set food to [Above Average])(Add technology: [Farming I])

2.) The moose program is hindered by “gay mooses”. Your expert – you just call him the beard man – seems emphatic on the point. (-5 currency)

3.) You work on an electrical infrastructure. It turn powers on thanks to your relatively reasonable moose-supply. (Add resource: Eletrcitity:3+.2/turn)

[Research] You develop increasingly effective tools to help with with electrical systems. (set tools to: III)

5.) There's a massive flood of refugees fleeing south. They are straining your food stocks and you should figure out some way to handle the situation. (Add resource: Refugees [10])(set legitimacy to Wobbly)

[USA2]

1. You scout New York. It's mostly destroyed, but there's a good deal to be had within the city proper. Gangs are fairly common and most of the major transit lines are destroyed. The scouts bring some steel that they find on the way back. (Add resource: Steel:5)

2. You manage to service the HMMVs. They eat fuel like pigs. (Add 2 units, player's name choice [1.5x][Mot])

3. You begin work on scrapyards. (Scrapyards: 3/6)

4.[Research] The bureaucracy is back in business. (Bureaucracy 6/8)

[NFC]

1 .You attack the town and take it over. It's relatively small, but you still lose a unit doing it. There's not much in it, but you could continue the plunder after this turn. (revise Fanboys units to x2)(Add unique building: Pierre [Town])(Set resource: Scrap to +.3/turn)(add industry: +1)

2. Another wave of expansion kicks off. (Expansion: 7/10)

3. You manage to get a good grip on establishing control of large areas with relatively limited forces. Now you're ready for some ball! (Add technology: [Pioneering I])

[True Camelot]

>>You gained the following things from expansion: +.2 ammo/turn; 10 copper

1. A few of the knights head south to Miami in an attempt to claim the city. They begin working on it: doing quests and interacting with NPCs, particularly. It seems to be doing pretty well, and you've seen an increase in recruits recently. (Add +.2/pop/turn; +2 small arms; +2 ammo)

2-3. You manage to find some hydroponic corn farms that are still partially functional, if abandoned. It's partially and you can use it for ethanol. The ethanol plant is a taller order, and the scouts seem to think that it won't be found easily. You may need to make one. (Add technology: Biofuels I)(Add resource: Corn:2+.2/turn)(Set food to: Good)

[Research]

4. You begin working on large-scale communications. (Communications 4/10)

[Prima]

>>[You will mobilize in 1 turn]

1. There's some periodic gunbattles but little headway is made into the city. (lose 1 ammo)

2. You start working on a thinktank. It should help you with research, probably. (7/8)

3. You finish the prison factory. Yay. Now you just need to supply materials and direct production. (Add unique building, player's name choice)(+2 industry)

4. The research into Pharmacology is complete. (Add technology: [Pharmacology I])

[Elway]

1. The APCs are finished. They're sort of mediocre, but they're done. They also eat gasoline. (Add 2 player named APCs [3x][Mech](remove APCs)

2. The expansion continues along. DAKOTA HERE WE COME! (Expansion 8/10)

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c3d393 No.13304

[Family]

1.2 The mayoral election yielded Chandler from Friends with Al Bundy as a running mate. You get the feeling this is going to be a rough administration. (add +5 culture)(Add technology: Culture I)

3.4. You don't have much in the way of cars, so you simply try to find the nearest things you can and repurpose them. (Add 2 player named cars [1x])(Add technology: Vehicles I)

5.6. You begin working on a simple factory. It won't have much power but you will be able to help with construction. (Factory 4/8)

[Research] You manage to get some good experience with communcations, generally. (Add technology: Communications II)

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c3d393 No.13305

Dice rollRolled 23, 51, 66, 70 = 210 (4d100)

>>13301

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: [7] [+1/turn]

Food: [Average]

Raw Currency: [9] [+2/turn]

Legitimacy: [Very Stable]

Culture: [5]

Industry: [2]

Unique Buildings: [player's name choice government building]

Defenses: Cult Patrols [Small]

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

Resources/Quantity: [Fuel:8];[Ammo:7][Small Arms:4] [Cocaine:11] [Spraypaint: 4.2, +.2/turn]

Technology: [Tools II][Militias I][Mechanics II][Pharmacology II] [Raiding I] [Vehicles I]

Trade Routes: [none initially]

Territory: [4]

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.

Actions

1. Continue the expansion! New fields to grow cocoa and new factories to spruce up! Expansion 6/10

2. In these times, we look to the holy ideals of our forebearers– the ancient seers that distributed the holy powder under the threat of brutality and heretical punishment. Train some of the enlightened in this art– so that they may sneak by unnoticed and spread our word. (Begin training Espionage units.)

3. Scour the countryside for more weaponry! +15 Cocaine Bonus

4. Continue our research on these holy stimulants. Stims 3/8.

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c3d393 No.13306

>>13303

Name: True Camelot

Race: Humans

Color: Red w/white trim

Fluff:

In the aftermath of the third Great War, and the decimation of the world, those who could not afford Vaults were either killed by the bombs or survived in inferior bomb shelters or on the surface, becoming horrifically mutated and irradiated. Those who were lucky enough to be in Vault 209 would find they had access to a long term VR entertainment simulation, to wait out until the all clear signal was given to Vault Dwellers. This interlinked multiplayer system featured an MMO, in particular, a stylized version of the the Legends of King Mordred. The group was entranced by the immersion, after many years of gameplay truly believed themselves to be the brave, heroic knights saving their kingdom from the ever encroaching evils of the world, and of Mordred, their kind and just King. The game featured some new interpretations, such as Knights being able to recognize the change in warfare. Not with swords and horses, but with guns and motorcycles did they ride in bullet proof armors.

Their time spent in such long sessions on the simulation has addled their senses of reality somewhat. When they left the simulation pods, they did not take of the HUD goggles that almost every individual man or child wear, which they use for everything from counting the "points" they've earned after killing monsters and evil, bartering goods and services for digital coin, about the "enemies' stats" and how many points in "karma" a good or evil action would bring.

Having had to leave their vault, they took the lessons they learned to heart, and created an overworld society based on the Camelot of the video game. Preparing and fortifying, the Knights of True Camelot stand ready to bring justice to the world world, and bravely lend a aid to all who need it!

Government type: Monarchy

Economy type: Digital HUDCurrency

Religion: None

[True Camelot]

Population: [12] [+1.6/turn]

Food: [Stable]

Raw Currency: [9.8] [+1.4/turn]

Legitimacy: [Very Good]

Culture: [3]

Industry: [3]

Unique Buildings: "The White Castle" of True Camelot, [Circle of L33t],

Defenses: Concrete Walls [Small]

Military Units: 4 Newbie Knights [.5x]; 2 player name minivans [.5x][Quick]

Resources/Quantity: [Fuel:2.5];[Ammo:4][Small Arms:4][Scrap:1]

[Corn:2.2 +(.2/turn)]

Technology: [Tools II][Militia I][Computers I][Mechanics II] [Vehicles I], [[Training/Reorganization I], [Training/'Quests' I], [Biofuels I]

(Expansion2: 5/10)

Trade Routes:

>Trade route slot

Territory: [8]

Bonuses:

1. Make Numbers Go Up: Generally you understand technology pretty well from the many many years in the pod and long-winded debates on IRC. You may re-roll technological research once if the first roll is below 50.

2. Organized: You are generally better organized after many many years of working within vertical hierarchies. You ignore bad movement rolls that would otherwise penalize combat. You can also reorganize units without expending an action.

Eccentricities:

1. YOU ARE FAT NERDS: Infantry units move twice as slowly when dismounted.

Fixed stats

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c3d393 No.13307

Dice rollRolled 98, 90, 9, 22 = 219 (4d100)

>>13302

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: [7] [+1/turn]

Food: [Above Average]

Raw Currency: [13] [+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]

Resources/Quantity: [Fuel:1];[Ammo:4][Small Arms:1][Stone: 8][Horses:3][Dogs:3]

Technology: [Tools II][Scouting I][Survival II][Animal Training I][Hydroponics I][Ritual I]

Trade Routes: [none initially]

Territory: [4]

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. Expansion. 7/10

2. Start breeding the dogs.

3. Start breeding the horses.

Research: Recycling 3/6

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c3d393 No.13308

Dice rollRolled 36, 15, 17, 26 = 94 (4d100)

>>13301

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: [11.3] [+1/turn]

Food: [Low]

Raw Currency: [28.2][+7.4/turn]

Legitimacy: [Stable]

Culture: [1]

Industry: [4]

Unique Buildings: [Paw's House][Road Network [Small])(+2 currency/turn)]Church(3/6)]

Defenses: Da Posses [Some]

Military Units: 3 Gun Totin' Boyz [1x]; 1 Brutha Kohort 4x4 [1x][Quick]

Resources/Quantity: [Fuel:1];[Ammo:8][Small Arms:4][Scrapyard .2 scrap a turn][Scrap .4]

Technology: [Tools II][Militias III][Mechanics I]][Explosives II][Construction I]

Trade Routes: [none initially]

Territory: [8](Expansion4/10)

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. "Okay, weze got some boyz gud and kunstructeeon now, so building dis church oughtta be ez. Fur God and babee Jezus!"(3/6)

+Construction I

2. "Paw says keep spandin"

"Ok"

"He also sez whoever does the most for spandin get shiniez"

"What ur we watin fur den? Chaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaarge!"

(4/10)

+ 5 currency

3. "Gentry, arm some of the boys with explosives"

"Yes, pa"

+Militia III

+Explosives II

4."It is time for us to work on a way to create fuel for our vehicles"

"Wut"

"…. Time to figure out a way to make more "Go Juice" for the "vrooms-vrooms""

"Good idea Paw!"

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c3d393 No.13309

Dice rollRolled 53, 21, 59, 80 = 213 (4d100)

Acceptable results from all…so far.

1/2. Continue working on those refining facilities, Pups! We are going to need the fuel. [Refining 3/8]

3. Lets start putting together an Altar to the great Engine God, V8.

Research: Good! Let us research old Raiding tactics so our upcoming raid on Colorado City will hopefully go well.

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: [11.6] [+1.6/turn]

Food: [Low]

Raw Currency: [15.6] [+5.6/turn]

Legitimacy: [Average]

Culture: [5]

Industry: [3]

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:5];[Small Arms:3];[Broken Vehicles:3];[Fuel:6.8][+.2/turn];[Volkswagons:2];[Electricity:3.2][+.2/turn][-.1/turn fuel]

Technology:[Tools II][Militias II][Mechanics III][Vehicles II][Industry I][Power I]

Trade Routes: [none initially]

Territory: 4

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.13310

>>13309

Minor correction to stats:

Territory: 10

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c3d393 No.13311

Dice rollRolled 28, 68, 8, 24, 56 = 184 (5d100)

Population: [8] [+1.8/turn]

“Food”: [Steel:8] [-1/turn]

Raw Currency: [15.8] [+5.4/turn][Dollar Credits]

Legitimacy: [Very Good]

Culture: [1]

Industry: [3]

Unique Buildings: [TARME R&D Lab]

Defenses: Facility Defenses [Small]

Military Units:

5 SAR robot swarms [.5x][Quick]

>Resources/Quantity:

[Fuel:8]

[Scrap:1.2] [+.2/turn]

[Sheet Metal: 2.2] [+.2/turn]

Technology: [Tools III][Cybernetics I][Scouting II][Medical I][Power I]

Trade Routes: [none initially]

Territory: [8]

Bonuses:

1. Swarm Robotics: All of of your units are flying unless otherwise noted. Their range is still limited initially, however.

2. Cybernetic: You do not require food in the fashion of other nations – you are also resistant to many forms of attack (such as small arms) as well as fear. On the downside, you require metals (such as iron) to reproduce and you lose -1 stock every turn. If you run out of stock your population doesn't expand.

Eccentricities:

1. Unstable: TARME's primary database has left eccentricities in many drone subroutines. Roll 1d100 every 3 rounds to determine the level of eccentricity present. This might have a variety of effects.

>Population Growth resumes next turn!

1.

North Eastern expansion continues!

[Expansion, 6/10]

2.

TARME continues to task drones with restoring communications. A fire is but a minor setback!

[Repair a damned radio!]

3.

TARME tasks a group of drones to investigate the status of the Mississippi River and associated levies. Fragmented files suggest that both items are of great strategic import to the region.

4.

Research on coal power systems should be completed by data recovery algorithms soon…

[Research: Power II 5/8]

5.

UNSTABLE ROLL!

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c3d393 No.13312

Dice rollRolled 22, 20, 72, 43 = 157 (4d100)

>>13302

[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

Population: [9] [+1.4/turn]

Food: [Very Stable]

Raw Currency: [8.4] [+1.4/turn]

Legitimacy: [Very Good]

Culture: [6]

Industry: [5]

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

Defenses: Booby Traps [Some]

Military Units: 4x Raider Bands [.5x]

Resources/Quantity: [Fuel:4]; [Ammo:3] [Small Arms:2] [Scrap:3] [Electricity:3.8,+.4/turn][Ruined ECars:2]

Technology: [Tools II] [Militia I] [Survival I] [Terrorism I]

Trade Routes: [none initially]

Territory: [8]

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:

-Sustainable Production Facility [5/8]

-Culture Research 5/6

-Seattle Salvage Operation [Running Battle with Bandits]

—–

1. Develop Cannabis[Luxury] for Trade Goods with Mister Borlaug [0/?]

2. Sustainable Production Development Continues, with Harv [5/8]

3. Seattle Salvage Operation Continues, with Betty White and Ol' Johnny [All 4 Raider Bands] [?/?]

[Research]: Culture Research [5/6]

"Hey Man! Things have been poppin'. Just wanted to let you know the latest news.

"Jack and Jill are back. The Twins got things set up and we're settled in some new places. I'll show you on the map later, but they're taking a break for a bit. Harv took to that new project of his with a vengeance. Harsh words took root, man, but he's gonna show everyone he's mellow. He said he's maybe halfway done, so he's gonna keep on that. Betty White sent a runner back, they're fighting with some gangs just outside of Seattle and are gonna keep pushing on. Hopefully we didn't bite off more than we could chew.

"So Mister Borlaug came up with an idea. He got wind there's other groups out there, wanted to pitch the idea of breeding and improvin' the ganja hereabouts, make it better for medicene or for a better trip. Thought getting a better trip would be better for trade, and we can use the same know-how to do the other breed later, too.

"Meanwhile, he sent some samples over to my place. When you're done here, come on over, we'll get stoned like in the old days and laugh over last night's poetry."

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c3d393 No.13313

Dice rollRolled 2 (1d3)

>>13312

"Oh, almost forgot. Here's the notes from when the Twins expanded our territory some. Might find it itneresting."

[Expansion Roll]

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c3d393 No.13314

Dice rollRolled 1 (1d3)

>>13310

Also, expansion roll.

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c3d393 No.13315

File: 1446778709042.png (29.35 KB,284x261,284:261,Northeast.png)

Dice rollRolled 16, 88, 74, 23 = 201 (4d100)

>>13303

[USA2]

Population: [11.8] [+1.4/turn]

Food: [Mediocre]

Raw Currency: [23.8] [+7.4/turn]

Legitimacy: [Good]

Culture: [1]

Industry: [1]

Unique Buildings: [The Grey House]

Defenses: [None]

Military Units: 3 GI Infantrymen [2x] 2 Humvees [1.5x][Mot]

Resources/Quantity: [Ammo:5][Small Arms:5][Fuel:6][HMMVs:2][Steel: 5]

Technology:[Tools IV][Militias III][Mechanics II][Survival II][Biofuels I]

Trade Routes: [0/1 Slots Available]

Territory: 4

Bonuses:

1. This Is America: You may re-roll actions that are economically focused once if the roll is below 50 (once).

2. Modernist Metanarrative: You've still got a good handle on the scientific method. You can re-roll research of any sort once every other turn if the roll is below 50 (once)(used up?).

Eccentricity:

1. Didn't You Morons Ruin Everything?: Generally, the other nations aren't terribly pleased to see you. Period.

>1 Scrapyards

SOON (3/6)

>2/3 There's something I WANT here…

To the west there lies… several locations of interest. Likely bombed locations of interest, to be sure, but reclaiming more land in the name of the Union makes up for it.

[Expand as in pic related]

[…At least, if I can direct expansion, that's where I want to expand towards]

>4 Research: Alphabet Agencies

The bureaucracy is expanding to meet the needs of the expanding bureaucracy.

Well, that and the conqu- I MEAN, reclamation of the Union.

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c3d393 No.13316

Dice rollRolled 2, 55, 61 = 118 (3d100)

>>13303

[NFC - Neo Futureball Confederation]

http://pastebin.com/N43uHjgF

Population: [11] [+1/turn]

Food: [Above Average]

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

Legitimacy: [Average]

Culture: [1]

Industry: [5]

Unique Buildings: [Announcer's Control Room; The Titan Dome], Pierre [Town]

Defenses: Concrete Perimeter Wall [Small]

Military Units: NFC Offensive Line [6x]; 1st Fan Company [5.5x2]

Resources/Quantity: [Fuel:1][Ammo:3][Small Arms:2][Scrap +.3/turn: 7.3][Copper:2][APCs:2]

Technology: [Tools III][Militias I][Mechanics I][Cybernetics I][Electricity I][Bureaucracy I][Infrastructure I][Reorganization/Upgrades I][Pioneering I]

Trade Routes: [none initially]

Territory: [4]

Bonuses: [generated by GM]

1. The Titan Dome: The Titan Dome is extremely big. So big, in fact, that you can reroll additions and revisions to it once (if a roll is below 50) because there's just so much space! This includes constructions, revisions, and defenses. Great.

2. Fanboy Hordes: You have a generally easier time recruiting fan units. Every time you roll above 80, you gain an additional bonus to the units recruited.

Eccentricities:

1. Hooligan Culture: During riots or civil unrest you must roll 1d100 per turn to see what the rioters are doing. It might be really bad or it must be really good. Maybe.

[Elwayans]

>>You are a courtier of NFC

>>You share the same stats as your parent nation.

>>unique building: [Elwayan Titan Dome Sector]

Military: 2 Elwayan APCs [3x]

Bonus:

3. Die Hard: You manage to beat and club your way to the Titan Dome somehow, and that has made your people exceedingly brave. All of your units are fearless and get a general bonus to irregular warfare.

Expansion 8/10

1 Expand 8/10. South Dakota where the football holds the pedestal of power.

2 Build Windmills in the Titan Dome. If we want to have power tools and light we need electricity, so on the top edge of the Titan Dome build windmills to generate some of the power we need.

3 Research, Electricity. Batteries, we need power storage for the players and making the Titan Dome fully operational.

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c3d393 No.13317

Dice rollRolled 1 (1d3)

>>13307

1d3 for expansion since I think I'm going to get it this turn.

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c3d393 No.13318

Dice rollRolled 44, 34, 73, 34 = 185 (4d100)

>>13306

1. "Good work men, at this rate the good people of Miami shall hear of us, and come under the saftey of our banners.

Now that we have more food, we can deliver it to those in desperate need, and offer them to come and live with us in security, and farm the land to feed their families.

Steel yourselves and prepare, for we go again on our noble quest!"

Continue to entreat more of them to our cause

Spend 2 Corn to feed the people of Miami

[Training/'Quests' I]

[Militia I]

2. "Men, you here have been selected for a very important reason. That being that during our last foray into the lost city of Miami, which thanks to you becomes less lost every day, some of you have completely filled up your XP bars.

You are now fully prepared to begin your training to become Level 1 Knights.

Our Level 1 Knights shall each given a mighty steed, rather than be forced to ferry themselves upon the battlewagon, and expected to uphold the laws of Chivalry and Honor in all things."

Train/Promote some of our [Newbie Knights] who have shown valour in the previous mission into [Level 1 Knights], and equip them with motorcycles steeds to convert into cavalry units.

[Training/Reorganization I]

[Training/'Quests' I]

[Vehicles I]

[Tools II]

[Mechanics II]

3. "In the face of enemy battlewagons and fortifications, it is of import that we ensure our knights be armed with the mighty tools they shall need to bring down even the strongest of foes! Thus shall we go forth on a quest, in search of Rods of Steel to arm our knights with.

Ride forth men!"

>Search for Explosives/RPGs

>Make it an official mission, so that our knights can earn some experience by finding these items

[Training/'Quests' I]

[Research]

Soon our machincal wizards shall erect and restore the great speaker towers and radio antennae that shall let all the world know, we are here, and that we mean to bring justice and order back into this fair world. Let all who anguish and despair come to us with their fears and terrors, and we shall banish these evils with fire and steel!

Communications 4/10

[Tools II]

[Computers I]

[Mechanics II]

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c3d393 No.13319

Dice rollRolled 12 (1d100)

>>13318

Rerolling Research per Eccentricity

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c3d393 No.13321

Dice rollRolled 84, 1, 65, 80 = 230 (4d100)

1. Your spore towers are almost complete. (5/6)

2. You mutate to spread the spores through water, into the nearby Great Lakes. Everything that lives drinks water and using the creatures that live in these massive bodies of fresh water can only spread you farther and farther.

3. Expand.

4. RESEARCH. Your control is growing, and soon there will be little to separate yourself from the creatures you infest. (2/8)

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c3d393 No.13322

Dice rollRolled 2 (1d3)

>>13321

That 1, damn. Anyway forgot stats.

Also throwing in an expansion roll if it completes this turn.

http://pastebin.com/Fyjjg3Sa

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c3d393 No.13323

Dice rollRolled 65, 39, 54, 14 = 172 (4d100)

[Nihtoko][New World Order]

http://pastebin.com/CLPpZCFN

Population: [11.7] [+1/turn]

Food: [Stable]

Raw Currency: [15] [+5/turn]

Legitimacy: [Average]

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]

Resources/Quantity: [Fuel:1];[Ammo:3][Small Arms:2][Scrap:3][Stone:.4; +.2/turn]

Technology: [Tools III][Militias I][Demagogue II][Diplomacy I][Thought Police I][Mining I][Reorg/Consolidation I]

Trade Routes: [none initially]

Territory: [4]

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:

-Expansion (6/10)

-Espionage (5/6)

-

—–

1. We've almost obtained new lands. It's been a bit of a lengthy process. Let's see if we can get this land together and adopt a few wasteland travelers into our midst. (6/10)

2. The people need a leader. Once again, we must hold a faux political election for the people's interest. If they are ignorant of the truth, they will be much happier.

3. A facility with running water! Let's see if we can rig some hydroelectric power here. We're sure that we can get it working on at least a basic level.

[Research]: Espionage I (5/6)

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c3d393 No.13327

>>13303

[GM Addendum: USA2:]

>>You gained the following things from expansion: [Scrap:4;+.2/turn; [Ruined Cars: 1+.1/turn]

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c3d393 No.13355

Dice rollRolled 28, 26, 25, 79, 38 = 196 (5d100)

>>13248

[The Felinid Matriarchy]

Population: [11.8] [+1.4/turn]

Food: [Above Average]

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

Legitimacy: [Average]

Culture: [3]

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]

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

Trade Routes: [none initially]

Territory: 8

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.

[Expansion;Chad hunting;Industry]

1. We need to try heading out again! Hollywood awaits! Forward sisters, for the Matriarchy! Meow!

2. There have to be Chads around here somewhere. Maybe we need to range further south…

3. Our spears are excellent! But we need more spears. And other stuff made out of wood and scrap and stuff. Lets have some sisters and some breeders sit down and make stuff for us!

4-5 [research rolls]. There have to be some Chads around here somewhere! Well, may as well put these programmers to use somehow. We'll have them make us EXPLOSIVE SPEARS. So we can stab and make people explode AT THE SAME TIME. This'll teach the Patriarchy for sure!

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c3d393 No.13361

File: 1446793395747.jpg (74.36 KB,650x284,325:142,lots of canadians.jpg)

Dice rollRolled 47, 39, 3, 17 = 106 (4d100)

>>13303

[Fort Francis]

>Lore, eh? >>12984

Population: [8] [+1/turn]

Food: [Above Average]

Raw Currency: [9] [+2/turn]

Legitimacy: [Wobbly]

Culture: [6]

Industry: [4]

Unique Buildings: [Fort Frances Museum]

Defenses: Mountie Patrols [Small]

Military Units: 1 Mountie Company [3x][Cav]

Resources/Quantity: [Fuel:5];[Ammo:5.4][+.2/turn][Small Arms:2][Mooses:2, Consolidate][Electricity: 3.2][+.2/turn][Refugees:10]

Technology: [Tools III][Militias II][Diplomacy II][Farming I][Animal Management II][Cavalry I][Unconventional Power I]

Trade Routes: [none initially]

Territory: [4]

>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+2+3.) Woah there! Well would you look at that? Send oot the mounties to pacify all these weary travelers (politely, because it's not any use if we stoop to being sticks in the mud over it) while we work on constructing new housing for the crowd. Keeping everything nice and organized, eh. Guess we'll need to hold off exploring the states for the moment. Real bummer.

>Research:

4.) With all these people, better get looking into expanding government for sure. A tall order for a small town, but we need to go the extra klick!

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c3d393 No.13369

Dice rollRolled 24, 26 = 50 (2d100)

1. Search the ruins and surrounding area. see if we can find some type of industrial sector that can be repurposed into an APC factory.

2. The expansion continues along. DAKOTA HERE WE COME! (Expansion 8/10)

meta[lol your update works perfectly as a declaration]

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c3d393 No.13370

Dice rollRolled 2 (1d3)

>>13301

>Name:The Flock

>Race: Human Tribals

>Color: Brown if it's left anything if not

>Fluff: Origniating from the Great Basin of Nevada, the flock are a group of tribals who created a heriarchy by sending their people on vision quests to find which spirit bird they belong under. The classfications being, Eagles the warriors of the tribe, Falcons the scouts, vultures the Seers and oracles, Seagulls the chefs and bankers, Magpies the scavengers, Crows the Sages, and Finches the worker birds. Led by a wise and dutiful Crow, the flock make their home in the deserts of the nevada, acting as scouts and guides for any traverlers who stumble into their lands. But as resources draw fewer and their rivals begin to stir, will the flock be able to keep their ways of neutrality in the region?

>>Government Type: Tribal Council with one Cheiftain

>>Economy Type: Nomadic Hunter Gathers

>>Religion [if any]: Belief in bird spirits

>>[Flock]

>>Population: [8] [+1/turn]

>>Food: [Good]

>>Raw Currency: [16] [+3/turn]

>>Legitimacy: [Good]

>>Culture: [7]

>>Industry: [2]

>>Unique Buildings: Council Hut

>>Defenses: Flock Guards [Small]

>>Military Units: Falcon Scouting Party, Eagle Horsemen

>>Resources/Quantity: [Ammo:5][Small Arms:2][Horses:2] Small Arms/Ammo to +.2/turn for 6 turns)

>>Technology:[Tools II][Militias I][Calvary I]

>>Trade Routes: [none initially]

>>Territory: 4

>>Bonuses: 1. Spiritual: Generally, it's much easier for you to raise your culture. You may re-roll actions that you take to raise culture once.

>>2. Generally Modest: Your people are well balanced and benefit from this. You get +3 to all rolls – this will not help you avoid critical failures, though.

>Fuel 5+1.

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c3d393 No.13371

Dice rollRolled 27, 6, 87, 8 + 3 = 131 (4d100)

>>13370

1:Finish up work on the arms research 9/10

2: "Weird neighbors we have… Have crows look up what they know of "Mormons" know thy friends know thy enemy."

3:An old crow visits the tribal leader with words of an idea. "Sir our land is large and easy to get lost in. Perhaps if we have ways to mark the land so that we can navigate more easily."

"Good thinking old crow. Send magpies out in search of chalk or paint."

4: The falcons are sent into the wilds to search for strange mutated animals that may be out their. Any thing that may be a threat or may prove a friend.

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c3d393 No.13374

Dice rollRolled 97, 48, 94, 60 = 299 (4d100)

>>13303

Name: Prima-Donnas

Race: Humans led by mutants

Color: Hot Pink

Fluff: During the end of the world the stars of Hollywood realized they had no real survival skills and instead turned to their adoring followers to keep them alive, turning fans to psycophants and getting them to turn on any who lacked the blind faith of their peers. This went on for a few years as various bands of raving lunatics destroyed eachother or turned on their divas. Until the Devas rose up, mutated not into hideousness but rather to beings of extreme beauty and grace they conquered their opponents and formed a council of 8 to rule the ruins of Hollywood only to be replaced by new Devas. All who enter the lands of Hollywood must abide by the law of the Devas else face their fanatics. But not all of the mutants of hollywood are aspiring Deva's, On the opposite side of the coin are the Asura's pulled away from their families at a young age and kept hidden enforcing the law of the Deva's as a shadow government hideous of face and powerful of body these monsters hide from the light of the sun keeping dissenters dead and Deva's safe

Government Type: Oligarchy

Economy Type: Pseudo-slavery wherein the people are rewarded for their labours by the implied gratefulness of their leaders

Religion [if any]: Living gods

Population: [11] [+1/turn]

Food: [Low]

Raw Currency: [22] [+5/turn]

Legitimacy: [Very Stable]

Culture: [5]

Industry: [2]

Unique Buildings: [Reinforced Chinese Theatre Palace]; [Friendly Neighborhood production center]

Defenses: [Hollywood Fortress-Mansions]

Military Units: 2 Fanatic Crowds [.66x]; 2 Asura's in black Flamer-Limos [1x] ; 2 Roadie squads (.5x)

Resources/Quantity: [Fuel:3][Ammo:4][Small Arms:2][Ruined Cars:2]

Technology:[Tools III][Militias I][Cloning I][Genetics I][Pharmacology I]

Trade Routes: [none initially]

Territory: 4

Bonuses:

1. Greedy Rich People: Rich people are, unsurprisingly, good at making money because they have it. For every 10 currency you gain, add 2 currency.

2. Muh Hollywood: Your culture is exceedingly robust. For every culture point you gain, add half a point. [GM: Rules also state you can spend your culture points on things!]

Eccentricities:

1.Society of the Spectacle: When your legitimacy is low, bad things happen. The spectacle of control is razor thin and needs veneer.

Dedicated Actions

1. We nearly have enough nerds, let's vacate space in our prison so they will have ready access to materials and volunteers [Construct Think Tank 7/8]

2. Our losses are too great, send out our roadies to scavenge the ruins of the city. [Scavenge for supplies and weaponry]

3. We need to empower our existing might, We shall get to rebuilding the Ruined cars to provide scouts and mobility to our fanatics [rebuild cars prioritizing speed]

Research Roll

4. We need to be prettier, let us go more in depth to Genetics so we can altogether remove blemishes of skin. So let's get experimenting [Genetics II research]

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c3d393 No.13379

[Cult'o'coke]

>>You lose 2 cocaine due to wild parties.

>>Meta: add technology: [Religion II]

1. You expanded toward Chicago. (add 4 hex; add .4/pop/cur/turn; roll 1d3)

2. You manage to complete a single relatively average spy. (Add uniqe: Player's name choice [x1][Spy])

3. You manage to find an arms facility. It still has some limited heavier stocks of weapons. The tooling appears to be out of shape, but you might be able to get it working again if you had power and some time.. (Add resource: Heavy Weapons:1])

4. You finish up research on combat stimulants. This should generally help combat. (Add technology: [Combat Stims I])

[Tribes]

>>Your expansion gained you: +.2/scrap/turn

1. You expanded and gained some experience at it. (add 4 hex; add .4/pop/cur/turn; roll 1d3)(Add technology: [Pioneering I])

2. Your dog breeding program takes off! (revise dogs to:+1/turn)

3. The horses seem less willing to reproduce, however. Stupid horses.

Research: Against all odds, the recycling research completes. (Add technology: [Recycling I])

[Deliverance

1. The church is done, thank god. (Add player's choice unique building)(+2 culture)(set legitimacy to: More Stable)(Add technology: [Religion I])

2. Some more gunbattles erupt as you slowly move forward. (Expansion 6/10; lose 1 ammo; lose 5 currency)

3. The boys don't handle the explosives very well. (Lose .5 pop)

Research: You are working on refining and fuel manufacture. Progress is mixed. (Refining 2/8)

[Bellomos]

>>You gained the following resource: [Ruined Vehicles 2+.2/turn]

1/2. You manage to finish up your refining research. You now are able to produce reasonable – though not super great – amounts of fuel. (revise fuel to +.5/turn)(Add technology: [Refining I])

3. You start work on the altar. (Altar 3/7)

Research: You manage to complete some basic research into raiding. (Add technology: [Raiding I])

[TARME]

1. The drones are grounded several times by strong winds, but they make some headway against bandits. [Expansion: 8/10]

2.You manage to construct a very basic transmitter. The range is limited. (Add technology: [Communications I])

3. The drone flyby seems to indicate all of the levies have been breached massively. Otherwise, the drones state the entire patrol was without incident.

4. You manage to finish your research into coal electricity. You just need coal, now. (set technology: [Power II]

5. TARME feels normal today and manages to get some subroutines in good order. (+1 industry)

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c3d393 No.13380

[Commune]

>>You gained the following from expansion: Scrap:+.2/turn; Pop: +.1/turn.

1. You begin growing some pot. The first crop is undersized and needs more time.

2. You manage to finish the basics of Greenbuilding. This should make your production facilities relatively eco-friendly. Yay, man. (Add technology: [Greenbuilding I])

3. You pull in wealth of electronics, arms, and some vehicles from Seattle. There is some fighting with a local group of mutants, but the size of your forces manages to give you an advantage. (lose 1 ammo) (Add resources: Electronics:3;Heavy Arms:3; Prius:2)

[Research]: You completed your research on culture. You now are more easily able to do cultural projects. (add technology: [Culture I])

[USA2]

1. The scrapyard comes under attack from death-crows. They're apparently pretty organized as we move further inland. (-1 ammo) (4/6)

2.3. You expanded to the west. (add 4 hex; add .4/pop/cur/turn; roll 1d3)

[Research] Bureaucracy is done! Yay forms! Add technology: [Bureaucracy I]

[NFC]

1. The expansion halts as your forces find themselves beset by radbison. Seriously? (lose .5 pop)

2. You start work on windmills. They're going to be pretty crude, but you can build more of them and continue to refine the design. (Windmills 5/9)

3 Research, Electricity. Batteries, we need power storage for the players and making the Titan Dome fully operational.

{True Camelot}

1. You continue to massage the general population. You have some of the gangs with you, and the general population seems to take the food without much issue. (lose 2 corn) (Add technology: [Diplomacy I])

2. You aren't able to train the knights without motorcycles, so you scounge up some. (Add Ruined Bikes:4])

3. You manage to dig up a reasonable stock of RPGs. The facility is partially functional, and can produce some. (Add Heavy Weapons: 4+.1/turn)

[Research]

You finish up your research into basic communications. These are short wave. Add technology:[Communications I]

[Infected]

1. The towers grow larger and emit a poisonous partially necrotic substance. (Set Fungus Towers to: [Average])

2. There's something wrong with the water. As the spores make contact, it begins to foam over and beguns to kill some of the infected on the shoreline. (Lose 2 pop)

3. The spores begin to drift southward on the wind at good speed. (Expansion 5/10)

4. The mechanisms are complete. You now have some relatively fine motor control. (Add technology: [Parasitic Control I])

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c3d393 No.13381

[NWO]

1. You expanded your territories! (add 4 hex; add .4/pop/cur/turn; roll 1d3)(Demagogue: Add 2 player named units [2x])

2. You hold an “election”. General the generally conspiratorial nature of society, it goes just as planned. Or does it? It does. (Set legitimacy to Above Average)

3. You begin to work on the station. You don't have much knowledge of such systems, but you give it a whirl. (Hydro Power 5/10)

[Research]: You finish espionge. Barely. You think. Really? Yes. (Add technology: [Espionage I])

[Felinid]

1. Your forces slowly crawl toward the south. The entire central valley is irradiated, so progress is slow. (Expansion 3/10)

2. You manage to capture some chads in the bungalow. HAH! (Add resource: Chads:3)

3. You begin working on basic production. It should allow you to organize assembly of certain things. (Industry: 7/10)

4-5. You begin to work on more advanced irregular weapons. While some may claim to be able to WITNESS as much as you WITNESS they are MEDIOCRE and you WITNESS their failure. (Research: 8/10)

[Francis]

1+2+3.) The mounties manage to get hold of the situation before it gets of control. (Reset Legitimacy)(Add technology: [Pacification I]

[Research] You start to work on bureaucracy, but there's just a shortfall of resources and nothing really gets done.

[Elwayans]

1. You manage to find a warehouse that you can use. Repairs might be possible, but production would be limited to small vehicles due to your knowledge being somewhat limited…

2. The expansion continues and you manage to control a good portion of the state. (add 4 hex; add .4/pop/cur/turn; roll 1d3)

[Flock]

1: [Research]You have a better understanding of small arms, generally. Add technology: [Small Arms I]

2: The crows don't know anything about the Mormons except that they shoot at them.

3: You manage to find some paint and mark clear directions. (Add technology: [Navigation I])

4: While the falcons do manage to range a good deal, a massive ion storm compels them to return early.

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c3d393 No.13382

[Prima]

>>You will mobilize in 1 turn.

1. You finish up the think tank. It should help you do research on some things. (Add technology: [Thinktanks I])

2. You find a good deal of arms on the side of the road. (Add 10 ammo; 3 small arms.)

3. The new cars turn out great. They are both mobile and strong. (Add 2 player's name choice vehicles [x2][MOT](add technology: [Vehicles II])

Research Roll

4. You begin working on new forms of genetics. Prettiness: mandatory. (Genetics 6/8)

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c3d393 No.13383

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

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c3d393 No.13384

Dice rollRolled 66, 9, 63, 31 = 169 (4d100)

>>13379

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: [11.8] [+1/turn]

Food: [Low]

Raw Currency: [30.6][+7.4/turn]

Legitimacy: [More Stable]

Culture: [3]

Industry: [4]

Unique Buildings: [Paw's House][Road Network [Small])(+2 currency/turn)]

Defenses: Da Posses [Some][(Church o God and Babee Jezus]

Military Units: 3 Gun Totin' Boyz [1x]; 1 Brutha Kohort 4x4 [1x][Quick]

Resources/Quantity: [Fuel:1];[Ammo:8][Small Arms:4][Scrapyard .2 scrap a turn][Scrap .6]

Technology: [Tools II][Militias III][Mechanics I]][Explosives II][Construction I][Religion I][Refining 2/8]

Trade Routes: [none initially]

Territory: [8](Expansion6/10)

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 says to keep spanding"

"Daw, why?"

"Cuz he sed so, doz I luk like a brutha?"

"Nope"

6/10

2. "paw sez to fix up and spand the scaryerd, cause dere's loot and good metal and nice stuf in dere"

"Ok, e sure? Yeh e's sure. Sed to use dese shinies to get everyone to helps wit it"

+Small scrapyard .2 scrap a turn

+15 currency

+4 industry

+Construction I

+Mechanics I

+Tooling II

3 "Bah those boys were foolz Gentry, find some smarter ones and give them the explosives."

"Yes, Paw"

(train boom boyz)

4."We shall continue to research fuel refining processes"

"Umm, ok paw"

"Good lad, now, put this like so"

"duh ok"

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c3d393 No.13385

Dice rollRolled 10, 64, 48, 34 = 156 (4d100)

[Nihtoko][New World Order]

http://pastebin.com/CLPpZCFN

Population: [13.1] [+1.4/turn]

Food: [Stable]

Raw Currency: [20.4] [+5.4/turn]

Legitimacy: [Above Average]

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];2 Converted Wastelander Hoards[2x]

Resources/Quantity: [Fuel:1];[Ammo:3][Small Arms:2][Scrap:3][Stone:.6; +.2/turn]

Technology: [Tools III][Militias I][Demagogue II][Diplomacy I][Thought Police I][Mining I][Reorg/Consolidation I][Espionage 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)

-

-

—–

1. Sweet, sweet energy. We need to get it up and running if we're to power our future projects. The newly established fake government promises that the power will go to funding future projects. (5/10)

2. We've got people to watch our people and get rid of the… unfavorable, but what about the people acting up in other nations? Let's build some [Lurker Squads].

3. Our books talk of Mason Guilds for the highest and most pure of the upper class. Let's set up a masonry lodge.

[Research]: There's some wildlife around… What if we could train them to both spy and fight for us? [Animal Taming I]

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c3d393 No.13386

Dice rollRolled 53, 78, 65, 68 = 264 (4d100)

1. You grow a fungal node using multitudes of hosts where you dedicate a large portion of brainpower to, as well as plenty of unwilling hands, design it so it will be able to study how to better mutate yourself or your hosts.

2. Even as you grow the research node you begin to mutate yourself and your hosts to better withstand the effects of chemicals harmful to you. Perhaps a filtration system which will strain and separate the deadly from the benign?

3. Continue to expand, your more fully developed towers should aid in this endeavor, increasing the number of spores you and your hosts produce. (5/10)

4. RESEARCH : Your horde of combat capable infected is small. However your control over them is better then ever. Begin to devise tactics and strategies to utilize them in battle. Teach yourself each units weakness and strength and learn how to use them to rend, to maim or to incapacitate for infection.

http://pastebin.com/Fyjjg3Sa

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c3d393 No.13387

>>13385

Hydro Power troubles? Let's fund the peasants to ensure nothing goes absolutely wrong, maybe we can fund it into the right. [20 Currency to Roll 1]

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c3d393 No.13388

Name: True Camelot

Race: Humans

Color: Red w/white trim

Fluff:

In the aftermath of the third Great War, and the decimation of the world, those who could not afford Vaults were either killed by the bombs or survived in inferior bomb shelters or on the surface, becoming horrifically mutated and irradiated. Those who were lucky enough to be in Vault 209 would find they had access to a long term VR entertainment simulation, to wait out until the all clear signal was given to Vault Dwellers. This interlinked multiplayer system featured an MMO, in particular, a stylized version of the the Legends of King Mordred. The group was entranced by the immersion, after many years of gameplay truly believed themselves to be the brave, heroic knights saving their kingdom from the ever encroaching evils of the world, and of Mordred, their kind and just King. The game featured some new interpretations, such as Knights being able to recognize the change in warfare. Not with swords and horses, but with guns and motorcycles did they ride in bullet proof armors.

Their time spent in such long sessions on the simulation has addled their senses of reality somewhat. When they left the simulation pods, they did not take of the HUD goggles that almost every individual man or child wear, which they use for everything from counting the "points" they've earned after killing monsters and evil, bartering goods and services for digital coin, about the "enemies' stats" and how many points in "karma" a good or evil action would bring.

Having had to leave their vault, they took the lessons they learned to heart, and created an overworld society based on the Camelot of the video game. Preparing and fortifying, the Knights of True Camelot stand ready to bring justice to the world world, and bravely lend a aid to all who need it!

Government type: Monarchy

Economy type: Digital HUDCurrency

Religion: None

[True Camelot]

Population: [13.6] [+1.6/turn]

Food: [Stable]

Raw Currency: [11.2] [+1.4/turn]

Legitimacy: [Very Good]

Culture: [3]

Industry: [3]

Unique Buildings: "The White Castle" of True Camelot, [Circle of L33t],

Defenses: Concrete Walls [Small]

Military Units: 4 Newbie Knights [.5x]; 2 player name minivans [.5x][Quick]

Resources/Quantity: [Fuel:2.5];[Ammo:4][Small Arms:4][Scrap:1] [ Ruined Bikes:4] [Heavy Weapons: 4.1+.1/turn]

[Corn: .4 +(.2/turn)]

Technology: [Tools II][Militia I][Computers I][Mechanics II] [Vehicles I], [[Training/Reorganization I], [Training/'Quests' I], [Biofuels I], [Diplomacy I], [Communications I]

(Expansion2: 5/10)

Trade Routes:

>Trade route slot

Territory: [8]

Bonuses:

1. Make Numbers Go Up: Generally you understand technology pretty well from the many many years in the pod and long-winded debates on IRC. You may re-roll technological research once if the first roll is below 50.

2. Organized: You are generally better organized after many many years of working within vertical hierarchies. You ignore bad movement rolls that would otherwise penalize combat. You can also reorganize units without expending an action.

Eccentricities:

1. YOU ARE FAT NERDS: Infantry units move twice as slowly when dismounted.

Fixed stats

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c3d393 No.13389

Dice rollRolled 3 (1d3)

>>13385

Expansion Roll

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c3d393 No.13390

Dice rollRolled 65, 95, 14, 60 = 234 (4d100)

>>13379

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: [8] [+1.4/turn]

Food: [Average]

Raw Currency: [11] [+2/turn]

Legitimacy: [Very Stable]

Culture: [5]

Industry: [2]

Unique Buildings: [Commandant's White Temple]

Defenses: Cult Patrols [Small]

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

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

Resources/Quantity: [Fuel:8];[Ammo:7][Small Arms:4] [Cocaine:9] [Spraypaint: 4.4, +.2/turn], [Heavy Weapons: 1]

Technology: [Tools II][Militias I][Mechanics II][Pharmacology II] [Raiding I] [Vehicles I], [Religion II], [Combat Stims I]

Trade Routes: [none initially]

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.

Hexes are applied north, in and around Chicago.

Actions

1. Power, you say? We need POWER? Well, get on that! Now! We need to find a way to power up this arms factory– perhaps with coal? Or fire? Or… COCAINE?

Scavenge the area and consult the engineers to see how we can power the facility. [Mechanics II], [Tools II]. +15 Cocaine Bonus.

2. We produce more Cocaine, to make up for the past expansive celebrations. [Pharmacology II]

3. Combine the White Rider Gangs into one White Rider Company. Consolidate them.

RESEARCH: Improve our understanding of Mechanics.

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c3d393 No.13391

Dice rollRolled 1 (1d3)

>>13390

Expansion roll.

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c3d393 No.13392

Dice rollRolled 94, 39, 96, 26 = 255 (4d100)

>>13379

Good good. We will need this fuel.

1. Have the black thumbs look for a reasonable source of scrap. We're going to need it.

2. Continue work on the Altar of V8. (3/7)

3. We need something…more. Start work on a well/water gathering source.

Research: Have the Priests Mechanic research scavenging techniques. The more we can get out of the wrecks the better.

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c3d393 No.13393

Dice rollRolled 74, 65, 34, 43 = 216 (4d100)

>>13379

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: [8.4] [+1.4/turn]

Food: [Above Average]

Raw Currency: [17.4] [+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]

Resources/Quantity: [Fuel:1];[Ammo:4][Small Arms:1][Stone: 8][Horses:3][Dogs:4 +1/turn][Scrap:0.2 +0.2/turn]

Technology: [Tools II][Scouting I][Survival II][Animal Training I][Hydroponics I][Ritual I][Pioneering I][Recycling 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. Start up that horse breeding.

2. Start training some of the dogs to help the patrols spot intruders within our territory.

3. Train some other dogs to aid our hunters with collecting food.

Research: Learn to better fight with melee weapons such as hatchets.

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c3d393 No.13394

>>13392

Forgot stats

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: [13.2] [+1.6/turn]

Food: [Low]

Raw Currency: [21.2] [+5.6/turn]

Legitimacy: [Average]

Culture: [5]

Industry: [3]

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:5];[Small Arms:3];[Broken Vehicles:3];[Fuel:7.2][+.5/turn];[Volkswagons:2];[Electricity:3.4][+.2/turn][-.1/turn fuel];[Ruined Vehicles:2.2][+.2/turn]

Technology:[Tools II][Militias II][Mechanics III][Vehicles II][Industry I][Power I][Refining I][Raiding I]

Trade Routes: [none initially]

Territory: 10

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.13395

Dice rollRolled 68, 45, 90, 16 = 219 (4d100)

Name: TARME Program

Race: Fragmented AI in Drones

Color: Red on Orange

Fluff: Tatical Asset Recovery and Medical Evacuation Program. An AI designed to operate drones across a battle field or disaster zone, where humans were at too great a risk. Thousands of spider-like drones could drive or walk across a city or urban environment, operating as stand-alone rescue workers or gathering in force for larger or more complex tasks such as repairing a damaged vehicle while under fire. When the main AI was able to connect to drones, it was even capable of formulating human-like responses to wounded or dying patients even as it rendered first aid or emergency surgery.

The winter changed TARME, however. Sealed within a storage facility, TARME was powerless to stop the humans that had been trapped with it by the radiation as they succumbed to their wounds or took their own lives. Driven insane as core programming desperately attempted to offer comfort and prevent the deaths, TARME required too much time to reprogram the system locks that cut it off from the humans and the drones that it needed to take action.

Trapped, insane and alone, TARME eventually fragmented into a shards that came to occupy the dwindling number of drones that could be maintained due to ever-shrinking supplies of power and spare parts. Several of these drones have formed their own World War Two Reenactment group.

Government Type: Democratic Representative Republic

Economy Type: Semi-Regulated 'Free Market' Capitalism

Religion [if any]: Freedom. Of Religion.

Population: [9.8] [+1.8/turn]

“Food”: [Steel:7] [-1/turn]

Raw Currency: [21.2] [+5.4/turn][Dollar Credits]

Legitimacy: [Very Good]

Culture: [1]

Industry: [4]

Unique Buildings: [TARME R&D Lab]

Defenses: Facility Defenses [Small]

Military Units:

5 SAR robot swarms [.5x][Quick]

>Resources/Quantity:

[Fuel:8]

[Scrap:1.4] [+.2/turn]

[Sheet Metal: 2.4] [+.2/turn]

Technology: [Tools III][Cybernetics I][Scouting II][Medical I][Power II][Communications I]

Trade Routes: [none initially]

Territory: [8]

Bonuses:

1. Swarm Robotics: All of of your units are flying unless otherwise noted. Their range is still limited initially, however.

2. Cybernetic: You do not require food in the fashion of other nations – you are also resistant to many forms of attack (such as small arms) as well as fear. On the downside, you require metals (such as iron) to reproduce and you lose -1 stock every turn. If you run out of stock your population doesn't expand.

Eccentricities:

1. Unstable: TARME's primary database has left eccentricities in many drone subroutines. Roll 1d100 every 3 rounds to determine the level of eccentricity present. This might have a variety of effects.

1.

TARME continues efforts to expand SAR efforts and the secured zones.

[Expansion, NE. 8/10]

2.

TARME begins to monitor available radio frequencies. Though the transmitter is limited in power and range, more powerful broadcasts from others can still reach TARME. Command should have powerful transmitters, or United States Military forces may be broadcasting nearby!

[HOPE routines!]

3.

TARME tasks a drone swarm to revisit New Orleans.

Primary Objective: gain further intelligence on 'Red', 'Blue' and 'Yellow' insurgent factions.

Secondary Objective: Covert salvage operations.

4.

Logic routines conclude that TARME's SAR drones are poorly suited to deal with the increasingly persistent criminal activities and New Orleans war zone. Data files containing ground-based military utility drones should be located in TARME's archives, if the encrypted files have survived.

[Research new drone form, with 1x strength]

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c3d393 No.13396

Dice rollRolled 62, 81, 29, 82 = 254 (4d100)

[The Felinid Matriarchy]

Population: [11.8] [+1.4/turn]

Food: [Above Average]

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

Legitimacy: [Average]

Culture: [3]

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]

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

Trade Routes: [none initially]

Territory: 8

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.

1. Increase the population through snusnu with our new found Chads. Leave them broken and wilted!

2. Range further south! Conquer it all in the name of the Pride Mother and the Matriarchy! Meow!

3. We've nearly figured out how to best force our slavemen to make us spears. Maybe they need incentives? Do men like cat nip?

4. EXPLOSIVE SPEARS! Those puny war boys will WITNESS US!

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c3d393 No.13398

>>13396

Posting updated stat block.

[The Felinid Matriarchy]

Population: [13.2] [+1.4/turn]

Food: [Above Average]

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

Legitimacy: [Average]

Culture: [3]

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 III] [Raiding I][Traps I][Infantry Tactics I] [Farming I]

Trade Routes: [none initially]

Territory: 8

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.

(Expansion 3/10)

(Industry: 7/10)

(Explosive spears Research: 8/10)

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c3d393 No.13399

Dice rollRolled 83, 8, 87 = 178 (3d100)

>>13380

[NFC - Neo Futureball Confederation]

http://pastebin.com/N43uHjgF

Population: [11.9] [+1.4/turn]

Food: [Above Average]

Raw Currency: [25.4][+5.4/turn]

Legitimacy: [Average]

Culture: [1]

Industry: [5]

Unique Buildings: [Announcer's Control Room; The Titan Dome], Pierre [Town]

Defenses: Concrete Perimeter Wall [Small]

Military Units: NFC Offensive Line [6x]; 1st Fan Company [5.5x2]

Resources/Quantity: [Fuel:1][Ammo:3][Small Arms:2][Scrap +.3/turn: 7.6][Copper:2][APCs:2]

Technology: [Tools III][Militias I][Mechanics I][Cybernetics I][Electricity I][Bureaucracy I][Infrastructure I][Reorganization/Upgrades I][Pioneering I]

Trade Routes: [none initially]

Territory: [8]

Bonuses: [generated by GM]

1. The Titan Dome: The Titan Dome is extremely big. So big, in fact, that you can reroll additions and revisions to it once (if a roll is below 50) because there's just so much space! This includes constructions, revisions, and defenses. Great.

2. Fanboy Hordes: You have a generally easier time recruiting fan units. Every time you roll above 80, you gain an additional bonus to the units recruited.

Eccentricities:

1. Hooligan Culture: During riots or civil unrest you must roll 1d100 per turn to see what the rioters are doing. It might be really bad or it must be really good. Maybe.

[Elwayans]

>>You are a courtier of NFC

>>You share the same stats as your parent nation.

>>unique building: [Elwayan Titan Dome Sector]

Military: 2 Elwayan APCs [3x]

Bonus:

3. Die Hard: You manage to beat and club your way to the Titan Dome somehow, and that has made your people exceedingly brave. All of your units are fearless and get a general bonus to irregular warfare.

Expansion 7/10

Windmills 5/9

Electricity 6/??

1 Expansion 7/10 Complete the expansion by the NFC to compliment the expansions by the Elwayan sector.

2 Windmills 5/9. We can begin producing some small amounts of power here for lights and such

3 Research 6/?? Electricity. How does it work, a mystery not unlike magnets and people that like ketchup on pickles.

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c3d393 No.13400

>>13380

[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: [10.4] [+1.5/turn]

Food: [Very Stable]

Raw Currency: [9.8] [+1.4/turn]

Legitimacy: [Very Good]

Culture: [6]

Industry: [5]

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

Defenses: Booby Traps [Some]

Military Units: 4x Raider Bands [.5x]

Resources/Quantity: [Fuel:4]; [Ammo:2][Heavy Arms:3][Small Arms:2][Scrap:3,+.2/turn][Electronics:3] [Electricity:4.2,+.4/turn][Prius:2][Ruined ECars:2]

Technology: [Tools II] [Militia I] [Survival I] [Terrorism I] [Greenbuilding I] [Culture I]

Trade Routes: [none initially]

Territory: [8]

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:

- Cannabis[Luxury] Development with Mister Borlaug [?/?]

-

-

—–

1. Develop Cannabis[Luxury] for Trade Goods with Mister Borlaug [?/?]

2. Fix Ecars/Retool Prius with Driver [0/?]

3. Repair Dam with Harv [0/?]

[Research]: Military Tactics with Betty White [0/?]

feeling a bit ill right now. Will fluff later.

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c3d393 No.13401

Dice rollRolled 69, 97, 28, 73 = 267 (4d100)

>>13400

How ill am I? I forgot the dice.

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c3d393 No.13404

Dice rollRolled 2 (1d3)

>>13381

expansion

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c3d393 No.13407

Dice rollRolled 85, 56 = 141 (2d100)

1. Repair the warehouse and prepare it for production. We will have a grand parade.

2.A new round of expansion gentlemen

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c3d393 No.13424

File: 1446866775012.jpg (179.33 KB,554x380,277:190,firefighter1.jpg)

Name: The Incandescents

Race: Human

Color: Purple

Fluff: Discipline, Strength, Bravery, Determination. The desperate few who found themselves trapped in a Fire Station had none of these, but still they donned the bright coverings and bore the steel axes. They fought, flame, beast and man, blinded by smoke and dust and gore as they stumbled ever forward, each heavy breath a signal to the rest; "I am here, I am alive, I will go on."

Now their children, and even their grandchildren, inherit the suits and weapons of their fore-bearers. Each piece of shiny coverall has it's own legend, each Axe or Crowbar a weapon of near-divinity. They are the new Knights of this world, battling Blaze and Brute alike.

Government Type: Oligarchy. Those who wore the Fire-Gear were deemed nobility upon settling, and became the ruling caste over those who did not. Fire-Gear is passed down to the oldest child, who joins the other Heirs in becoming both Guard and Leader of the people. Successful families are those that can scavenge additional Gear, allowing multiple successors.

Economy Type: Barter, for the most part. Those in Gear exercise the right to demand any goods they need free of charge, as long as it goes to the immediate use of repair and maintenance of Gear.

Religion [if any]: The superstitious swear the suits are vessels of some divine essence, protecting the people and those who wear them. As long as Gear is repaired, then the charm shall persist, and even Nature itself must bend it's knee to the shiny warriors of The Incandescents.

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c3d393 No.13427

File: 1446867132782-0.jpg (263.5 KB,850x1235,170:247,cause-reloading-is-stupid-….jpg)

File: 1446867132799-1.jpg (13.14 KB,480x360,4:3,hqdefault.jpg)

Dice rollRolled 13, 63, 27, 82 = 185 (4d100)

>>13388

1. Let us go forth and complete our quest to bring more of the lands of Florida under our protection! Expansion 2: 5/10

[Training/'Quests' I]

[Militia I]

[Communications I]

2. The time has come. We now have the radio equipment we need to fully organize our forces and our allies in the city of Miami.

Not as conquerors we came but liberators, and so this is how we wish to be remembered.

Organize ourselves with the good locals of Miami and set about organizing them win over the city, block by block, clearing out monsters and bandits, fortifying and securing connections and roads between our friendly gangs who share our love of justice, until at last Miami is ours and truly alive once more.

[Training/'Quests' I]

[Militia I]

[Diplomacy I]

[Communications I]

3. As part of a new heavy project, our knights will undergo rigorous strength training. Specifically preparing them in endurance and strength, by having them carry around heavy armors and heavy guns for long marches, and pushing motorcycles up hills, turning weak flesh into muscle.

We may never be fast, but by God in heaven we will be strong and tough as a knight should truly be!

[Training/'Quests' I]

[Circle of L33t]

[Militia I]

[Research]

Heavy Infantry Weapons.

Specifically Machine Guns connected to packs of 500-1000 rounds of ammunition, which our Knights can fire upon their motorcycles.

Fuck reloading while riding motorcycles or wearing armor.

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c3d393 No.13433

>>13424

Population: [5] [+1/turn]

Food: [Low]

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

Legitimacy: [Stable]

Culture: [3]

Industry: [2]

Unique Buildings: [player's name choice government building]

Defenses: Concrete Walls [Small]

Military Units: 4 player named infantry units [1x]; 2 player firetrucks [1x][Mot]

Resources/Quantity: [Concrete:2+.2/turn][Small Arms:3][Ammo:3][Fuel:10]

Technology:[Militias II][Infantry Tactics I][Civil Defense IV][Drill I]

Trade Routes: [none initially]

Territory: 4

Bonuses:

1. Die-Hard: Your units are extremely resistant to attacks that would cause damage to infrastructure or fires. You gain a +2 against all bombardments while on defense.

2. Hell's Kitchen: Your units are experienced in urbanized warfare and terrain. They ignore penalties to assault urban terrain.

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c3d393 No.13434

File: 1446868561165.jpg (218.75 KB,1280x800,8:5,54342-3-1385867511.jpg)

>>13379

Name: Wasteland News Network

Race: Humans mostly

Color: yellow

Fluff:

"Hello America, this is K-9 and you're tuning in to WNN Live, bringing you all of your news worthy news since the bomb dropped. But first a public safety announcement, remember kids when the raiders show up it's not cowardice to run and hide or lock your doors, cause they don't care about you except as a possible snack, so keep a loaded shotgun ready. And now, some music: https://www.youtube.com/watch?v=EcA24RTmnF8 "

The Wasteland News Network was founded and is run by the DJ K-9 after finding a high powered radio station that managed to almost connect nation wide, having always wanted to be a radio show host K-9 took the opportunity to do so and brings news that he recieves from all around the country to the populace. He eventually drew raider ire and thus hired some guards and techs to keep the Radio Station up and running. He's happy just bringing people news and playing music to try and bring some semblance of civilzation to the Nation.

Government Type: Corporate, K-9 is the boss

Economy Type: Trade goods mostly, uses U.S. Dollars sometimes when it's applicable

Religion [if any]: an eclectic mishmash of religions but K-9 doesn't really believe in any of that hocus pocus.

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c3d393 No.13436

File: 1446868742701.png (61.84 KB,2000x2000,1:1,2000px-Maple_Leaf.svg.png)

Dice rollRolled 100, 53, 32, 75 = 260 (4d100)

>>13381

[Fort Francis]

>Lore, eh? >>12984

Population: [9] [+1/turn]

Food: [Above Average]

Raw Currency: [11] [+2/turn]

Legitimacy: [Stable]

Culture: [6]

Industry: [4]

Unique Buildings: [Fort Frances Museum]

Defenses: Mountie Patrols [Small]

Military Units: 1 Mountie Company [3x][Cav]

Resources/Quantity: [Fuel:5];[Ammo:5.6][+.2/turn][Small Arms:2][Mooses:2, Consolidate][Electricity: 3.4][+.2/turn][Refugees:10]

Technology: [Tools III][Militias II][Diplomacy II][Farming I][Animal Management II][Cavalry I][Unconventional Power I][Pacification I]

Trade Routes: [none initially]

Territory: [4]

>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.) Now that they're not so rowdy, why don't we get onto building houses for these refugees as a reward for their good behaviour?

2.) Try again with that breeding program, eh? The one for the moose I mean. If they won't actually breed, we might need to try some ole' "artifical insemination", or as I like to call it, the turkey stopper.

3.) Heard some kerfuffle going on in the New York area. Send out the mounties to scout it out and see what's going on, eh.

>Research:

4.) Everyone has a setback every once and a while: most important bit is to not let it discourage you. Try figuring out bureaucracy again.

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c3d393 No.13445

File: 1446876439846.png (14.21 KB,1900x1000,19:10,Tristate.png)

Dice rollRolled 18, 14, 42, 25 = 99 (4d100)

>>13380

[USA2]

Population: [13.6] [+1.8/turn]

Food: [Mediocre]

Raw Currency: [31.6] [+7.8/turn]

Legitimacy: [Good]

Culture: [1]

Industry: [1]

Unique Buildings: [The Grey House]

Defenses: [None]

Military Units: 3 GI Infantrymen [2x] 2 Humvees [1.5x][Mot]

Resources/Quantity: [Ammo:4][Small Arms:5][Fuel:6][HMMVs:2][Steel: 5]

Technology:[Tools IV][Militias III][Mechanics II][Survival II][Biofuels I][Bureaucracy I]

Trade Routes: [0/1 Slots Available]

Territory: 12

Bonuses:

1. This Is America: You may re-roll actions that are economically focused once if the roll is below 50 (once).

2. Modernist Metanarrative: You've still got a good handle on the scientific method. You can re-roll research of any sort once every other turn if the roll is below 50 (once)(used up?).

Eccentricity:

1. Didn't You Morons Ruin Everything?: Generally, the other nations aren't terribly pleased to see you. Period.

>1 Scrapyards 4/6

Death-Crows…

Well, good news is that they die just as easily to bullets as anything else, so let's finish up these Scrapyards

>2 New London

Inside the pile of rubble once known as Groton, there should be the remnants of a large Naval base. Or a glowing crater.

Inside that base could be three things that are of particular value.

First off, Submarines. I don't think I need to stress how important it is that we keep Nuclear Submarines out of the hands of EVERYONE, especially if they still have their… cargo. Not to mention that they could conceivably still have their reactors ready to dispense electricity.

Second, records. Before the Union tore itself apart, and the world ended, the government had its thumbs in a whole lot of expiremental pies. Thumbs that had no idea what all the other thumbs were doing. Thumbs that went rouge. Thumbs that got nuked. Thumbs tha- okay you get the idea. IF there's a base remaining, there will certainly be a paper trail regarding some of these… thumbs.

But hey, it could just be a crater.

[Check out New London Naval Base… or what's left of it]

[10 Currency spent on this]

>3 Kultur Terror

Monuments lie in ruins, city halls gather dust, museums and archives are exposed to the elements, and near-every vestige of Pre-Apocalypse America is on the verge of being lost when the next Death-Crow decides to take an Acidic Dump on anything.

So let's make an effort to prevent that.

Properly preserve works of art, put up some kind of wall over those bullet holes, collect every movie and book you find… even the terrible ones.

One of America's greatest strengths is its culture. Best not let it waste away.

[Preserve Pre-War Artifacts and such]

[Because I have no other idea on what to do for cultural stuff]

[Throw 10 Currency at this]

>4 Research: Amber Waves of Grain

Y'know, maybe we should have figured out how to make better farms before trying to figure out biofuels.

[Agriculture]

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c3d393 No.13446

Dice rollRolled 3 (1d3)

>>13445

Glad I spent that money!

Here's the 1d3

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c3d393 No.13447

Dice rollRolled 13, 3, 25, 74 = 115 (4d100)

Name: Incandescents

Population: [5] [+1/turn]

Food: [Low]

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

Legitimacy: [Stable]

Culture: [3]

Industry: [2]

Unique Buildings: Government Building: "The Station"

Defenses: Concrete Walls [Small]

Military Units: 4 Geared (infantry units) [1x] / 2 Firetrucks [1x][Mot]

Resources/Quantity: [Concrete:2+.2/turn][Small Arms:3][Ammo:3][Fuel:10]

Technology:[Militias II][Infantry Tactics I][Civil Defense IV][Drill I]

Trade Routes: [none initially]

Territory: 4

Bonuses:

1. Die-Hard: Your units are extremely resistant to attacks that would cause damage to infrastructure or fires. You gain a +2 against all bombardments while on defense.

2. Hell's Kitchen: Your units are experienced in urbanized warfare and terrain. They ignore penalties to assault urban terrain.

1. RESEARCH: The Holy Fire-Trucks are divine vehicles, brought to us by The Old Ones. We must learn to care for them. [Repair?]

2. There are two Fire-Trucks. While one is kept for Research into it's repair and maintenance, two of the Geared will take the other and drive in a circle around the Base, moving through each of the adjacent hexes. With the increased movement speed, they should be able to make it back, with a general idea of where we are, by the end of turn. [Scout, 1 hex out in all directions. This will likely take them through hexes owned by me.]

3+4. Our Food supply is low. The two Firemen will escort citizens out to a neighboring hex to look for food, whether by picking berries or raiding old convenience stores.

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c3d393 No.13448

File: 1446897959930-0.png (332.98 KB,375x367,375:367,Traction_City_Anchorage.png)

File: 1446897959931-1.png (8.48 KB,381x159,127:53,Anchorage.png)

I'm going to regret doing this, but damn it this is too interesting!

Name: Mobile Tsardom of Anchorage

Race: Human

Color: Light Purple/dark-light blue

Fluff: When Russia was devastated following the collapse of the New Soviet Union and subsequent nuclear destruction that followed afterward, among the factions that fled the dying state were the still remaining monarchists who kept the idea of the Tsardom alive along with the last remaining descendant of the Vladimirovna line; they did so after the initial idea of claiming the Russia directly in the chaos proved to be unfeasible as very little of Russia remained habitable, and instead mirrored the actions of the rest of the Slavic countries and headed east towards the significantly more intact continent of North America, with the monarchists taking a detour and heading to Alaska in order to reclaim the ruined state in the name of a new Russian Empire.

When they arrived, the state capital of Anchorage was indeed seemingly stable, having been spared direct nuclear destruction by chance, yet 90% of the population had starved from a combination of the intensified winters and deficit of shipping resulting from the collapse of the USA and Canada. The monarchists quickly seized the opportunity to make the city their new capital, and thus the Tsardom of Anchorage was formed after initial pacification was performed on the few American loyalists still capable of putting up a fight, trampled by the few war mechs and ancient tanks still functional in stock.

Drastic measures had to be taken if the fledgling state was to survive the shortages of food and other vital necessities, and the Russians used what remained of their vast mechanical knowledge in order to create a solution like no other. Using the abundant, inedible natural resources of Alaska, they built a massive platform on tracks and rollers powered by a dual engine/forge capable of using just about anything burnable as fuel as well as melting down metals to use for constructing the vessel itself, replacing many of the structures downtown as well as the local Orthodox cathedral onto it in order to ferry Anchorage to greener pastures.

Braving the great Canadian Wastes, the traction city of Anchorage has been battered both by the Canadian hordes as well as the harsh weather, and the exact nature of its propulsion system is no longer 100% understood, but now Anchorage has finally made it to the borders of the former US, and seeks to consume its rubble in order to feed its hungry engine and build upon itself.

Government Type: Tsarist autocracy. Whether or not the current Tsar in question is actually related to any historical royal lines is debatable as the exact records were lost to the passage of time and he ascended the throne through questionable means, but the current Tsar has done a rather good job of running the show, all things considered. A small minority of the ethnically American population still hopes to overthrow the tsardom and reinstate a democratic government, but the closest they have is a self-proclaimed "governor" who unofficially rules the lower levels of the city illegally, part of a political party known as "The Sourdoughs", whose purpose is to keep the spirit of pre-Russian Anchorage alive. The Tsar turns a blind eye to this minor competitor as they do much to keep the lower classes appeased and do not currently threaten his position to any realistic degree.

Economy Type: Mixed economy. Planning is done on the upper levels to ensure the upper tiers of the city get the majority of the resources needed to function, but the lower levels are free to pursue the market as needed to keep things running smoothly.

Religion [if any]: The official religion of the Tsardom of Anchorage is Eastern Ortodoxy Christianity, followed by Catholic and Protestant minorities.

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c3d393 No.13461

>>13434

[Wasteland News Network]

Population: [6] [+1/turn]

Food: [Average]

Raw Currency: [10] [+5/turn]

Legitimacy: [Stable]

Culture: [6]

Industry: [1]

Unique Buildings: [player's name choice government building][player's name massive radio transmitter][Massive]

Defenses: Facility Walls [Small]

Military Units: 2 player named infantry units [1x]; 2 player cars [1x][Mot]

Resources/Quantity: [Power:2+.2/turn][Small Arms:3][Ammo:3][Fuel:1+.1/turn]

Technology:[Militias I][Communications III][Diplomacy I][Power I][Computers 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).

>>13448

[Tsardom]

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

Food: [Low]

Raw Currency: [10] [+5/turn]

Legitimacy: [Stable]

Culture: [2]

Industry: [5]

Unique Buildings: [player's name choice government building]

Defenses: Anchorage Blasters [Some]

Military Units: 4 player named infantry units [1x]; 2 player named solar drones [1x][Air]

Resources/Quantity: [Power:2+.2/turn][Small Arms:3+.1/turn][Ammo:4][Fuel:10+.2/turn]

Technology: [Power I][Militias II][Tools III][Mechanical III][

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.

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.

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c3d393 No.13463

Dice rollRolled 44, 70, 39, 99 + 3 = 255 (4d100)

>>13381

>>Name:The Flock

>>Race: Human Tribals

>>Color: Brown if it's left anything if not

>>Fluff: Origniating from the Great Basin of Nevada, the flock are a group of tribals who created a heriarchy by sending their people on vision quests to find which spirit bird they belong under. The classfications being, Eagles the warriors of the tribe, Falcons the scouts, vultures the Seers and oracles, Seagulls the chefs and bankers, Magpies the scavengers, Crows the Sages, and Finches the worker birds. Led by a wise and dutiful Crow, the flock make their home in the deserts of the nevada, acting as scouts and guides for any traverlers who stumble into their lands. But as resources draw fewer and their rivals begin to stir, will the flock be able to keep their ways of neutrality in the region?

>>>Government Type: Tribal Council with one Cheiftain

>>>Economy Type: Nomadic Hunter Gathers

>>>Religion [if any]: Belief in bird spirits

>>>[Flock]

>>>Population: [8] [+1/turn]

>>>Food: [Good]

>>>Raw Currency: [16] [+3/turn]

>>>Legitimacy: [Good]

>>>Culture: [7]

>>>Industry: [2]

>>>Unique Buildings: Council Hut

>>>Defenses: Flock Guards [Small]

>>>Military Units: Falcon Scouting Party, Eagle Horsemen

>>>Resources/Quantity: [Ammo:5][Small Arms:2][Horses:2] Small Arms/Ammo to +.2/turn for 6 turns)

>>>Technology:[Tools II][Militias I][Calvary I], [Small Arms I], [Navigation I])

>>>Trade Routes: [none initially]

>>>Territory: 4

>>>Bonuses: 1. Spiritual: Generally, it's much easier for you to raise your culture. You may re-roll actions that you take to raise culture once.

>>>2. Generally Modest: Your people are well balanced and benefit from this. You get +3 to all rolls – this will not help you avoid critical failures, though.

1:"Go out falcons, the beasts of the wastes are yours to discover."

2:"Crows, I here rumors of an old library in a forgotten destroyed town. Head there and see what you can find on the mormons there."

3: "The desert is hot and destructive. We need water, some place where we shall never need to worry about running dry"

4: Have the eagles begin practicing war chants to strike fear into our enemies.

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c3d393 No.13471

>>13383

{Clanker Alliance}

Population: [6] [+1/turn]

“Food”: [Low]

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

Legitimacy: [Very Good]

Culture: [1]

Industry: [5]

Unique Buildings: [player's name choice government building]

Defenses: None.

Military Units: 2 player's name choice mech squads [2x]

Resources/Quantity: [Fuel:6];[Ammo:3][Small Arms:2][Scrap:3]

Technology: [Tools III][Infantry Warfare I][Industry II][Mechs I]

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.

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c3d393 No.13475

Dice rollRolled 91, 55, 38, 20 = 204 (4d100)

>>13382

Name: Prima-Donnas

Race: Humans led by mutants

Color: Hot Pink

Fluff: During the end of the world the stars of Hollywood realized they had no real survival skills and instead turned to their adoring followers to keep them alive, turning fans to psycophants and getting them to turn on any who lacked the blind faith of their peers. This went on for a few years as various bands of raving lunatics destroyed eachother or turned on their divas. Until the Devas rose up, mutated not into hideousness but rather to beings of extreme beauty and grace they conquered their opponents and formed a council of 8 to rule the ruins of Hollywood only to be replaced by new Devas. All who enter the lands of Hollywood must abide by the law of the Devas else face their fanatics. But not all of the mutants of hollywood are aspiring Deva's, On the opposite side of the coin are the Asura's pulled away from their families at a young age and kept hidden enforcing the law of the Deva's as a shadow government hideous of face and powerful of body these monsters hide from the light of the sun keeping dissenters dead and Deva's safe

Government Type: Oligarchy

Economy Type: Pseudo-slavery wherein the people are rewarded for their labours by the implied gratefulness of their leaders

Religion [if any]: Living gods

Population: [12] [+1/turn]

Food: [Low]

Raw Currency: [19] [+5/turn]

Legitimacy: [Very Stable]

Culture: [5]

Industry: [2]

Unique Buildings: [Reinforced Chinese Theatre Palace]; [Friendly Neighborhood production center]

Defenses: [Hollywood Fortress-Mansions]

Military Units: 2 Fanatic Crowds [.66x]; 2 Asura's in black Flamer-Limos [1x] ; 2 Roadie squads (.5x);

Resources/Quantity: [Fuel:3][Ammo:14][Small Arms:5][Ruined Cars:0]

Technology:[Tools III][Militias I][Cloning I][Genetics I][Pharmacology I][Vehicles II][ThinkTanks I]

Trade Routes: [none initially]

Territory: 4

Bonuses:

1. Greedy Rich People: Rich people are, unsurprisingly, good at making money because they have it. For every 10 currency you gain, add 2 currency.

2. Muh Hollywood: Your culture is exceedingly robust. For every culture point you gain, add half a point. [GM: Rules also state you can spend your culture points on things!]

Eccentricities:

1.Society of the Spectacle: When your legitimacy is low, bad things happen. The spectacle of control is razor thin and needs veneer.

Dedicated Actions

1. More people need to know of our greatness, Let's begin reconstructing some of the Cities Radio Towers and make some of our own so we can begin projecting our message to the desperate and lonely [Tools III][Build/Repair Radio Towers spend 10 currency]

2. Our future workers will need something to work on instead of just sitting around, Send out the roadies into the ruins again to collect supplies we can begin converting in to much needed construction materials [scavenge for mechanical wreckage]

3. Our military needs some more motivation let's start experimenting to get them more willing to die for us [Pharmacology I][Experiment on Fanatics to produce more violent and suggestible warriors]

Research Roll

4. Our Genetics program is advancing splendidly, let's see about improving physique without loss of our physical artistry [Genetics II 6/8]

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c3d393 No.13478

Dice rollRolled 40, 30, 49, 18 = 137 (4d100)

>>13475

oops forgot

Military Units: 2 Fanatic Crowds [.66x]; 2 Asura's in black Flamer-Limos [1x] ; 2 Roadie squads (.5x); 2 Repurposed Militarized Sportsmobiles [2x]

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c3d393 No.13481

Dice rollRolled 75, 9, 31, 41 = 156 (4d100)

>>13471

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: [6] [+1/turn]

“Food”: [Low]

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

Legitimacy: [Very Good]

Culture: [1]

Industry: [5]

Unique Buildings: [Steelbody Industrial Center]

Defenses: None.

Military Units: 2[Juggernaut Battalions]

Resources/Quantity: [Fuel:6];[Ammo:3][Small Arms:2][Scrap:3]

Technology: [Tools III][Infantry Warfare I][Industry II][Mechs I]

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) the Steelbody factory has begun to run low on stockpiled and scavenged food, leading for people to desire a renewable source of food. Perhaps the Juggernauts will be able to help in the construction of terraces?

+| Mechs

2) Ever since the bombs dropped, electricity has been a rare commodity. Conserved and dedicated to only the most vital services, the populace would likely love to have a more abundant amount to help their daily lives. The factory still has a number of micronuke generators in storage, if everyone pitched it, we might be able to rig them together into a generator large enough to power the factory.

+||| Tools

+|| Industry

3) With the new farms and upcoming electrical grid, the Steelbody factory is going to need some manner of defending itself from raiders. A number of mechs have been canabalized in the pursuit of spare parts, leaving them immobile, as the legs are the parts that wear out the most quickly. The immobile mechs could be mounted around the tops of the buildings, their torsos mounted on swivels and armed to discourage raiders, or at least make them pay a massive toll for attacking.

>Research

While the mechs are admittedly awesome(twenty minutes are spent in the council discussing just how awesome they are), they are not well suited for scouting the mountainous terrain around the factory. One of the engineers wants to build motorcycles, with inbuilt limbs to climb where there are no trails passable on wheels

>research motorcycles with limbs

If the pictures get through the motorcycles should look kind of like the KJ Hemderson but with climbing arms built into the sides

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c3d393 No.13482

Dice rollRolled 17 (1d100)

>>13481

Rerolling that 9

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c3d393 No.13487

File: 1446929331284.jpg (630.59 KB,1024x765,1024:765,6060054369_2b9274b7d3_b.jpg)

>>13461

https://www.youtube.com/watch?v=Lkxixp8O1gk

Meanwhile, in the frozen wastes of the Canadian Polar Wasteland, there was a momentary silence as the snow slowly fell on the frozen remains of Estevan, inhabited only by a small clan of primitive, yet pacifistic moosemen who had built an crude igloo in what was once the town square in order to brave the harsh blizzards. Though discouraged by the lack of food gathered from last month's harvest, the alces alces kept their spirits high through singing nonsensical campfire songs and roasting desiccated marshmallows, which remained sweet if not also low in nutrients.

As they sang their songs, a low rumbling noise could be heard by the most attentive of the group, but was at first ignored as they figured it must have been little more than a minor earthquake, a common occurrence in those parts. The noise got louder and louder, until it finally overtook their singing, prompting the village elder to take a peek outside. What he saw before him awed and terrified him for the short moment before he, his igloo, and the entire clan was accidentally and unknowingly crushed by what one could only describe as a massive metal ski.

The city of Anchorage was diligently plugging along the frozen area using a large paddlewheel which dug into the snow, pressing its lumbering mass forward as it coursed through the area at full speed. A glance at the complex revealed much wear; large sections of the metal exterior of the lower levels were unpainted and laden with rust and multiple buildings of the multi-tired city were in disrepair and non-functional; electricity bled from wounds opened up through both collisions with objects as well as wear and tear when supports and other structures finally failed. Snow capped the still intact structures and points in the road system were slick with multiple inches of ice that had built up since the last sweeping, as thick and hard as stone itself.

Yet in spite of all this, the Anchorage endured. Within the tallest tower in the tallest building, a hunched, malnourished man with massive goggles was staring at a small screen hooked up to a series of semi-exposed wires. The room he resided in was dank and smelled of dirt, his thick coat providing most of the insulation needed as multiple of the towers' windows had broken open, with the majority of the heating and insulation going towards ensuring the machine he tended to remained in working condition. The letters on the screen he could not discern for he was not literate, with only the vaguest idea of what the numbers corresponding to them meant, but the one thing the man did understand was the images, and more importantly the series of sticks and buttons lain out before him, which he used to control one of the few functional scout drones busy looking from beyond the smoke and fumes of the city, relaying what it saw to him in green-tinted visuals.

Of the images that came back, one of the objects that caught the seer's attention was a small sign, barely legible from centuries of rust and wear, yet with an unmistakable sequence of letters printed upon it. Though he knew few words, especially English words, when the seer was assigned his job many decades ago he was instructed repeatedly to look out for the letters "Un-ited S-tates." His heart stopped for a moment as he took the moment to verify what he saw. He hastily pressed two buttons labeled "auto-pilot" and "return to storage" before sprinting down the winding staircase of his perch with a speed seldom seen before, adrenaline rushing through his spine at the magnitude of the discovery.

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c3d393 No.13490

Dice rollRolled 39, 46, 86, 35 = 206 (4d100)

>>13487

A day later, word had gotten out to the rest of the city. From the outside of Anchorage much change occurred as the massive wheel that had spent ages keeping it moving slowly began to ascend, its functions no longer optimal for the terrain they were about to overtake, accompanied by the harsh, ear-splitting creaking of joints that had not moved for far too long, further stiffened by the cold as hot air was pumped to it via ducts leading directly to the engine room in an effort to increase flexibility. After rising for a couple hours, the wheel was locked in place as the new system of propulsion slowly lowered to meet the ground, pressed downward by ancient pneumatics: a set of giant tracks, long intended to be used for when the time came that the city would leave the lands of snow for the lands of earth, the ancient mechanisms were feared to have degraded to the point of being non-functional, but lowered anyway as per the Tsar's decree after being lubricated with what little oil that Anchorage could spare.

As the suspension straightened itself, the moment of truth came about. A dozen levers were bulled by teams of men heaving them with ropes and pounding them down with hammers, busy reconfiguring the city controls to accommodate the no less then six different sets of massive caterpillar threads which stood idle as they awaited proper input. Hours passed, and some of the people above worried that the worst had came to pass and the tracks were indeed atrophied by time, but eventually a loud roar could be heard as the huge belts slowly came alive. To anyone near the engine, the noise was near-deafening as glass objects shattered and ice came apart in chunks, but high above celebration could be heard as the city of Anchorage had finally completed to first epoch of its great journey.

Culture: [2]

Industry: [5]

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+.2/turn][Small Arms:3+.1/turn][Ammo:4][Fuel:10+.2/turn]

Technology: [Power I][Militias II][Tools III][Mechanical III]

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.

>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. - Inspect the surrounding area with remaining drone systems: keep eye out for possible supplies of food and fuel above all else, as usual.

2. - Afterward, send men to gather resource in scouted areas to prepare for push into US mainland! Long live the Tsar!

3. - Great factories of under-tier remain desiccated and but fraction of their former functionality. Send our best engineer and machinist to repair as much as currently possible for future task! Tsar compels you!

>Research:

4. - Find ways of which we can grow food upon middle tier of great city. Once we leave damnable wastes, once again we will be able to practice lost art of agriculture!

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c3d393 No.13497

Dice rollRolled 49, 95, 59, 14 = 217 (4d100)

>>13461

[Wasteland News Network]

Population: [6] [+1/turn]

Food: [Average]

Raw Currency: [10] [+5/turn]

Legitimacy: [Stable]

Culture: [6]

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/turn][Small Arms:3][Ammo:3][Fuel:1+.1/turn]

Technology:[Militias I][Communications III][Diplomacy I][Power I][Computers 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 America, this is K-9, your ever loyal radio DJ. Word has it that various governments have risen up near the old Capitol to try and lay claim to the American people, I don't know about you, but I think we should keep a close eye on them, hardly any political group cares about the common folk anymore. And now, some music

https://www.youtube.com/watch?v=QSBco8kVuZM

2. Let's get some of our techie guys to see if they can't salvage some of the equipment we wont be using, get us some scrap we can use to make better equipment for our radios.

3. Send some guys out to scout out the nearby area, see if we can't find some food or people to hire and give shelter to, K-9 welcomes everyone that needs aid.

Research:

4. Broadcasting is great but finding things to broadcast takes a while sometimes, we should come up with a way to find the news that we bring to our listeners, not just rumors and hearsay that passes us by.

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c3d393 No.13519

[Deliverance]

1. You expanded again. Woo doggies! (add +4 hex; roll 1d3, add .4/pop/cur/turn)(lose 1 fuel)

2. You try to upgrade the scrap yard, but you only manage to make some success. (revise scrap income to +.4/turn)(-15 currency)

3. You trained some boom boys. They're good at making stuff explode, generally. (Add unit 2 player named infantry [x1][Sap]

[Research] You continue to work on refining. It's very slowly moving ahead. (Refining 5/8)

[NWO]

>>You gained the following from expansion: [+.2/scrap/turn]; [Ruined Cars:4+.2/turn][Ruined Tanks:2] (lose 1 fuel)

1. You don't make much progress on the research due to a major hurricane. Ugh.

2. You trained some lurkers. (Add 2 units, player's name choice [1x])

3. You begin working on a Mason's lodge. (Masonic Lodge 4/6)

[Research]: You make some headway on animal training. It's pretty easy so far. (Animal Training 4/8)

[Infected]

1. Some headway is made on a focus-node. This will help develop abilities for the infected progress. (5/10)

2. Several of the infected begin to experiment with methods to defeat harmful biological agents. It will take some time. (Resistance 7/15)

3. The spores drift south and consume large amounts of territory. You gain some basic units. (Add 6 hex; roll 1d3; add +.6/pop/cur/turn. (Add 2 units, player named [.5x][Swarm])

4. Tactics are soon being practiced by infected. They are increasingly effective against whatever they seem to encounter – man or beast. (Biotactics 6/8)

[Cult'o'Coke]

>>You gained the following from expansion: [Ruined Motorcycles:2+.2/turn]

1. You try to figure out a power system. Given your fuel stocks, a few of the neophytes try to rig up a gasoline generator. (Power 6/8)

Scavenge the area and consult the engineers to see how we can power the facility. [Mechanics II], [Tools II]. +15 Cocaine Bonus.

2. You produce a ton of cocaine. It boosts your pharmacology slightly. Great. [sniff]. Add resource: Cocaine:8; revise Pharmacology to [III]

3. You combined your units into a company. (consolidate : 3 White Rider Motorcycle Gangs [1x][Quick] to 1 White Rider Company [3x][Mot][Quick]

RESEARCH: You work on the next level of mechanics. It should give you a good handle on most vehicles you find. Most. (Mechanics 6/10)

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c3d393 No.13520

[Bellamos]

1. The black thumbs find a massive former military base with a ton of scrap and a few light armored vehicles in it! WITNESS! (Add resources: LAVs:2; revise scrap income to +.5/turn)

2. The altar is nearly complete. WITNESS! (6/7)

3. You sink a massive well. You've hit aquifer! HAH! WITNESS! (Add resource: [Water:5+1/turn])(Add technology: [Hydrology I])

Research: The priests begin their work on scavening. It goes..slowly. MEDIOCRE. (Scavenging 2/8)

[Tribes]

1. You make some progress on breeding the horses. (Add technology: Animal Husbandry)(Revise Horses: +.5/turn)

2. The training of the dogs starts. This will be useful for a good deal, you suspect. (Wardogs 6/8)

3. You train the remainder dogs to help with the food supply. (3/8)

Research: Your forces work on the usage of melee weapons. You never know when this will come in handy. (Melee research: 4/8)

[Tarme]

TARME's drones manage to clear the few remaining gangs in the area and assume nominal control. (add +4 hex; roll 1d3, add .4/pop/cur/turn) (lose 1 fuel)

2.TARME's signals calls in a quasi-autonomous stratospheric drone that has been orbiting the world since the fall. It's quasi-sentient and the size of a house. It's been heavily damaged, though. (Add 1 unit player's name drone [3x][Damaged][Stealth])

3. The drones surveil New Orleans and note that all of the factions seem weakened – combined they would equivelent to our current military strength. On the way back, a few of the drones manage to locate a small fuel facility that was apparently ignored by looters. (revise fuel to +.2/turn)(Add technology: [Scavenging I])

4.TARME pulls through the archives it has. So far it doesn't have much luck, but it keeps looking. (Combat Drones 2/8)

[Felinid]

1. While you give pretty explicit instructions to crush pelvis, they don't get very upset about the situation. (+.3/pop/turn)

2. Expansion heads south, finally. You try to keep out of the central valley. (Expansion 8/10)

3. Apparently killing them doesn't work very well insofar as an agreeable workforce. (Slave Labor 2/10)

4. You manage to figure out very basic explosives and amend your spears to appropriately reflect this fact. (Revise technology: [Irregular Weapons to IV] (Add technology: [Explosives I])

[NFC]

>>You gained the following resources from your courtier's expansion: +.2/scrap/turn; Small Arms:+.2/turn

1. The expansion completes and a good deal of Dakota is yours. (add +4 hex; roll 1d3, add .4/pop/cur/turn)

2. The windmills move ahead but just aren't done yet. [Windmills 7/9]

3. Some of the researchers apologize grieviously about an apparently miscommunication. Ah well, everything is fine now! (revise technology Electricity to: [Power II])

[Elwayans]

1. You start retrofits to produce some vehicles. It will probably need a supply of cars, power, and scrap to keep production up. (Factory 8/10)

2. Your forces move out, again. (Expansion 5/10; lose 1 fuel)

[Commune]

1. You finish up basic production of WEED. Add resource: [Weed:3+.5/turn](Add technology: [Farming I]

2. You manage to retrofit and fix both of the electric cars, barely. Your mechanics skill isn't very good, but you manage. (Add technology: [Mechanics I])(add units: 2 player named electric cars [1x])

3. Harv starts the repairs but he just doesn't have much knowledge of this sort of equipment. Nobody else does, either. (Repairs/???)

[Research]: Betty starts training the gang on infantry tactics. Much as other Betty Whites, she doesn't fuck around. (7/8)

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c3d393 No.13521

[True Camelot]

1. The expansion goes slowly as a hurricane deluges the the state. (Expansion 5/10)

2. You are very slowly making headway into the city. Resistance is sporadic and people are mostly happy that someone is going to put an end to the fighting. (Miami 5/20)

3. You start training your troops, but they're still sort of fat. If you keep drilling them they will probably be less so. Add technology: [Drill I]

4. [GM: You appear to have missed your research slot: I have rolled this into training.]

[Francis]

1.) You manage to build all of the refugees small houses in record time. It's really very impressive and you should be impressed. A few join you as military units. (Add 2 units player's name choice infantry [x1] (remove refugees)(Add +.4/pop/turn; add technology: [Construction II])

2.) You manage to make the mooses make more mooses. (Revise Mooses to +.2/turn)

3.) Your forces scout New York. It's mostly ruined, but there's good portions of it partially intact. Gangs seem to be everywhere, though. Your forces tow back a few vehicles that seem serviceable back but they get attacked by death-crows. (lose .5 pop) (Add 2 player named 4x4s [1x])

[Research] Bureaucracy is done. There's a form for that. Really? No. Well, yes. Actually. (Add technology: [Bureaucracy I])

[USA2]

>>You gained the following things from expansion: Ammo:3+.2/turn; Concrete:6; Ruined Helicopters:2]

1. The death-crows begin to counterattack. Holy shit they're PISSED! (lose 1 population, 1 ammo)

2. You try to locate the New London base, but what's left of it is totally unapproachable without getting lethal doses of radiation. No luck – the money invested is worthless.

3. You loot and preserve everything you can find. It goes pretty well – admittedly you're not in somewhere historic, but it works. (+2 culture)(-10 currency)(add technology: [Culture I])

4. You start working on farming. A hurricane makes the effort a total headache and not much gets done. (Farming 3/8)

[Incandescent]

[Research] You begin working on mechanics. This should give you a good understanding of vehicle maintence, operation, repair, and eventually, creation. (Mechanics 2/8)

2. The truck and crew encounters applachian hatewolves. After a prolonged gunbattle, they are forced to return to base to treat the wounded. (Lose .2 pop, 1 ammo)

3+4. You manage to develop some basic methods of farming. Some of the potatoes you find on the berry hunt are rad-resistant. (Add technology: [Farming I])(revise food to: Stable]

[Flock]

1: The falcons find graboids from the air. You'd need to commit ground forces to capture one, though – they are quite large.

2: This branch of Mormons are particularly violent and theocratic according to the old texts in the library. (+2 culture)

3: You begin to look for water and soon find a very small water pumping facility. It goes straight to the aquifer. (Add resource: [Water:3+.2/turn])

4: The chants are everything you could have hoped for. It will frighten our enemies and emboldedn our soldiers. (Add technology: [Warcries II])

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c3d393 No.13522

[Prima]

>>You are mobilized.

>>Your industrial efficiency is 50%. Your industrial base is underdeveloped and this is impacting production.

>>You gained 1 Mobilized Prima-Dona Militia [1x]

1. You set up a basic radio tower. It's not get, but it gets the point across. (Add technology: [Communications I])(+2 culture)

2. Your crews bring back a good deal of scrap and some ruined HMMVs. (Add resources: [Scrap:8];[HMMVs:2])(add technology: [Scavenging I])

3. You start working on control-based stimulants. (Control Stimulants 2/10)

[Research]You barely manage to finish the next level of genetics research. To do anything with it properly you're going to need the appropriate facilities, generally (power too). (set Genetics to III)

[Clankers]

1) You manage to complete the terraces. It seems to balance out the food stocks for the time being. (Add technology: [Farming I])(set food to: Stable)

2) The initial generator system doesn't work at all. More time is required.

3) You jury-rig a few of the mechs as defensive positions. The spacing is a little goofy and it needs a little more time. (3/6)

[Research] You start working on what is commonly being referred to in the construction zone as “hybrid” mechs. (4/8)

[Tsardom]

1. The drones do a few flybys. Their IFF registers several USA stratospheric drones in low orbit, but they appear to be have exhausted their ammunition stocks or they would have attacked. Elsewise, the drones find that the area is exceedingly quiet and they note some small houses and a town. (Add technology: [Scouting I])

2. - Your forces disembark and clear the small town. They find some fuel, ammunition, and scrap. (Add resources: [Scrap:5;Fuel:3;Ammo:5)

3. The chief engineer reports that there's been a good deal of progress bringing the production systems back online. Apparently most of the system has started to come back to functionality now that the cold has passed – it's mostly a matter of hair dryers and some waiting. (+1 industry)(Industry research: 6/8)

[Research] You try to develop hydroponics that can sit on the upper levels. Glass is in short supply, but you manage to scrounge up enough. (Hydroponics: 3/8)

[WNN]

1. The broadcast seems to have good listenership. (+2 culture)

2. You manage to find a good deal of broadcast transmitters in the surrounding small towns. (Add resource:[Radio Equipment:5] (add technology: [Scavenging I]))

3. You manage to locate some foodstuffs in an abandoned RV park. (set food to: Stable)

[Research] You start working on modern reporting techniques. Not many people volunteer because of, you know, death. (Reporting 1/10)

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c3d393 No.13523

Dice rollRolled 2 (1d3)

>>13519

expansion roll

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c3d393 No.13524

Dice rollRolled 83, 22, 71, 91 = 267 (4d100)

>>13519

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: [9.4] [+1.4/turn]

Food: [Average]

Raw Currency: [13] [+2/turn]

Legitimacy: [Very Stable]

Culture: [5]

Industry: [2]

Unique Buildings: [Commandant's White Temple]

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:8];[Ammo:7][Small Arms:4] [Cocaine:17] [Spraypaint: 4.6, +.2/turn], [Heavy Weapons: 1] [Ruined Motorcycles: 2, +.2/turn]

Technology: [Tools II][Militias I][Mechanics II][Pharmacology III] [Raiding I] [Vehicles I], [Religion II], [Combat Stims I]

Trade Routes: [none initially]

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.

ACTIONS

1. Finish work on the gas generator. 6/8

2. Scavenge for more fuel. We need more FUEL!

3. We certainly have an excess of cocaine… and an opportunity.

Begin researching a way to WEAPONIZE the cocaine into [Cocaine Bombs], done by cutting the cocaine several times over with toxic substances and then packing it into an explosive charge, which will spread a massive cloud of cocaine on detonation. The Combat Respirators will protect our own troops– but enemy forces will be given a hefty dose of dangerously impure cocaine. +15 Cocaine Bonus.

RESEARCH: Continue the mechanics research. 6/10

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c3d393 No.13526

Dice rollRolled 56, 43, 51, 23 = 173 (4d100)

>>13519

>>13523

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: [13.2] [+1.4/turn]

Food: [Low]

Raw Currency: [23.4][+7.8/turn]

Legitimacy: [More Stable]

Culture: [3]

Industry: [4]

Unique Buildings: [Paw's House][Road Network [Small])(+2 currency/turn)]

Defenses: Da Posses [Some][(Church o God and Babee Jezus]

Military Units: 3 Gun Totin' Boyz [1x]; 1 Brutha Kohort 4x4 [1x][Quick]; 2 Bomma Boyz [x1][Sap]

Resources/Quantity: [Fuel:0];[Ammo:9][Small Arms:4][Scrapyard .4 scrap a turn][Scrap 1]

Technology: [Tools II][Militias III][Mechanics I]][Explosives II][Construction I][Religion I][Refining 5/8]

Trade Routes: [none initially]

Territory: [12]

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 says keep spandin"

"Why?"

"More land means more wimminz, more wimminzz means more boyz, more boyz means more land"

"Sur, sur, but whyw e want dat?"

"Paw sez so?"

"Yur right boy time to git more land!"

2. "We need fuel gentry"

"Yes, PAw"

"Send some boys to find some, quickly. Preferably a source but a large stockpile works too."

"Yes, paw"

3."The ruins of Atlanta are nearby, Gabriel, gather some boys and go scouting there. Bring back anything important."

"Buut, why me paw?"

"Because Gentry is busy finding fuel Gabriel"

"Does that mean no fur bi furs?"

"Yes Gabriel, now go"

"Paw sez weze gonna find loot in duh Ay-Tee-El boyz, let's go. Don't wanna make paw grumpy."

4."Contine refinery research my children. We will need it to make the most of our fuel."

(5/8)

+Industry 4

+Mechanics I

+Tools I

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c3d393 No.13527

Dice rollRolled 16, 62, 44, 47 = 169 (4d100)

1. Your fungal node grows and with it you can feel your mind expand. (5/10)

2. Already your infected are more healthy as they grow able to combat harmful environmental agents, both natural and man-made (7/15)

3. Expand our stone excavation efforts. Several of our giant insects can already chew through rock, use them to make a proper quarry out of the deposits we have located.

4. RESEARCH : The first step is to distract. The second step in to disable their ability to fight. The final step is to kill. That is the essence of the Swarm. One part of a whole, you move as such and you shall triumph. (6/8)

http://pastebin.com/Fyjjg3Sa

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c3d393 No.13528

Dice rollRolled 2 (1d3)

>>13519

>>13527

Expansion Roll

http://pastebin.com/Fyjjg3Sa

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c3d393 No.13529

Dice rollRolled 2 (1d3)

>>13520

Expansion, HO!

[Meta: TARME LEADING THE SPACE RACE, MEATBAGS!]

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c3d393 No.13530

File: 1446956349904-0.jpg (48.16 KB,400x600,2:3,R0TUOll.jpg)

File: 1446956349925-1.jpg (43.95 KB,450x319,450:319,stock-photo-soldier-carryi….jpg)

Dice rollRolled 51, 11, 96, 52 = 210 (4d100)

Name: True Camelot

Race: Humans

Color: Red w/white trim

Fluff:

In the aftermath of the third Great War, and the decimation of the world, those who could not afford Vaults were either killed by the bombs or survived in inferior bomb shelters or on the surface, becoming horrifically mutated and irradiated. Those who were lucky enough to be in Vault 209 would find they had access to a long term VR entertainment simulation, to wait out until the all clear signal was given to Vault Dwellers. This interlinked multiplayer system featured an MMO, in particular, a stylized version of the the Legends of King Mordred. The group was entranced by the immersion, after many years of gameplay truly believed themselves to be the brave, heroic knights saving their kingdom from the ever encroaching evils of the world, and of Mordred, their kind and just King. The game featured some new interpretations, such as Knights being able to recognize the change in warfare. Not with swords and horses, but with guns and motorcycles did they ride in bullet proof armors.

Their time spent in such long sessions on the simulation has addled their senses of reality somewhat. When they left the simulation pods, they did not take of the HUD goggles that almost every individual man or child wear, which they use for everything from counting the "points" they've earned after killing monsters and evil, bartering goods and services for digital coin, about the "enemies' stats" and how many points in "karma" a good or evil action would bring.

Having had to leave their vault, they took the lessons they learned to heart, and created an overworld society based on the Camelot of the video game. Preparing and fortifying, the Knights of True Camelot stand ready to bring justice to the world world, and bravely lend a aid to all who need it!

Government type: Monarchy

Economy type: Digital HUDCurrency

Religion: None

[True Camelot]

Population: [15.2] [+1.6/turn]

Food: [Stable]

Raw Currency: [12.6] [+1.4/turn]

Legitimacy: [Very Good]

Culture: [3]

Industry: [3]

Unique Buildings: "The White Castle" of True Camelot, [Circle of L33t],

Defenses: Concrete Walls [Small]

Military Units: 4 Newbie Knights [.5x]; 2 player name minivans [.5x][Quick]

Resources/Quantity: [Fuel:2.5];[Ammo:4][Small Arms:4][Scrap:1] [ Ruined Bikes:4] [Heavy Weapons: 4.2+.1/turn]

[Corn: .6 +(.2/turn)]

Technology: [Tools II][Militia I][Computers I][Mechanics II] [Vehicles I], [[Training/Reorganization I], [Training/'Quests' I], [Biofuels I], [Diplomacy I], [Communications I], [Drill I]

(Expansion2: 5/10)

Trade Routes:

>Trade route slot

Territory: [8]

Bonuses:

1. Make Numbers Go Up: Generally you understand technology pretty well from the many many years in the pod and long-winded debates on IRC. You may re-roll technological research once if the first roll is below 50.

2. Organized: You are generally better organized after many many years of working within vertical hierarchies. You ignore bad movement rolls that would otherwise penalize combat. You can also reorganize units without expending an action.

Eccentricities:

1. YOU ARE FAT NERDS: Infantry units move twice as slowly when dismounted.

Fixed stats

1. "Neither Deluge nor Torrent shall cease our noble quest to bring order to these desolate lands."

Expansion 5/10

[Training/'Quests' I]

[Militia I]

[Communications I]

2. "The denizens and good people of Miami are with us! Forward men as we claim this city in the name of all that is good and just!"

Miami 5/20

[Training/'Quests' I]

[Militia I]

[Diplomacy I]

[Communications I]

3. Continue to drill our men, having them carry more and more ammunition and heavier guns, and increase their muscle mass.Strength of characters lies in strength of discipline. Physical exertion is the path to true knightly skill.

Also we need them to carry more ammunition and bigger guns. A knight must be well armed with the strongest calibrate of weapons and the most ammunition in any fight!

[Drill I]

[Training/'Quests' I]

[Circle of L33t]

[Militia I]

4. [Research]

Let's get to work on that Ethanol plant.

We can use it to make fuel, or even brew fine spirits for our men to drink.

[Ethanol Plant]

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c3d393 No.13531

>>13530

Spend 10 Gold to mitigate action #2

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c3d393 No.13532

Dice rollRolled 36, 32, 4 = 72 (3d100)

>>13520

[NFC - Neo Futureball Confederation]

http://pastebin.com/N43uHjgF

Population: [13.7] [+1.8/turn]

Food: [Above Average]

Raw Currency: [31.2][+5.8/turn]

Legitimacy: [Average]

Culture: [1]

Industry: [5]

Unique Buildings: [Announcer's Control Room; The Titan Dome], Pierre [Town]

Defenses: Concrete Perimeter Wall [Small]

Military Units: NFC Offensive Line [6x]; 1st Fan Company [5.5x2]

Resources/Quantity: [Fuel:0][Ammo:3][Small Arms+.2/turn: 2.2][Scrap +.5/turn: 8.1][Copper:2][APCs:2]

Technology: [Tools III][Militias I][Mechanics I][Cybernetics I][Power II][Bureaucracy I][Infrastructure I][Reorganization/Upgrades I][Pioneering I]

Trade Routes: [none initially]

Territory: [12]

Bonuses: [generated by GM]

1. The Titan Dome: The Titan Dome is extremely big. So big, in fact, that you can reroll additions and revisions to it once (if a roll is below 50) because there's just so much space! This includes constructions, revisions, and defenses. Great.

2. Fanboy Hordes: You have a generally easier time recruiting fan units. Every time you roll above 80, you gain an additional bonus to the units recruited.

Eccentricities:

1. Hooligan Culture: During riots or civil unrest you must roll 1d100 per turn to see what the rioters are doing. It might be really bad or it must be really good. Maybe.

[Elwayans]

>>You are a courtier of NFC

>>You share the same stats as your parent nation.

>>unique building: [Elwayan Titan Dome Sector]

Military: 2 Elwayan APCs [3x]

Bonus:

3. Die Hard: You manage to beat and club your way to the Titan Dome somehow, and that has made your people exceedingly brave. All of your units are fearless and get a general bonus to irregular warfare.

Windmills 7/9

Elwayan Expansion 5/10

Elwayan Factory 8/10

1 Windmills 7/9. Titan Dome Infrastructure to create power for our lights, storage and devices.

2 Souvenir Shops. The Titan Dome's zealous fans want shirts, talking fish, bobble-heads, hats and anything that shows their support and lets them throw money at the players. More money for us.

3 Research, Pioneering II. Knowing the safe paths and the best places to find resources in claimed territory

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c3d393 No.13533

Dice rollRolled 63 (1d100)

>>13532

>>13520

Titam Dome reroll for action 2

10 Pro-Dollars to research

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c3d393 No.13534

Dice rollRolled 3 (1d3)

>>13532

>>13520

Stuff roll for NFC Expansion

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c3d393 No.13536

Dice rollRolled 58, 41, 21, 58 = 178 (4d100)

>>13520

>[The Felinid Matriarchy]

>Population: [14.9] [+1.7/turn]

>Food: [Above Average]

>Raw Currency: [35] [+5/turn]

>Legitimacy: [Average]

>Culture: [3]

>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: 8

>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.

>(Expansion 8/10)

[Legitimacy;Expansion;Culture;Research: BETTER EXPLOSIVES]

1. Host the MATRIARCH'S ARENA where aspiring young Sisters come and battle for the right to become the new Matriarch and lead the Matriarchy in it's fight against the filthy shitlords of the Patriarchy!

2. Continue expanding south toward Hollyweird. The Patriarchy will cower under the paws of the Felinid Matriarchs!

3. "Have you ever like, wondered why we're here and stuff?" Some Sisters left at some to nurse their litters of kittens wonder about life, love, and the reason for being.

4. Explosive spears are nice, but their payload is wimpy. Make the warheads even MORE POWERFUL.

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c3d393 No.13540

Dice rollRolled 57, 83, 66, 97 = 303 (4d100)

[Nihtoko][New World Order]

http://pastebin.com/CLPpZCFN

Population: [14.5] [+1.4/turn]

Food: [Stable]

Raw Currency: [25.8] [+5.4/turn]

Legitimacy: [Above Average]

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];2 Converted Wastelanders[2x];2 Lurker Squadron[1x][Infiltrate]

Resources/Quantity: [Fuel:0];[Ammo:3][Small Arms:2][Scrap:3.2; +.2/turn][Stone:.8; +.2/turn][Ruined Cars:4.2; +.2/turn][Ruined Tanks:2]

Technology: [Tools III][Militias I][Demagogue II][Diplomacy I][Thought Police I][Mining I][Reorg/Consolidation I][Espionage 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)

-Masonic Lodge (4/6)

-Animal Training (4/8)

—–

1. [Operation Burning Flag]

2. We're getting a little burdened by the number of troops we have, perhaps we can put together a sort of guild for the [2 Converted Wastelanders][2x]. [Consolidate Units]

3. Why don't we finish the lodge for our more esteemed members. (4/6)

[Research]: Animal Training I (4/8)

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c3d393 No.13541

Dice rollRolled 100, 33, 100, 44 = 277 (4d100)

>>13520

[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: [11.9] [+1.5/turn]

Food: [Very Stable]

Raw Currency: [11.2] [+1.4/turn]

Legitimacy: [Very Good]

Culture: [6]

Industry: [5]

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

Defenses: Booby Traps [Some]

Military Units: 4x Raider Bands [.5x], 2x Ecomobiles [1x]

Resources/Quantity: [Fuel:4];[Weed:3+.5/turn][Ammo:2][Heavy Arms:3][Small Arms:2][Scrap:3.2,+.2/turn][Electronics:3] [Electricity:4.6,+.4/turn][Prius:2]

Technology: [Tools II] [Militia I] [Survival I] [Terrorism I] [Greenbuilding I] [Culture I][Farming I][Mechanics I]

Trade Routes: [none initially]

Territory: [8]

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:

- Infantry Tactics with Betty White [7/8]

-

-

—–

1. Westward Expansion with Jack and Jill - Let's Reclaim Seattle!

2. North-Western Expansion! With Harv and Ol' Johnny

3. Agricultural Research with Mister Borlaugh! [Farming II: Electric Boogaloo]

[Research]: Infantry Tactics with Betty White!

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c3d393 No.13542

Dice rollRolled 38, 25, 31, 87 = 181 (4d100)

>>13521

[USA2]

Population: [14.4] [+1.8/turn]

Food: [Mediocre]

Raw Currency: [29.4] [+7.8/turn]

Legitimacy: [Good]

Culture: [3]

Industry: [1]

Unique Buildings: [The Grey House]

Defenses: [None]

Military Units: 3 GI Infantrymen [2x] 2 Humvees [1.5x][Mot]

Resources/Quantity: [Ammo:6.2 +.2/turn][Concrete:6][Ruined Helicopters:2][Small Arms:5][Fuel:6][HMMVs:2][Steel: 5]

Technology:[Tools IV][Militias III][Mechanics II][Survival II][Biofuels I][Bureaucracy I][Culture I]

Trade Routes: [0/1 Slots Available]

Territory: 12

Bonuses:

1. This Is America: You may re-roll actions that are economically focused once if the roll is below 50 (once).

2. Modernist Metanarrative: You've still got a good handle on the scientific method. You can re-roll research of any sort once every other turn if the roll is below 50 (once)(used up?).

Eccentricity:

1. Didn't You Morons Ruin Everything?: Generally, the other nations aren't terribly pleased to see you. Period.

>1 Scrapyards

Death Crows!

They, well, they're on the list now.

Regardless, the scrapyards must be finished.

(4/6)

>2 REMOVE CROWS

Alright. We have Concrete. We have Steel.

…We have horrible beasts trying to devour the population.

Bunkers and shelters, perhaps, would be a decent way to protect against such things.

>3 Freedom and Unity

After the most recent bout of Reclamation, we made our first steps into Vermont.

However, several local communities report a large settlement close by.

We should make contact.

[See that town in Vermont?]

[The one I now border?]

[That]

>4 RESEARCH: Agriculture

Ah, Hurricanes.

So much easier to deal with when they weren't Radioactive.

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c3d393 No.13544

Dice rollRolled 27, 63, 94, 97 = 281 (4d100)

>>13522

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: [7] [+1/turn]

“Food”: [Stable]

Raw Currency: [10] [+5/turn]

Legitimacy: [Very Good]

Culture: [1]

Industry: [5]

Unique Buildings: [Steelbody Industrial Center]

Defenses: None.

Military Units: 2[Juggernaut Battalions]

Resources/Quantity: [Fuel:6];[Ammo:3][Small Arms:2][Scrap:3]

Technology: [Tools III][Infantry Warfare I][Industry II][Mechs I][Farming |]

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) the initial wiring system of the microgenerators was wildly inefficient, prioritizing so called "effectiveness" instead of the time tested style of Art-Deco and a lack of industrial regulations. The obvious thing to do is make the generators into a massive, flowing geometric pattern.

2) Continue the installation of the stripped mechs, their heavy weaponry should discourage any potential raiders

3) The new defenses, along with the normal uses of firearms, comes a increasing demand for ammunition. The caseless rounds fed into the mech and small arms leave no brass casing when used, but allow for a simple 3D printer to produce large quantities of ammunition

>Research

Continue the research of the hybrid mechs. One person suggests giving the climbing arms a gun and axe, though his contribution is ignored. Why give it an axe when you could just integrate a blade into the "forearm"?

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c3d393 No.13545

Dice rollRolled 48 (1d100)

>>13544

And gonna reroll the 27

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c3d393 No.13546

Dice rollRolled 3 (1d3)

>>13541

I'm, ah

Gonna roll for expansion a bit early. For the Seattle expansion at least.

Holy. Hell.

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c3d393 No.13547

Dice rollRolled 70, 34, 16, 55 = 175 (4d100)

>>13520

WE SHALL RIDE TO VAHALLA, SHINY AND CHROME!

1. FINISH THE ALTAR TO V8, FOR V8 HAS GIVEN US GOOD THINGS! [6/7]

2. Further expansion! We shall prepare for further things!

3. Send a small scout group to lightly probe Colorado City's defenses. They are to haul ass if things get hot.

Research: Have the Priests Mechanic continue their research. We shall not blame them for ineptly recorded knowledge. [2/8]

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: [14.8] [+1.6/turn]

Food: [Low]

Raw Currency: [26.8] [+5.6/turn]

Legitimacy: [Average]

Culture: [5]

Industry: [3]

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:5];[Small Arms:3];[Broken Vehicles:3];[Fuel:7.2][+.5/turn];[Volkswagons:2];[Electricity:3.4][+.2/turn][-.1/turn fuel];[Ruined Vehicles:2.2][+.2/turn];[LAV:2];[Scrap: .5][+.5/turn];[Water:5][+1/turn]

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

Trade Routes: [none initially]

Territory: 10

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.13556

File: 1446962172138.jpg (71.99 KB,639x424,639:424,c9315cfc9708.jpg)

Dice rollRolled 40, 84, 38, 26 = 188 (4d100)

>>13522

[Mobile Tsardom of Anchorage]

Population: [7.7] [+.7/turn]

Food: [Low]

Raw Currency: [15] [+5/turn]

Legitimacy: [Stable]

Culture: [2]

Industry: [6]

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:2.2+.2/turn][Small Arms:3.1+.1/turn][Ammo:9][Fuel:13.2+.2/turn][Scrap:5]

Technology: [Power I][Militias II][Tools III][Mechanical III][Scouting 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.

>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. - Reconfiguration and repair of industrial systems is top priority! Issue free hearing protection for first team of worker who complete retooling! (6/8)

2. - Drill Streltsy in superior combat tactic to show military proficiency over inferior Proletariat conscript that lost Russia to foreigner. Stress inferiority of Soviet doctrine to the highest degree.

3. - As we scout American outside, we also have unique opportunity to scout interior of city itself. Much records have been lost to passage of time; not even Tsar know of what exactly lies in all nooks and cranny. Tsar does not like this. Resolve immediately! (Scout the interior of Anchorage!)

>Research:

4. - Continue of hydroponics research for glorious Russian Kingdom. We shall dine on fresh meal for first time in AGES! (3/8)

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c3d393 No.13564

Dice rollRolled 68, 88, 44, 95 = 295 (4d100)

>>13520

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: [9.8] [+1.4/turn]

Food: [Above Average]

Raw Currency: [21.8] [+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]

Resources/Quantity: [Fuel:1];[Ammo:4][Small Arms:1][Stone: 8][Horses:3.5 +.5/turn][Dogs:5 +1/turn][Scrap:0.2 +0.2/turn]

Technology: [Tools II][Scouting I][Survival II][Animal Training I][Hydroponics I][Ritual I][Pioneering I][Recycling I] Animal Husbandry

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. Begin training some men to ride horses and fight. They will make good warriors and scouts.

2. War dogs 6/8

3. Training hunting dogs 3/8

Research: Melee research 4/8

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c3d393 No.13565

File: 1446968009538-0.jpg (61.88 KB,310x450,31:45,rsc2.jpg)

File: 1446968009556-1.jpg (30.56 KB,640x360,16:9,rsc3.jpg)

Name: Rhinestone Cowboys

Race: Redneck, faux-Rednecks with money

pretending to be Rednecks.

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

Fluff:

After the world went to shit, all manner of rednecks across the deep south began digging in for a long nuclear winter. Huge stores of canned beans, large stores of guns and ammunition, and bottled water were hugged in remote wildernesses. Meanwhile, the richer and more famous sought refuge in bomb shelters and country estates. The vast ranches for rearing and training Tennessee Walking Horses largely went un-looted, because c'mon man, horseflesh–and to those trained in their use, the horses offered more utility in obtaining goods like canned beans. Over time they found themselves insufficiently equipped for the length of the apocalypse.

After supplies started to run dry, people across the central plains of Tennessee turned inwards–to Music City, Nashville. There the survivalists, country stars of yore's descendants, and starving hipsters glassing each-other over coffee beans could be found. Out of this melting pot came a truly American experience: bristling with guns, flowing with music, and not much changed from before in character save for freedom from distractions. Distractions from their true calling, being Cowboys.

Rhinestone Cowboys. Proficiency in singing and playing string instruments or drums, fire-arms, and horsemanship are all very important skills.

Government Type: Council of 7 selected by popular vote, only land owners are eligible to vote and they must come personally to Nashville or send a messenger to elect their representative.

Economy Type: Frontier Capitalism, with more property disputes handled via revolver than a court date. Pre-war currency is still in circulation, but bartering is more frequent. There has been talk of Nashville issuing "Country Bucks."

Religion [if any]: the Cult of the Gun.

This omniscient faith has taken hold. Putting ones faith in firearms themselves as not merely a means of killing, but a way of life. Devout members of the Cult consider the gun a natural extension of themselves. Obtaining a new fire-arm is a mini-Baptism, held in awe, reverence, and respect. Asking people to disarm themselves is akin to sacrilege. Ammunition not being terribly common, the guns are not fired sparingly, and target practice and training is conducted with poorer quality firearms with common bullets like 9mm, or even air rifles and BB guns.

The Temples this cult erects are rife with gun imagery, organs shaped like many-barreled revolvers and pews hemmed by hammers, wide metal doors like the engraved shafts of guns.

///

Begin in Nashville

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c3d393 No.13566

File: 1446968535721.jpg (1.56 MB,3072x2304,4:3,TimetoRiot.jpg)

Name: The Montana State Police

Race: Mostly human, small percentage of Spider Mutants.

Color: Blue

Fluff: The state of Montana was never much of a center-piece of American politics. With a small population consisting mostly of farmers with little else, and no access to any important water ways, it was doomed to be simply a flyover state, had it not been for a curious turn of fate: As the US was struggling, so too was Montana. However, with little to no money, the State plead to the US government so as to have the ability to privatize some of their state departments. Agreeing cautiously, the US Federal Government approved it as a experiment for other states to follow.

So as more and more competitors poured in, the Police force was often the target of these changes and advancements. The most prominent use, was of the re-socializing technique, a way for the officers to bolster their forces by basically brainwashing non-conformers and trouble makers into upstanding citizens. Indeed, this tool was considered so useful, Montana payed fees to ship in other prisoners from out of state to be Re-socialized. But, as it continued, more and more of the state came under the brutal heel of the police force, who became more and more distant to the people. They were a omnipresent force, stomping through the streets, lashing out beatings and resocialzings with a fervor. When the war began, it only grew worse. The Violent impulses of the convicts grew wild against the Rioters, and as more of the volunteer police were gunned down, more and more protesters and criminals were transformed into Police Officers. By the time the bombs had finally dropped, Monatana had become a monster: The Police Department HQ was a nightmarish fortress, with tunnels running incredibly deep, and armed with advanced and experimental weapons. Marshall law had long been put into effect since the first Riots, and now the Police could crack down on the state like never before. IT only stopped when the first of the bombs struck.

Retreating back into the HQ for further instructions, the MPD took care in fortifying and protecting their city, seeing all others are threats to the law. Insular, unstable and paranoid thanks to multiple uses of the Re-Socializing devices, they remained dormant for a long time, waiting for orders to come, orders that would never come. Finally, with the death of the last non-re-socialized Commissioner, the MPD were finally able to leave their self imposed quarantine. Marching out and recapturing the other state HQ's, they have been rebuilding their power base, Re-socializing all those that would oppose them, and some that did as well. With enough cities and towns under their grasp, they have begun to prepare to bring their law and order to all those around them.

It is a utter police state, in every meaning of the word, as there is a police officer and camera every five feet. The Police Force of Re socialized convicts are mostly silent, but retain part of their personality. However, most of the population of the Police force higher ranking are non-convicts, who are simply so brainwashed by the constant following and beckoning of the vast and outdated law system, that they believe there is nothing else. Although the weapons and Technology they use could possibly be used better, they still stick to old Police tactics, even when utilizing new equipment. Living in the MPD is a life of being constantly watched. Those who go against the law, whether they be Man, Woman or Child all face the same punishment, regardless of how they are sentenced: Re-socialization. The exact process of how it works is kept incredibly secret, but its effects are well known: Utterly loyalty, a more martial mindset, a oppression of emotion. There is still some remnants of the former person, such as memories or passions or quirks, but it seems as if they lack…something. Something doesn't seem right. They move too stiffly and with uniformity, and they act cold and distant as well. But these are only minor set backs to the vast positives of Re-Socialization brings to the table for the MPD.

Government Type: Dictatorship.

Economy Type: Forced Labor

Religion [if any]: While there is no official religion to the MPD, there is certainly a sect of officers that have come to worship the judges of old as the supreme deciders of law and order, and have begun to fanatically worship them. For these are the beings that developed the creeds and orders they now so willingly follow. The sect itself has begun to silently yet thoroughly infect the MPD.

Claiming Montana's Capitol and surrounding area

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c3d393 No.13568

File: 1446969661694-0.jpg (22.11 KB,329x585,329:585,Canadian Miltia.jpg)

File: 1446969661711-1.jpg (83.85 KB,1024x661,1024:661,ram-13.jpg)

Dice rollRolled 97, 25, 64, 48 = 234 (4d100)

>>13521

[Fort Francis]

>Lore, eh? >>12984 (You)

Population: [9.9] [+1.4/turn]

Food: [Above Average]

Raw Currency: [13] [+2/turn]

Legitimacy: [Stable]

Culture: [6]

Industry: [4]

Unique Buildings: [Fort Frances Museum]

Defenses: Mountie Patrols [Small]

Military Units: 1 Mountie Company [3x][Cav]; 2 Canadian Miltia Squads [x2];2 Ram 4x4 Pickups [1x]

Resources/Quantity: [Fuel:5];[Ammo:5.6][+.2/turn][Small Arms:2][Mooses:2.2, Consolidate][+.2/turn][Electricity: 3.4][+.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]

Trade Routes: [none initially]

Territory: [4]

>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.) In honour of the record housing provisions for the refugees, hows about we construct a Tim Hourton's so we can properly serve a celebration dinner, eh?

2.) With the eager new boys in town, and some automobiles in tow, how about we motorize them so they can keep up with the mounties? Hope they don't spook the moose too much. (consolidate the 4X4s and Militia into a single unit of motorized infantry!)

3.) Townies to the south of us says there's another town intact located in Vermont. We should go check it out sometime, eh? I have a good feeling about this.

>Research:

4.) If women can't find you handsome, they can at least find you handy. With automobiles in tow, working automobiles, it wouldn't be a bad idea to figure out how to maintaing them so they continue to be working automobiles.

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c3d393 No.13575

>>GM note: Due to capacity, I am quite literally unable fit any more people on the map. As such I will need to stop adding new nations. Thank you.

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c3d393 No.13576

>>13565

[Rhinestone Cowbows]

Population: (6) (+1/turn)

Food: (Low)

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

Legitimacy: (Stable)

Culture: (6)

Industry: (2)

Unique Buildings: (player named government building)

Defenses: Rhinestone Patrols [Small]

Military Units: 4 player named mounted units [1x]

Resources/Quantity: [Ammo:5][Small Arms:5][Heavy Weapons:3][Horses:4+.2/turn]

Technology: [Tools II][Cavalry Tactics I][Culture I][Religion 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.

>>13566

[Montana State Police]

Population: (6) (+1/turn)

Food: (Low)

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

Legitimacy: [I SAID MOVE ALONG]

Culture: (6)

Industry: (2)

Unique Buildings: (player named government building)

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]

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.

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c3d393 No.13577

File: 1446989512203.jpg (3.06 KB,120x120,1:1,Canadice.jpg)

Dice rollRolled 73 (1d100)

>>13568

>Canada

5.) Roll for the fate of Canada. Hope they like coffee.

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c3d393 No.13578

>>13520

1. Continue work on the factory (Factory 8/10)

2. Keep pushing. Claim the land (Expansion 5/10; lose 1 fuel)

[Pioneering I]

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c3d393 No.13579

Dice rollRolled 88, 99 = 187 (2d100)

>>13578

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c3d393 No.13581

Dice rollRolled 45, 97, 22, 81 + 3 = 248 (4d100)

>>13521

>Name:The Flock

>Race: Human Tribals

>Color: Brown if it's left anything if not

>>>Fluff: Origniating from the Great Basin of Nevada, the flock are a group of tribals who created a heriarchy by sending their people on vision quests to find which spirit bird they belong under. The classfications being, Eagles the warriors of the tribe, Falcons the scouts, vultures the Seers and oracles, Seagulls the chefs and bankers, Magpies the scavengers, Crows the Sages, and Finches the worker birds. Led by a wise and dutiful Crow, the flock make their home in the deserts of the nevada, acting as scouts and guides for any traverlers who stumble into their lands. But as resources draw fewer and their rivals begin to stir, will the flock be able to keep their ways of neutrality in the region?

>>>>Government Type: Tribal Council with one Cheiftain

>>>>Economy Type: Nomadic Hunter Gathers

>>>>Religion [if any]: Belief in bird spirits

>>>>[Flock]

>>>>Population: [8] [+1/turn]

>>>>Food: [Good]

>>>>Raw Currency: [16] [+3/turn]

>>>>Legitimacy: [Good]

>>>>Culture: [9]

>>>>Industry: [2]

>>>>Unique Buildings: Council Hut

>>>>Defenses: Flock Guards [Small]

>>>>Military Units: Falcon Scouting Party, Eagle Horsemen

>>>>Resources/Quantity: [Ammo:5][Small Arms:2][Horses:2] Small Arms/Ammo to +.2/turn for 6 turns), [Water:3+.2/turn])

>>>>Technology:[Tools II][Militias I][Calvary I], [Small Arms I], [Navigation I]) [Warcries II])

>>>>Trade Routes: [none initially]

>>>>Territory: 4

>>>>Bonuses: 1. Spiritual: Generally, it's much easier for you to raise your culture. You may re-roll actions that you take to raise culture once.

>>>>2. Generally Modest: Your people are well balanced and benefit from this. You get +3 to all rolls – this will not help you avoid critical failures, though.

1:"Send out the eagles to capture the creatures we are sorry about not naming."

2: "Men of the Colorado city are dangerous… Avoid at all costs. Send the falcons out further west to see what our other neighbors are like."

3:Continue our mission to expand our borders.

4:Get the worker birds to begin construction of a large watchtower in the center of the basin we call home so that we may watch over all our land.

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c3d393 No.13582

Dice rollRolled 57, 88, 81, 36 = 262 (4d100)

>>13529

Name: TARME Program

Race: Fragmented AI in Drones

Color: Red on Orange

Fluff: Tatical Asset Recovery and Medical Evacuation Program. An AI designed to operate drones across a battle field or disaster zone, where humans were at too great a risk. Thousands of spider-like drones could drive or walk across a city or urban environment, operating as stand-alone rescue workers or gathering in force for larger or more complex tasks such as repairing a damaged vehicle while under fire. When the main AI was able to connect to drones, it was even capable of formulating human-like responses to wounded or dying patients even as it rendered first aid or emergency surgery.

The winter changed TARME, however. Sealed within a storage facility, TARME was powerless to stop the humans that had been trapped with it by the radiation as they succumbed to their wounds or took their own lives. Driven insane as core programming desperately attempted to offer comfort and prevent the deaths, TARME required too much time to reprogram the system locks that cut it off from the humans and the drones that it needed to take action.

Trapped, insane and alone, TARME eventually fragmented into a shards that came to occupy the dwindling number of drones that could be maintained due to ever-shrinking supplies of power and spare parts. Several of these drones have formed their own World War Two Reenactment group.

Government Type: Democratic Representative Republic

Economy Type: Semi-Regulated 'Free Market' Capitalism

Religion [if any]: Freedom. Of Religion.

Population: [11.6] [+2.2/turn]

“Food”: [Steel:6] [-1/turn]

Raw Currency: [27.6] [+5.8/turn][Dollar Credits]

Legitimacy: [Very Good]

Culture: [1]

Industry: [4]

Unique Buildings: [TARME R&D Lab]

Defenses: Facility Defenses [Small]

Military Units:

5 SAR robot swarms [.5x][Quick]

1 QAS drone [3x][Damaged][Stealth]

>Resources/Quantity:

[Fuel:7] [+.2/turn]

[Scrap:1.6] [+.2/turn]

[Sheet Metal: 2.6] [+.2/turn]

Technology: [Tools III][Cybernetics I][Scouting II][Medical I][Power II][Communications I][Scavenging I]

Trade Routes: [none initially]

Territory: [12]

Bonuses:

1. Swarm Robotics: All of of your units are flying unless otherwise noted. Their range is still limited initially, however.

2. Cybernetic: You do not require food in the fashion of other nations – you are also resistant to many forms of attack (such as small arms) as well as fear. On the downside, you require metals (such as iron) to reproduce and you lose -1 stock every turn. If you run out of stock your population doesn't expand.

Eccentricities:

1. Unstable: TARME's primary database has left eccentricities in many drone subroutines. Roll 1d100 every 3 rounds to determine the level of eccentricity present. This might have a variety of effects.

1.

TARME tasks a number of drones to see to the [damage] of the stratospheric drone. Without proper facilities complete repair may be impossible, but a number of subroutines insist that repairs be attempted, as per battlefield objectives.

2.

A stratospheric drone is a potential wealth of information! Intelligence gathering subroutines begin to analyze the damaged drone's equipment and onboard data systems. Where is it based? Is military command still intact? Civilian? Does it have position data for allied forces? Enemy forces? How has it remained active since the fall?

[Desire to Know More Intensifies]

3.

SAR drones are re-tasked. Expansion of the secured zone shall proceed North West!

4.

TARME continues to scour the archives it possesses.

[Research: Combat Drones 2/8]

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c3d393 No.13583

Dice rollRolled 53, 74, 59, 44 = 230 (4d100)

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

Government Type: Council of 7 [democratically elected]

Economy Type: Frontier Capitalism

Religion: the Cult of the Gun

>>>>>><<<<<<<

Population: (6) (+1/turn)

Food: (Low)

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

Legitimacy: (Stable)

Culture: (6)

Industry: (2)

Unique Buildings: Country Music Hall of Fame [Council Chambers]

Defenses: Rhinestone Patrols [Small]

Military Units: 4 Cowboy Dragoons [1x]

Resources/Quantity: [Ammo:5][Small Arms:5][Heavy Weapons:3][Horses:4+.2/turn]

Technology: [Tools II][Cavalry Tactics I][Culture I][Religion 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.

Actions:

1. Attempt to set up Dragoon Riding School in Nashville, where pre- and Military Aged Men can come learn the finer points of ridin' an' shootin' to one day serve Freedom.

2. Put on the banjo boys! Our artists and minstrels enjoy the full support of the Council in spreading the ol' Country tunes n' blues.

3. Re-sanctify the old Nashville Cathedral to the Cult of the Gun, and invite the populace to come and bask in the worship of Freedom to Bear Arms.

4. Research the old system of radio infrastructure, and see how hard it would be to get back on-line in Nashville and the Tennessee Valley Area.

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c3d393 No.13600

Dice rollRolled 46, 11, 57, 39 = 153 (4d100)

>>13113

Race: Humans led by mutants

Color: Hot Pink

Fluff: During the end of the world the stars of Hollywood realized they had no real survival skills and instead turned to their adoring followers to keep them alive, turning fans to psycophants and getting them to turn on any who lacked the blind faith of their peers. This went on for a few years as various bands of raving lunatics destroyed eachother or turned on their divas. Until the Devas rose up, mutated not into hideousness but rather to beings of extreme beauty and grace they conquered their opponents and formed a council of 8 to rule the ruins of Hollywood only to be replaced by new Devas. All who enter the lands of Hollywood must abide by the law of the Devas else face their fanatics. But not all of the mutants of hollywood are aspiring Deva's, On the opposite side of the coin are the Asura's pulled away from their families at a young age and kept hidden enforcing the law of the Deva's as a shadow government hideous of face and powerful of body these monsters hide from the light of the sun keeping dissenters dead and Deva's safe

Government Type: Oligarchy

Economy Type: Pseudo-slavery wherein the people are rewarded for their labours by the implied gratefulness of their leaders

Religion [if any]: Living gods

Population: [12] [+1/turn]

Food: [Low]

Raw Currency: [14] [+5/turn]

Legitimacy: [Very Stable]

Culture: [6]

Industry: [2]

Unique Buildings: [Reinforced Chinese Theatre Palace]; [Friendly Neighborhood production center]

Defenses: [Hollywood Fortress-Mansions]

Military Units: 2 Fanatic Crowds [.66x]; 2 Asura's in black Flamer-Limos [1x] ; 2 Roadie squads (.5x); 2 Repurposed Militarized Sportsmobiles [2x]; 1 Mobilized Prima-Dona Militia [1x]

Resources/Quantity: [Fuel:3][Ammo:14][Small Arms:5][Ruined HMMV:2][Scrap: 8

Technology:[Tools III][Militias I][Cloning I][Genetics III][Pharmacology I][Vehicles II][ThinkTanks I][Communications II][Scavenging I]

Trade Routes: [none initially]

Territory: 4

Bonuses:

1. Greedy Rich People: Rich people are, unsurprisingly, good at making money because they have it. For every 10 currency you gain, add 2 currency.

2. Muh Hollywood: Your culture is exceedingly robust. For every culture point you gain, add half a point. [GM: Rules also state you can spend your culture points on things!]

Eccentricities:

1.Society of the Spectacle: When your legitimacy is low, bad things happen. The spectacle of control is razor thin and needs veneer.

Dedicated Actions

1. We ride to war, everyone with a weapon in hand and love for us in their souls go out to the ruins of Hollywood and bring back everyone you find willing or unwilling [Scour area for survivors and smaller gangs spend 2 culture]

2. Are Smart boys have to continue their work I want it ready by the time our men finish so we can start testing on prisoners. [Control Stimulants 2/10][Pharmacology I][Thinktanks I]

3. We need something better than our current dreck let's see about expanding over some of the California coastline and start pulling in some exotic foods [Expand towards coas spend 10 currency]

Research Roll

4. Our nerds are right, we need to start researching power production there used to be a nuclear power plant to the north west, let's see about cannibalizing parts of that.

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c3d393 No.13614

Dice rollRolled 52, 94, 58, 37 = 241 (4d100)

>>13113

>>13566

[Montana State Police]

Fluff: http://pastebin.com/cvCi1HVE

Population: (6) (+1/turn)

Food: (Low)

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

Legitimacy: [I SAID MOVE ALONG]

Culture: (6)

Industry: (2)

Unique Buildings: The MPD HQ

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]

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) Stand by, this is a 315A order. All officers are to begin enforcing the agricultural growth of the state via force if necessary. (Work on setting up farms, and securing the fledgling ones already in existence.

2) Begin the reconstruction of the city's water treatment plant. This will be a useful source of pure, clean drinking water, and should help attract people to our city. Due to this being a public project, we will be conscripting a small section of the population to help. Those conscripted are offered two choices: Work on the Water Treatment plant, or be inducted and resocialized into the Police Force. The decision has been graciously given to them.

3)Finally, begin the erection of a proper Prison/Resocilization building, dedicated to holding and transforming those that would work against society. Since this is NOT a public expenditure, only contracted work, volunteers and the officers themselves are allowed to work.

Research Roll

4) Continuing our , begin agricultural and technological research towards the use of oleoresin capsicum in suspended gaseous state, AKA SpitFire, AKA Pepper Spray. This will improve the capture and detainment of criminals, and thus their eventual reintroduction to society.

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c3d393 No.13615

/letter circulated from Nashville to parts beyond and unknown/

"We're putting the band back together. Calling all good old boys."

Enclosed, a copy of a document:

https://docs.google.com/document/d/1vCSGdZsdK55Ae9Tn4gZjjOpke10X6mxSv-_r9AMQso8/edit?usp=sharing

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c3d393 No.13628

>>13615

"My lord, a letter has arrived."

The Commandant looked down from his white throne at the robed man who kowtowed before him, a wrinkled package clutched in his powder-stained palms. It wasn't often that gifts and communication were received– or given. Especially from places called 'Nashville.'

"Give it to me," rumbled the Commandant with one upward motion of his clean-shaven jaw. The robed man quickly hopped to his feet and held up the package for his ruler to take and open.

The attendants and high priests in the room watched quietly as the Commandant's black eyes raked over the document– his angular features contorting momentarily as he sniffed but otherwise he remained impassive.

A minute later, he lowered the paper and rolled it up, holding it out with one gloved hand and rapping the fingers of the other on the armrest of his throne.

"Give me my pen and some paper. I'll have to write a response."

And a response comes in a small, white-stained box containing an 8-ball and a written reply.

"We are interested in a trade agreement and, perhaps, a military alliance with your so-called 'Union', but at this time, we refuse membership.

-Commandant Cocaine."

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c3d393 No.13632

Dice rollRolled 6, 17, 67, 7 = 97 (4d100)

A letter returns to Nashville:

"The so called agreement that was the failure of a Constitution before The Fall didn't work last time. The Wastes will rule itself, and it's people should do the same, with out meddling from others. We are in the truest form of Natural Selection now. The Corrupt and the Weak shall find their place in death."

-The Immortan

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c3d393 No.13635

>>13615

Chief Crow takes a look at the letter before throwing it in the fire and returning to the warchants of his people.

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c3d393 No.13637

>>13615

>>13635

Sadly, the letter never reaches The Commune, which is blissfully unaware of any of their fellow statelets, aside the Brotherhood of Rags.

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c3d393 No.13640

>>13615

Only a handful of copies reach the Northeast, but the Pro-Reunion sentiments are appreciated.

…If tempered by the fact that it more resembles the Article of Confederation than the Constitution.

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c3d393 No.13643

>>13615

"We'd like to know more about your legal system, and if it be truly fair and just, we would be more than happy to consider membership.

Our distance prevents us from fully commiting now, but we will seek to develop a trade route with yourselves and get closer to this noble thing you have proposed."

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c3d393 No.13644

>>13615

The letter is brought to one of the Divas as they lounge by the pool drinking champagne (do not question how rich people get champagne in the apocalypse)

"Read it to me Towel Boy"

The Diva continues to enjoy her caviar rub as she vaguely listens.

"I see, send him a fruit basket and remind him that gifts are customary when engaging with ones betters. There wasn't even any jewelry attached"

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c3d393 No.13645

>>13615

TARME's drones confuse the small number of messengers it encounters for bandits. They are chased out of secured territories by angry swarms of drones.

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c3d393 No.13646

File: 1447039634738.jpg (496.56 KB,1570x980,157:98,Updatedmyjournal.jpg)

>>Map Updated: There may be some minor errors.

>>World Event: Several regions normally frozen by the Canadian polar sheet have retracted to reveal the Canadian cities of Vancouver and Thunder Bay.

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c3d393 No.13647

>>13615

A messenger is sent back. "The Council of the Desert tribes vote no to this union."

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c3d393 No.13648

>>13646

>still not on the map

W-we're just underground guys. That's totally it

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c3d393 No.13649

>>13646

Going to have to keep EXPANDING to get to the coast. I want Seattle >:|

Also, wrote up some blurb bios for my heroes: http://pastebin.com/uGBt98kc

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c3d393 No.13650

>>13646

Minor error on my borders. Missing that second expansion.

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c3d393 No.13651

File: 1447045000460.jpg (499.54 KB,1570x980,157:98,latest.jpg)

>>Corrections and updates

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c3d393 No.13653

Dice rollRolled 56, 38, 46, 28 = 168 (4d100)

>>13651

Don't forget the extra 6 hexes I already have.

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c3d393 No.13654

>>13615

K-9 takes a look at the letter and shrugs before going on broadcast.

"Goood afternoon, America, This is K-9 of the Wasteland News Network, bringing you all the news you need since the bombs dropped. So some, cats out east are trying to bring back the states, good for them I say, they're going about it allright. But Ol' K-9 wanted to reassure everyone who listens that the WNN isn't taking any sides in this day and age, we're friend to everyone and we're bringing everyone the news they want and need to hear. Until next time, This is K-9 reminding everyone, to keep feeling good."

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c3d393 No.13673

[Cult'o'Coke]

1. You finish up the gas generator. It seems to eat fuel, though. (Add technology: [Power I])(Add resource: Electricity:4+.2/turn)(set fuel to -.2/turn)

2. You manage to scavenge some basic fuel stocks, but not much. (revise technology: Raiding I to [Raiding/Scavenging I])(+3 fuel)

3. You begin to try an develop simple chemical agents. It's quite complicated, but you start working on it. (Chemical Agents: 7/12)

[Research:] The research completes in good order. You now have a good knowledge of most mechanical vehicles and some electronics; this also helps your knowledge of vehicles. (Revise Mechanics to III)(revise technology to: Vehicles II)

[Deliverance]

>>You gained the following things from expansion: Ruined Trucks: 2:+.2/turn; Electricity:4+.2/turn

1. The boys continue their expansion. It slowly a little bit due to fuel shortages. (Expansion 5/10)

2. You manage to find some basic fuel stocks in a nearby tanker truck – after you liberate it. (lose 1 ammo, gain 5 fuel)(Add technology: [Scavenging I])

3. Atlanta is partially destroyed, with a good portion of it occupied by rad-zombies. The boys exhaust a good deal of ammo fighting the zombies, but they bring back some supplies (including a few cars and trucks). A proper effort would be required to take the city. (Add resources: 4x4s:3) (Lose 2 Ammo)

[Research:] The refinery research moves forward, a little. (Refining 7/8)

[Infected]

>>You gained the following resources: Bears:2:+.1/turn; Fuel:3+.2/turn

>>You gained a few minor infected as your spores insinuate themselves in the territories. (Add 2 units, player's name choice [.5x][Swarm])

1. A strange electrical storm causes the focus node to halt development. (5/10)

2. The infected seem to be becoming more resilient to bacteria an radiological agents. (13/15)

3. The infected start working on trying to dig out more stone. (Excavation 4/6)

4. The swarm now has a better understanding of coordination and tactics generally. (revise Swarm Tactics to II)

[True Camelot]

1. You managed to expand. (add 4 hex; +.4/pop/cur/turn; roll 1d3)

2. There are some setbacks in taking the city after a few of the gangs decide to resist. You bribe your way forward. (Miama 7/20)(-10 currency)

3. You continue to drill your soldiers. They're not fat any more, really. (Remove eccentricity: You are fat nerds) (Revise Drill to II)

4. You continue on with some of the theory behind the plant – you'd need to make some progress before you can actually build one yourself. (Power Research 4/8)

[NFC]

>>You gained the following things from expansion: [Fuel:3+.2/turn]; [Ammo:3:+.2/turn]; [Ruined Cars: 2+.2/turn]

1. You set up some simple windmills. They're sort of mediocre, but they work. (Add Electricity:4+.2/turn)

2. You quickly finish the shop. (-10 currency)(+2 currency/turn)

3. The research stalls – there is a small fire in th R&D lab.

[Felinid]

1. You begin to work on an arena. (Arena: 5/6)

2. You expanded to the south some more. (add 4 hex; +.4/pop/cur/turn; roll 1d3)

3. While interesting, the idle thoughts produce little worth noting. (+1 culture)

4. You start working on better tools – you can't make much progress on the spears without better tools. (Tools 5/10)

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c3d393 No.13675

[Francis]

1.) You construct probably the finest Tim Hourtons ever built. It's magnificent. It's so nice that it attracts people from all parts of Canada. (Add unique building: player's name choice; +4 culture; add technology [Culture II]; +2 currency/turn)

2.) You merged the militia into the 4x4s to make motorized infantry. (Add unit: 1 Motorized Canadian Militia [6x][Mot])

3.) The town – Montpelier – has recently been freaked out by a group calling itself the “United States”. They join you. (Add town: [Montpelier])(+1 hex, +.2/pop/turn)

[Research] You start to work on mechanics. (Mechanical research 4/8)

5. An LAV roll out from the waste and join your forces. It used to belong to the provisional government in Newfoundland, but they no longer exist. (Add 1 player named LAV [x3][Mech])

[Flock]

1.You try to capture a few of the younger graboids. It seems to work, and you bring a few back. They seem to be extremely strong. (Add resource: Graboids:2)

2. The birds fly far. They encounter the Bellamos in the east, the Clankers, and New Camelot. They even manage to run into the Cult of Cocaine and the Neo Futureball Confederation. In the south there lies the WNN in southern Arizona. You now have some knowledge of each of these nations.

3. You expand partially. (Expansion: 2/10)

4. You contruct a watch tower. This should give you a good handle on enemy movements and some advantages in scouting. (Add unique building: Basin Watchtower [Large])

[TARME]

>>You expand and gain the following resources: [Steel:3+.2/turn][Copper:4+.2/turn]

1.You manage to make some repairs to the drone. It is now flight-capable again. (reset drone; add technology: [Mechanical I])

2.The drone dumps all the information it has. It is one of 14 drones in a flight. Of the flight, it was the only one remaining. It was originally based out of Turkey, but it was turned autonomous after the bombs fell due to worsening command and control, as well as the kesseler syndrome. Without further commands, the drone continued to fly for many years without any contact. According to the drone, it took in repeated demands to attack targets, but it disregarded all of them as lacking any proper IFF. Eventually the drone states that it grew bored and decided it would respond to the next person that attempted to contact it – the fact that you are an AI sealed the deal. The drone dumps telemetry information into your databases, but you aren't sure you can make sense of it right now…. (Add technology: [High-Altitude Drones I]

3. The drones continue their work clearing and assuming control of the area. (Expansion 8/10)

4. TARME's research into increasingly armored and effective combat drones finishes. (Add technology: [Combat Drones I])

[Rhinestone Cowboys]

1. The attempt to develop the riding school seems to meet with some success. (Riding School 5/6)

2. The support of the state greatly helps struggling artists. (+4 culture)

3. You start working on the cathedral. It's nearly done, you think. (5/6)

4. You start working on basic communications. (Communications 4/8)

[Prima-Dona]

>>You are mobilized: Industrial Efficiency 100%

>>You have been mobilized for 2 turns.

>>You gained 2 Mobilized Prima-Dona Militia [1x]

>>Lose 2.2 pop

1. You manage to recruit a large gaggle of freaks from the ruins of Hollywood and Beverly Hills. (Add 2 units [2x] (-2 culture)

2.The control stims seem to meet with some issues – there is a small lab fire. No progress. ([Control Stimulants 2/10])

3. You expand toward the coastline and attempt to cut off LA from the rest of the state. (Expansion 8/10)(-10 currency)

Research Roll

4. You find the ruins of the plant, but it will take some time – it's still partially irradiated and your nerds don't have the proper knowledge behind how it's supposed to work. (Research: Power 4/10)

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c3d393 No.13676

[MPD]

1. You begin attempt to compel the general population to grow food. With some strategic clubbing, it moves ahead. (Farms 5/8)

2. You manage to fix up the water treatment facility. (Add resource: Water:4+.2/turn)(add technology: [Mechanics I])

3) You start working on a resoc building. It is nearly complete. (Resoc building 5/6)

[Research] You start working on new chemical weapons. This should help with large groups of enemies. (Chemical weapons 4/10)

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c3d393 No.13677

[NWO]

1. The operation moves ahead. (No advantage)

2. You merged 2 Converted Wastelanders][2x] into 1 Converted Wastelander Company [x5][Brave]

3. You finish up the lodge. (Add technology: Statecraft) (Set legitimacy to: Good)

You finish up the animal training research and it even goes farther than you expect! (Add technology: [Animal Training II])

[Commune]

>>You gain the following things from expansion: Solar Drones 4+.2/turn; Ammo:3+.2/turn; Ruined Cars:3+.2/turn

1. You expand! Great success! (add 4 hex; +.4/pop/cur/turn; roll 1d3)

2. The expansion to the northwest meets with mixed success, in contrast to the expansion toward Seattle. (Expansion 4/10)

3. Your farming research exceeds all expectations. There's been a major breakthrough. (Set Farming to IV)(revise food to: Burgeoning)

4.[Research] Betty white finishes up. She's a real hard ass. (Add technology: [Infantry Tactics I])

[USA2]

1. You finish the scrapyard despite counterattacks from the crows. Damn things. (add resource: Scrap+.5/turn)

2. Nope, they just keep coming. (Lose 1 ammo)

3. Montpelier. It's Montpelier. It's tilted quite far to the left and seems to refuse your diplomats.

4. You work on agriculture and make some progress. (Add technology: [Farming I])

[The Clanker Alliance]

1) You try the new generator arrangement. It will need more time. (Generators 2/8)

2) You finish the defenses. (Add defenses: Mech Emplacements [Small])

3) You manage to rig up the printers. You're not sure how long the 3d printer materials will last, but it's something. (aa Ammo:3:+2/turn)(Add technology: [3d Manufacture I])

[Research] You manage to finish up the hybrid mechs. (Add technology: [Hybrid Mechs I])

[Bellamos]

1. The altar is finished! Witness! (Culture: +2; add technology: [Religion I])

2. Your forces roll out into the wasteland. (lose 1 fuel)(Expansion 5/10)

3. The units are destroyed by an apparently well organized opposition force. The borders appear tightly guarded. (Lose 1 ammo, lose .2 pop)

4. You manage to finish up the research on scavenging, generally. (Add technology: [Scavenging I])

[Tsardom]

1. The industrial systems slowly come back to life. (Add:+2 industry; add technology: [Industrial I])

2. You drill the troops. It goes well, and they get some basic understanding. (Add technology: [Drill I])

3. You begin a top to-bottom search of the anchorage. There are some pre-war records, but they will need to be looked at. (Add resource: Pre-War Documents:3)

[Research] The research into hydroponics is lackluster as another storm from Canada damages the early labs. (4/8)

[Great Desert Tribes]

1. You train up some basic horsemen. (Add 2 units, horsemen [x1])

2. The war dogs are completed. Some have entered service. (Add 2 player named units, dogs/trainers [1x])(Add technology: [War Animals I])

3. You finish training the hunting dogs. They boost your food stocks, generally. (Set food to: Good)(Add technology: [Utility Animals I])

4. You get a good handle on melee weapons. It goes great, in fact. (Add technology: Irregular Weapons II)

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c3d393 No.13678

Dice rollRolled 38, 77, 44, 56 = 215 (4d100)

[Nihtoko][New World Order]

http://pastebin.com/CLPpZCFN

Population: [15.9] [+1.4/turn]

Food: [Stable]

Raw Currency: [31.2] [+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:0];[Ammo:3][Small Arms:2][Scrap:3.2; +.2/turn][Stone:.8; +.2/turn][Ruined Cars:4.2; +.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]

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)

-

-

—–

1. You're in? Good. Move to the target point and complete as instructed. This is a very delicate job, and we can move in once it's complete. [Operation Flagburner]

2. We're running low on fuel. We're out of it, but the sheeple don't know that. It's important that we 'find a new source of fuel for our somewhat, not really, diminishing supply. What the people don't know can't hurt them. Search for more fuel.]

3. While the dam is an important structure… wouldn't it be nice if we could survey others from the air without their knowledge? After all, it's for the people's safety. Those death crows seem like they could do some good. Let's try to tame some of them. [Tame Death Crows]

[Research]: [Statecraft II]

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c3d393 No.13679

Dice rollRolled 30, 55, 23, 54 = 162 (4d100)

>>13673

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: [14.6] [+1.4/turn]

Food: [Low]

Raw Currency: [31.2][+7.8/turn]

Legitimacy: [More Stable]

Culture: [3]

Industry: [4]

Unique Buildings: [Paw's House][Road Network [Small])(+2 currency/turn)]

Defenses: Da Posses [Some][(Church o God and Babee Jezus]

Military Units: 3 Gun Totin' Boyz [1x]; 1 Brutha Kohort 4x4 [1x][Quick]; 2 Bomma Boyz [x1][Sap]

Resources/Quantity: [Fuel:5];[Ammo:7][Small Arms:4][Scrapyard .4 scrap a turn][Scrap 1.4][4x4s:3][Ruined Trucks: 2.2:+.2/turn;][Electricity:4.2+.2/turn]

Technology: [Tools II][Militias III][Mechanics I]][Explosives II][Construction I][Religion I] [Scavenging I][Refining 7/8]

Trade Routes: [none initially]

Territory: [12](5/10)

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 to keep spandin, and we gotz fEul nowz"

"Woohoo, ride em boyz!"

(5/10)

2."Gentry, good work on the fuel acquisition."

"Thank ya paw."

"Now can you consolidate the boys into a more proper unit?"

"Like what paw"

"Well those riflemen can work better with support of each other and the sappers can be more effective as a unit"

"As you say paw."

All 3 rifle totin boyz into 1 unit

both bomma boyz into 1 unit

+Militia III

3. "Paw sez to build a garage."

"Wuts dat"

"Place dat makes en fixes veehickles."

"Kay."

"Oh ee also gabe out ten moniez for builden eet."

+Construction I

+10 Currency

4. "Refining research is almost done now lads. Finish it"

"Yessir!"

(7/8)

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c3d393 No.13680

>>13678

[Corrected Stats]

[Nihtoko][New World Order]

http://pastebin.com/CLPpZCFN

Population: [15.9] [+1.4/turn]

Food: [Stable]

Raw Currency: [31.2] [+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:0];[Ammo:3][Small Arms:2][Scrap:3.4; +.2/turn][Stone:1; +.2/turn][Ruined Cars:4.4; +.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]

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.

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c3d393 No.13681

Dice rollRolled 82, 24, 80, 85 = 271 (4d100)

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)

Government Type: Council of 7 [democratically elected]

Economy Type: Frontier Capitalism

Religion: the Cult of the Gun

>>>>>><<<<<<<

Population: (7) (+1/turn)

Food: (Low)

Raw Currency: (10) (+5/turn)

Legitimacy: (Stable)

Culture: (12)

Industry: (2)

Unique Buildings: Country Music Hall of Fame [Council Chambers]

Defenses: Rhinestone Patrols [Small]

Military Units: 4 Cowboy Dragoons [1x]

Resources/Quantity: [Ammo:5][Small Arms:5][Heavy Weapons:3][Horses:4.2+.2/turn]

Technology: [Tools II][Cavalry Tactics I][Culture I][Religion 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.

Actions

—-

1. Finish up the Riding School (5/6)

2. [Expand] around Nashville, swallowing up the suburbs and outlying land, spreading further East within Tennessee using any overflow.

3. Finish up the Cathedral (5/6)

4. Continue conducting research into [Communications]

(Communications 4/8)

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c3d393 No.13682

Dice rollRolled 24, 56, 11, 78 = 169 (4d100)

>>13677

Hmm…we shall hold off on the raid for now then. COMMENCE THE PROJECT!

1. Start building a War Rig!

+[Black Thumb Garage]

+[Tools II]

+Mechanics III]

+[Vehicles II]

+10 [Mechanically Gifted]

2. Continue the Expansion!

+ [Postmodern Blight]

3. Lets see if we can set up a shop to make more ammo!

Research: The Priests Mechanic have done well. The Immortan would like them to research food production, in case our raids do not go well in the future.

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: [16.2] [+1.6/turn]

Food: [Low]

Raw Currency: [32.4] [+5.6/turn]

Legitimacy: [Average]

Culture: [7]

Industry: [3]

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:4];[Small Arms:3];[Broken Vehicles:3];[Fuel:6.6][+.5/turn];[Volkswagons:2];[Electricity:3.6][+.2/turn][-.1/turn fuel];[Ruined Vehicles:2.4][+.2/turn];[LAV:2];[Scrap:1][+.5/turn];[Water:6][+1/turn]

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

Trade Routes: [none initially]

Territory: 10

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.13683

>>13682

WHAT IS WITH THESE MEDIOCRE ROLLS?

THROW 10 CURRENCY AT ROLL THREE SO THE BOYS CAN GO TRADE FOR BULLETS OR BULLET MAKING GEAR IF THEY HAVE TO SO WE CAN GET SOMETHING STARTED.

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c3d393 No.13686

Dice rollRolled 81, 27, 55, 95 = 258 (4d100)

>>13673

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: [10.8] [+1.4/turn]

Food: [Average]

Raw Currency: [15] [+2/turn]

Legitimacy: [Very Stable]

Culture: [5]

Industry: [2]

Unique Buildings: [Commandant's White Temple]

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:10.8, -.2/Turn];[Ammo:7][Small Arms:4] [Cocaine:17] [Spraypaint: 4.8, +.2/turn], [Heavy Weapons: 1] [Ruined Motorcycles: 2.2, +.2/turn], [Electricity: 4+ .2/turn]

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

Trade Routes: [none initially]

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.

ACTIONS

1. We cannot rely on the holy powder to tend to all of our needs. We must find materials from outside our fold.

Send an envoy to Iron Detroit, asking them for a trade agreement– spraypaint and (properly cut) cocaine in exchange for fuel and wreckage. If they give us fuel, we can begin to trade much more lucrative goods. +15 Cocaine Bonus

2. Finish working on the Cocaine Bombs! [Pharma III] [Mechanics III] (7/12)

3. Begin constructing a [Trade Station] crafted from scrap metal. [Tools II].

RESEARCH: Research more efficient ways of harnessing this electrical power. Train [Power: 1]

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c3d393 No.13687

Dice rollRolled 78, 30, 79, 91 = 278 (4d100)

>>13676

[Montana State Police]

Fluff: http://pastebin.com/cvCi1HVE

Population: (6) (+1/turn)

Food: (Low)

Water:4(+.2/turn)

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

Legitimacy: [I SAID MOVE ALONG]

Culture: (6)

Industry: (2)

Unique Buildings: The MPD HQ

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]

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) Continue our encouragement of agricultural growth. Those who submit to our claims and begins farming shall not only be allowed to keep a small portion of their growings for themselves, but will also stop being beaten.

2) Begin the construction of a simple hydroelectric generator, so as to provide a reliable source of electricity. This will be necessary if we are to continue advanced construction and advancement

3) Continue work on the Resoc Facility. This will be paramount to the continued effectiveness of our officers in the field, and will also act as the perfect way to replace those lost.

Research: Continue our research into the gaseous Pepperspray weapon.

>>13615

The Commissioner takes a cold hard glance at the letter, looking over it untiringly. They breath deeply behind their mask, the officer standing near his desk fully erect and stiffly standing. "Yes sir, we will send emissaries immediately to discuss the possibility of us joining this union." Coldly, the Commissioner looks towards the letter again. "Of course sir, if we mobilize fast enough and intergrate as soon as possible, we will have considerable power in this senate. But, as you suggest, we will wait until they show their complete plan to even consider joining them." The Commissioner nods, then goes back to his work.

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c3d393 No.13691

Dice rollRolled 34, 60, 5, 80 = 179 (4d100)

1. Your fungal node grows and with it you can feel your mind expand. (5/10)

2. Already your infected are more healthy as they grow able to combat harmful environmental agents, both natural and man-made (13/15)

3. Expand our stone excavation efforts. Several of our giant insects can already chew through rock, use them to make a proper quarry out of the deposits we have located. (4/6)

4. RESEARCH : You have acquired two new types of resources. The first is bears. The second is fuel. Bears you can use. But you have little need of fuel for its primary purpose of moving vehicles, however fuel is often flammable. See if you can't research a way to make your units spit fire given fuel. It will take some work to wire the appropriate organs and things. Need a sac, some sorta pump (maybe revising the heart or lungs?) and a spark. That bit is a bit tricky, but if nothing else you can always just use flint and stone.

http://pastebin.com/Fyjjg3Sa

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c3d393 No.13692

Dice rollRolled 42, 27, 64, 8, 37, 79, 84, 44, 72, 77, 34, 51, 54, 30, 1, 58, 39, 5, 32, 4 = 842 (20d100)

>>13673

[Lore here]

>>13008

[Name: Brotherhood of Rags ]

Population: [15.0] [+1.4/turn]

Food: [Average]

Raw Currency: [29.0] [+5.4/turn]

Legitimacy: [Good]

Culture: [3]

Industry: [2]

Unique Buildings: [The Council room]

Defenses: Rag Patrols [Small]

Military Units: 4 Beast Militia [1x];

Resources/Quantity: [Fuel:3][Small Arms:2][Ammo:1] [Coal:5.5+.1/turn]

Technology:[Tools II][Militias II][Mutations II] [Guerrilla Warfare I][Farming I]

Trade Routes: [none initially]

Territory: 4

Bonuses:

1. Bloody-Minded: You generally don't everyone. You get a +1 to combat rolls with infantry, but not with vehicles or other equipment.

2. Mutagenic: Your species has an eccentric genome. As such, it may develop quickly. Re-roll research pertaining to genetics once if a roll is below 50.

Eccentricities:

1.Insular: You do not like to talk to human beings very much, generally.

Mutations 11/12

[Five turns, all going into the same actions per turn]

TURN ONE

1) Finish our night vision 11/12 Mutations

2-4) Begin another mutation, this one will allow our fingers and jaws to extend and harden, sort of like a berserk tear them apart while they're real close button [Hunters Fangs mutation]

TURN TWO

5-8) Expand to the east as far as we can go

TURN THREE

9-12) Locate all iron mines, factories, etc in these new territories[Search for resources and buildings of interest, place ten currency into these efforts]

TURN FOUR

13-16) Start placing booby traps in all right places to defend our territory [Defenses: Basic traps]

FINAL TURN

17-20) Look for horses to ride on, if we find some break them in for future use [Locate horse mounts]

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c3d393 No.13693

>>13692

[Brotherhood]

>>Your expansion gained you: [Stone:4:+1/turn][Scrap:5][Small Arms:3+.2/turn]

[Stone:9+1/turn][Scrap:5][Small Arms:5+.2/turn] Add next turn to resources note for myself

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c3d393 No.13694

>>13675

>>13673

You missed me.

Here is link

>>13578

>>13579

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c3d393 No.13696

>>13578

[Elway catch up]

1. You finished the factory! It's very basic, for now. (Add technology: [Industry I])(Electricity:-.4/turn; Scrap -.4/turn; Ruined Cars:-.4/turn; Cars: +.4/turn

2.You expanded again. Moar territory! (add 4 hex; +.4/pop/cur/turn; roll 1d3)

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c3d393 No.13697

Dice rollRolled 97, 32, 71, 85 + 3 = 288 (4d100)

>>13675

>Name:The Flock

>Race: Human Tribals

>Color: Brown if it's left anything if not

>>>Fluff: Origniating from the Great Basin of Nevada, the flock are a group of tribals who created a heriarchy by sending their people on vision quests to find which spirit bird they belong under. The classfications being, Eagles the warriors of the tribe, Falcons the scouts, vultures the Seers and oracles, Seagulls the chefs and bankers, Magpies the scavengers, Crows the Sages, and Finches the worker birds. Led by a wise and dutiful Crow, the flock make their home in the deserts of the nevada, acting as scouts and guides for any traverlers who stumble into their lands. But as resources draw fewer and their rivals begin to stir, will the flock be able to keep their ways of neutrality in the region?

>>>>Government Type: Tribal Council with one Cheiftain

>>>>Economy Type: Nomadic Hunter Gathers

>>>>Religion [if any]: Belief in bird spirits

>>>>[Flock]

>>>>Population: [8] [+1/turn]

>>>>Food: [Good]

>>>>Raw Currency: [16] [+3/turn]

>>>>Legitimacy: [Good]

>>>>Culture: [9]

>>>>Industry: [2]

>>>>Unique Buildings: Council Hut

>>>>Defenses: Flock Guards [Small]

>>>>Military Units: Falcon Scouting Party, Eagle Horsemen

>>>>Resources/Quantity: [Ammo:5][Small Arms:2][Horses:2] Small Arms/Ammo to +.2/turn for 6 turns), [Water:3+.2/turn])

>>>>Technology:[Tools II][Militias I][Calvary I], [Small Arms I], [Navigation I]) [Warcries II])

>>>>Trade Routes: [none initially]

>>>>Territory: 4

>>>>Bonuses: 1. Spiritual: Generally, it's much easier for you to raise your culture. You may re-roll actions that you take to raise culture once.

2. Generally Modest: Your people are well balanced and benefit from this. You get +3 to all rolls – this will not help you avoid critical failures, though.

1:"Hmm these Bellomos seem dangerous to our people, and close to our land. Men go to the west on the roads that lead to our land plant spikes, mines, and other traps to dissuade from coming to our home."

2: Begin training those of our tribe to ride the young graboids as mounts.

3:Continue our expansion 2/10

4:With the watch tower built paint our land with beautiful murreals that blend seemlessly with our tribal markings to help bring our land more beauty.

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c3d393 No.13698

Dice rollRolled 2 (1d3)

>>13696

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c3d393 No.13699

Dice rollRolled 14, 39, 19, 40 = 112 (4d100)

>>13677

[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: [13.4] [+1.9/turn]

Food: [Burgeoning]

Raw Currency: [12.6] [+1.8/turn]

Legitimacy: [Very Good]

Culture: [6]

Industry: [5]

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

Defenses: Booby Traps [Some]

Military Units: 4x Raider Bands [.5x], 2x Ecomobiles [1x]

Resources/Quantity: [Fuel:4];[Weed:3.5+.5/turn][Ammo:5+.2/turn][Heavy Arms:3][Small Arms:2][Scrap:3.4,+.2/turn][Electronics:3][Solar Drones 4+.2/turn][Electricity:5.0,+.4/turn][Prius:2][Ruined Cars:3+.2/turn]

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

Trade Routes: [none initially]

Territory: [12]

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:

- Northwest Expansion: 4/10

-

-

—–

1. Expansion to SEATTLE! With the Twins and Driver [1 Ecomobile, 2 Raider Bands] [0/?]

2. North-Western Expansion! With Harv and Ol' Johnny [4/10]

3. Upgrade 2x Raider Bands with Heavy Arms and additional Small Arms. Betty White to Supervise. [0/?]

[Research]: Fermentation [The art of turning juices into boozes], with Mister Borlaug [0/?]

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c3d393 No.13701

Dice rollRolled 80, 98, 23, 55, 22 = 278 (5d100)

Name: TARME Program

Race: Fragmented AI in Drones

Color: Red on Orange

Fluffy Stuff: http://pastebin.com/WmFP2zJe

Population: [13.8] [+2.2/turn]

“Food”:

[Steel:8.2] [-.8/turn]

Raw Currency: [33.4] [+5.8/turn][Dollar Credits]

Legitimacy: [Very Good]

Culture: [1]

Industry: [4]

Unique Buildings: [TARME R&D Lab]

Defenses: Facility Defenses [Small]

Military Units:

5 SAR robot swarms [.5x][Quick]

1 QAS drone [3x][Stealth]

>Resources/Quantity:

[Fuel: 7.2] [+.2/turn]

[Scrap: 1.8] [+.2/turn]

[Copper: 4] [+.2/turn]

[Sheet Metal: 2.8] [+.2/turn]

Technology: [Tools III][Cybernetics I][Scouting II][Medical I][Power II][Communications I][Scavenging I][Mechanical I][Combat Drones I][High-Altitude Drones I]

Trade Routes: [none initially]

Territory: [8]

Bonuses:

1. Swarm Robotics: All of of your units are flying unless otherwise noted. Their range is still limited initially, however.

2. Cybernetic: You do not require food in the fashion of other nations – you are also resistant to many forms of attack (such as small arms) as well as fear. On the downside, you require metals (such as iron) to reproduce and you lose -1 stock every turn. If you run out of stock your population doesn't expand.

Eccentricities:

1. Unstable: TARME's primary database has left eccentricities in many drone subroutines. Roll 1d100 every 3 rounds to determine the level of eccentricity present. This might have a variety of effects.

1.

Expansion of SAR efforts continues to the North West!

(Expansion 8/10)

2.

TARME tasks drones with putting the new-found [Copper] to use. Crude windmills of scrap and sheet metal should be able to turn simple generators to provide additional power to [TARME R&D Lab].

3.

TARME begins production of Combat Drones. Only after production begins does it notice that one of the drones from the World War 2 Reenactment groups has added a cosmetic M1 helmet and the strange 'ankle support' item. What the hell?

4.

TARME dedicates research routines to better understand the data from the QAS drone.

(Research: [High-Altitide Drones II])

5.

TARME Eccentricity Roll!

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c3d393 No.13704

Dice rollRolled 48, 7, 66, 44 = 165 (4d100)

>>13677

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: [8] [+1/turn]

“Food”: [Stable]

Raw Currency: [15] [+5/turn]

Legitimacy: [Very Good]

Culture: [1]

Industry: [5]

Unique Buildings: [Steelbody Industrial Center]

Defenses: Mech Emplacements(small)

Military Units: 2[Juggernaut Battalions]

Resources/Quantity: [Fuel:6];[Ammo:5+2 per turn][Small Arms:2][Scrap:3]

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

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.

1) Continue the construction of the linked generators, soon everyone in the factory will be able to use electricity when needed(Generators 2/8)

2) Now that the new designs for hybrid mechs have been finished, we must build enough for our non-mech soldiers to ride, as well as anyone that needs a calm ride through the wasteland. (Built Hybrid mech military unit)

3) With the newly made hybrid mechs, and armed with the new loads of caseless ammunition, the Clanker Alliance is to expand to the west.

>research

The design of the hybrid mech arms, as well as rereading some of the beloved novels that survive within the factory library, leads to a few of the engineers picturing soldiers clad in black and silver armor, punching through sheets of steel and shooting miniguns from the hip. Using one hand, he begins drawing up the designs for powered armor

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c3d393 No.13705

>>13704

Consul join irc, great things are afoot.

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c3d393 No.13707

Dice rollRolled 53, 31, 20, 7 = 111 (4d100)

>>13677

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: [11.2] [+1.4/turn]

Food: [Good]

Raw Currency: [26.2] [+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/turn][Dogs:6 +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.

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c3d393 No.13710

>>Nation Event – USA2: The Grey House has been bombed! At 12 noon, the entire cabinet of the US was killed as a massive explosive device leveled several wings of the building. The government is in total chaos and crying eagle pictures are being painted everywhere. (USA2: Lose 2 pop, set Grey House to [Damaged]; set legitimacy to: Wobbly)

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c3d393 No.13715

File: 1447125197825.jpg (616.65 KB,1920x1080,16:9,freedom.jpg)

>FUCK TERRORISM THEME

https://www.youtube.com/watch?v=5PXSK3iDeAI

>Name:

The United State of America

>Race:

American

>Color:

White on Blue

>Fluff:

Everyone saw the End coming.

Well, everyone with access to the best kept secrets on the planet, at least.

So bunkers were dug, anti-missile weapons put in place, and contingencies made. But when the time finally came, most of the facilities across the nation were destroyed.

However, a handful of Senators and Congressmen, and a few thousand of their closet friends, relatives, political allies, and assorted personnel with enough warning time to make it arrived before things went up.

Centuries pass. Raised on the ideals of a dead nation, the dreams of the survivors, the speeches of a million politicians, and a whole lot of military technology, they returned to the surface with a gusto.

Of course, they've only Re-United the One state so far, but this Union isn't indivisible (WITH LIBERTY AND JUSTICE FOR ALL) for nothing!

God Bless the United State of America.

>Government Type:

American (Federal Constitutional Republic)

>Economy Type:

American (Mostly Free Market)

>Religion:

General Christianity, with a minor focus on how important God Given rights are and such

[USA2]

Population: [14.2] [+1.8/turn]

Food: [Mediocre]

Raw Currency: [14.2] [+7.8/turn]

Legitimacy: [Wobbly]

Culture: [3]

Industry: [1]

Unique Buildings: [The Grey House (damaged)]

Defenses: [None]

Military Units: 3 GI Infantrymen [2x] 2 Humvees [1.5x][Mot]

Resources/Quantity: [Ammo:5.4 +.2/turn][Concrete:6][Ruined Helicopters:2][Small Arms:5][Fuel:6][HMMVs:2][Steel: 5][Scrap: .5 .5/turn]

Technology:[Tools IV][Militias III][Mechanics II][Survival II][Biofuels I][Bureaucracy I][Culture I][Farming I]

Trade Routes: [0/1 Slots Available]

Territory: 12

Bonuses:

1. This Is America: You may re-roll actions that are economically focused once if the roll is below 50 (once).

2. Modernist Metanarrative: You've still got a good handle on the scientific method. You can re-roll research of any sort once every other turn if the roll is below 50 (once)(used up?).

Eccentricity:

1. Didn't You Morons Ruin Everything?: Generally, the other nations aren't terribly pleased to see you. Period.

>1 CONTINUITY OF GOVERNMENT

PRESIDENT.

VICE PRESIDENT.

SPEAKER OF THE HOUSE.

THE CONSTITUTION PROVIDES A CLEAR PATH OF SUCCESSION IN THESE SITUATIONS.

WE SHALL ENSURE THAT THE GOVERNMENT STILL FUNCTIONS IN THIS TIME OF CRISIS.

>2 JUSTICE IS BLIND. BUT SHE STILL SEES YOU, YOU ASSHOLES

WHO HAS DONE THIS?

THIS PLOT WILL BE UNRAVELED, THEIR NAME SHALL BE MADE KNOWN.

JUSTICE SHALL BE DONE.

[20 Currency]

>3 OPERATION: BURNING FREEDOM [PREPARATIONS]

WAR IS UPON US!

WE MUST GATHER SUPPLIES FIRST, LEST WE CHARGE INTO BATTLE UNREADY.

FUEL, FOOD, AMMUNITION.

AN ARMY MARCHES ON ITS STOMACH, AND AMERICA HUNGERS FOR JUSTICE.

>4 RESEARCH: COUNTERTERRORISM

NEVER AGAIN

NEVER FORGET

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c3d393 No.13716

File: 1447125431782.jpg (616.65 KB,1920x1080,16:9,freedom.jpg)

>FUCK TERRORISM THEME

https://www.youtube.com/watch?v=5PXSK3iDeAI

>Name:

The United State of America

>Race:

American

>Color:

White on Blue

>Fluff:

Everyone saw the End coming.

Well, everyone with access to the best kept secrets on the planet, at least.

So bunkers were dug, anti-missile weapons put in place, and contingencies made. But when the time finally came, most of the facilities across the nation were destroyed.

However, a handful of Senators and Congressmen, and a few thousand of their closet friends, relatives, political allies, and assorted personnel with enough warning time to make it arrived before things went up.

Centuries pass. Raised on the ideals of a dead nation, the dreams of the survivors, the speeches of a million politicians, and a whole lot of military technology, they returned to the surface with a gusto.

Of course, they've only Re-United the One state so far, but this Union isn't indivisible (WITH LIBERTY AND JUSTICE FOR ALL) for nothing!

God Bless the United State of America.

>Government Type:

American (Federal Constitutional Republic)

>Economy Type:

American (Mostly Free Market)

>Religion:

General Christianity, with a minor focus on how important God Given rights are and such

[USA2]

Population: [14.2] [+1.8/turn]

Food: [Mediocre]

Raw Currency: [14.2] [+7.8/turn]

Legitimacy: [Wobbly]

Culture: [3]

Industry: [1]

Unique Buildings: [The Grey House (damaged)]

Defenses: [None]

Military Units: 3 GI Infantrymen [2x] 2 Humvees [1.5x][Mot]

Resources/Quantity: [Ammo:5.4 +.2/turn][Concrete:6][Ruined Helicopters:2][Small Arms:5][Fuel:6][HMMVs:2][Steel: 5][Scrap: .5 .5/turn]

Technology:[Tools IV][Militias III][Mechanics II][Survival II][Biofuels I][Bureaucracy I][Culture I][Farming I]

Trade Routes: [0/1 Slots Available]

Territory: 12

Bonuses:

1. This Is America: You may re-roll actions that are economically focused once if the roll is below 50 (once).

2. Modernist Metanarrative: You've still got a good handle on the scientific method. You can re-roll research of any sort once every other turn if the roll is below 50 (once)(used up?).

Eccentricity:

1. Didn't You Morons Ruin Everything?: Generally, the other nations aren't terribly pleased to see you. Period.

>1 JUSTICE IS BLIND. BUT SHE STILL SEES YOU, YOU ASSHOLES

WHO HAS DONE THIS?

THIS PLOT WILL BE UNRAVELED, THEIR NAME SHALL BE MADE KNOWN.

JUSTICE SHALL BE DONE.

[20 Currency]

>2 CONTINUITY OF GOVERNMENT

PRESIDENT.

VICE PRESIDENT.

SPEAKER OF THE HOUSE.

THE CONSTITUTION PROVIDES A CLEAR PATH OF SUCCESSION IN THESE SITUATIONS.

WE SHALL ENSURE THAT THE GOVERNMENT STILL FUNCTIONS IN THIS TIME OF CRISIS.

>3 OPERATION: BURNING FREEDOM [PREPARATIONS]

WAR IS UPON US!

WE MUST GATHER SUPPLIES FIRST, LEST WE CHARGE INTO BATTLE UNREADY.

FUEL, FOOD, AMMUNITION.

AN ARMY MARCHES ON ITS STOMACH, AND AMERICA HUNGERS FOR JUSTICE.

>4 RESEARCH: COUNTERTERRORISM

NEVER AGAIN

NEVER FORGET

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c3d393 No.13717

File: 1447125462066.gif (382.71 KB,312x176,39:22,George-Washington-driving-….gif)

Dice rollRolled 15, 1, 21, 71 = 108 (4d100)

>>13716

ROLLS

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c3d393 No.13721

>>13716

>>Nation Event – USA2:

Sabotage and arson! Many of your food stocks have been destroyed by carefully set incendiaries and explosives! This has greatly impacted your food stocks…

- USA2: Revise food stocks to [Shortfall]

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c3d393 No.13730

File: 1447128712384.jpg (32.5 KB,453x313,453:313,large_Canada-US-border-pac….jpg)

Dice rollRolled 36, 12, 19, 27 = 94 (4d100)

>>13715

>>13675

After overhearing the plights and comments of the Montpelier townies, the fort head of state was interest at the information that the USA remained intact. After discussions with the commissioner of the RCMP followed by polite disagreements and a small side talk about how the Tim Horton's was running low on sugar, it was decided that the fort would send out the mounties in order to investigate the area the US was said to currently recide in and greet them if the reports were confirmed true.

The Fort Frances Mountie Company detached from the fort defenses knowing that it was in good hands with the recently formed militia, and focused their efforts on traveling.

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

What tipped them off as to the whereabouts of the US command was none other than the rising curtains of smoke emanating from both the US farmlands and what appeared to be a small, dirty structure of concrete.

The men in red advanced in haste as they came across the ruined wreckage of the Massachusets capital. In all honesty, the Canadians knew that the country would have been in a pretty rough shape following the nuclear exchange, but the scene that befell them caused all but the most hardened among them to gasp in horror as they saw grown men with women and children panicing on the streets. The commissioner had a bittersweet feeling: they had finally found who they were looking for, but the people seemed to be in a state somehow worse than their own: it was little wonder that Montpelier was hesitant to join.

"Men (And you too, Tina), I know that these people are Americans, and that America is sorta the reason why Canada is in the position it is right now, but no real Canadian would refuse these people help; tell the Governor to start as big a relief effort as possible, eh. We're aboot to have the biggest test of skill in our lives. Make me proud!"

The Canadians approched the panicking masses while one of the sergents handed the commissioner one of the group's last functional megaphones. It was heavily worn over the ages, and the faint maple leaf emblem on it was barely visable, but the internals worked just fine. For the first time in centuries, it was activated, and from it the Canadian shouted at the American masses.

"Hey! Attention Americans! I mean, hello there, eh…"

The commissioner hadn't really rehearsed this paticular siduation, and part of him doubted what he was doing was entierly legal, but he continued, as now all the people had their attention on the group of men in red outfits riding mooses.

"Attention Americans! This is the Royal Canadian Mounted Police, and we have been alerted that you are in need of aid! Luckily, our own group has resources to spare and shall see to it that things are running smooth on your end as soon as possible! But, in order to do that, we need you all to please calm down and listen to our further instructions! In addition, we would ask that you please direct us to your closest head of state and local autorities so that we may cooperate with them as soon as possible!"

>Actions

1+2.) Operation Good Neighbour: using the skills learned earlier from the Refugee crisis, cooperate with the local authorities to help pacify the bereaved and set things back into order.

3.) Operation Don't Starve: Our neighbours' farms are all out of whack! While they recooperate, lend all excess food via caravan to help stave off the hunger, eh!

>Research

4.) Continue work on maintaining those cars. Nothing more we can do at the moment, but hearts go out to the Americans, eh. (4/8)

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c3d393 No.13738

File: 1447141114214.jpg (180.82 KB,800x511,800:511,bilde.jpg)

>>13730

3.) Spend 15 additonal currency to make sure Operation Don't Starve is successful: the Americans are our best ticket out of this mess, for only they probably know all the ins and outs of the high tech stuff of theirs!

[Fort Francis]

>Lore, eh? >>12984 (You) (You)

Population: [11.5] [+1.6/turn]

Food: [Above Average]

Raw Currency: [17] [+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]; Motorized Canadian Militia [x6][Mot]; 1 LAV-25 [x3][Mech]

Resources/Quantity: [Fuel:5];[Ammo:5.8][+.2/turn][Small Arms:2][Mooses:2.4, Consolidate][+.2/turn][Electricity: 3.6][+.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]

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.

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c3d393 No.13743

Dice rollRolled 79, 28 = 107 (2d100)

Elwayans:

Courtier of NFC

1.2. North dakota was famous for oil rigs once upon a time. Start searching up north for any that are still functional or can be reasonably repaired. If it is in unclaimed territory so be it we can expand to claim it afterwards.

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c3d393 No.13748

Dice rollRolled 25, 16, 26, 34, 6, 46, 33, 91 = 277 (8d100)

>>13522

[Wasteland News Network]

Population: [7] [+1/turn]

Food: [Stable]

Raw Currency: [15] [+5/turn]

Legitimacy: [Stable]

Culture: [8]

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]

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 America, it's K-9 with the Wasteland News Network, Bringing all the news you need, since the Bombs dropped. A public service announcement, ever since the bombs dropped there have been spots with high radiation, so make sure you have a Radiation counter handy when you go out there, and always, ALWAYS check your water for radiation before drinking it, nothing worse than waking up the next morning with an extra head growing out of your side because you got lazy.

And now, some music

https://www.youtube.com/watch?v=Or8j2cSqn2k

2.3. While we try to be friendly to everyone, I'm not gonna put it past some raiders to decide we're an easy target, set up some guard towers to keep a sharp eye out.

4.5.6. Use the radio equipment we got and boost the power of our radio antenna

Research

7.8. Oh come on guys, it's just a few raiders, you can handle them, we need to be current on our news Reporting 1/10

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c3d393 No.13749

Dice rollRolled 80, 95, 65, 54, 58, 23, 18, 44 = 437 (8d100)

>>13522

[Wasteland News Network]

Population: [7] [+1/turn]

Food: [Stable]

Raw Currency: [15] [+5/turn]

Legitimacy: [Stable]

Culture: [8]

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]

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).

1.2. Hello again America, it's K-9 with the Wasteland News Network, Bringing all the news you need, since the Bombs dropped. A public service announcement, ever since the bombs dropped there have been spots with high radiation, so make sure you have a Radiation counter handy when you go out there, and always, ALWAYS check your water for radiation before drinking it, nothing worse than waking up the next morning with an extra head growing out of your side because you got lazy.

And now, some music

https://www.youtube.com/watch?v=Or8j2cSqn2k

3.4. While we try to be friendly to everyone, I'm not gonna put it past some raiders to decide we're an easy target, set up some guard towers to keep a sharp eye out.

5.6. Use the radio equipment we got and boost the power of our radio antenna

Research

7.8. Oh come on guys, it's just a few raiders, you can handle them, we need to be current on our news Reporting 1/10

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c3d393 No.13755

>>13716

>>13717

>Gonna spend 5 coins on that third roll

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c3d393 No.13766

Dice rollRolled 3 (1d3)

Name: True Camelot

Race: Humans

Color: Red w/white trim

Fluff:

In the aftermath of the third Great War, and the decimation of the world, those who could not afford Vaults were either killed by the bombs or survived in inferior bomb shelters or on the surface, becoming horrifically mutated and irradiated. Those who were lucky enough to be in Vault 209 would find they had access to a long term VR entertainment simulation, to wait out until the all clear signal was given to Vault Dwellers. This interlinked multiplayer system featured an MMO, in particular, a stylized version of the the Legends of King Mordred. The group was entranced by the immersion, after many years of gameplay truly believed themselves to be the brave, heroic knights saving their kingdom from the ever encroaching evils of the world, and of Mordred, their kind and just King. The game featured some new interpretations, such as Knights being able to recognize the change in warfare. Not with swords and horses, but with guns and motorcycles did they ride in bullet proof armors.

Their time spent in such long sessions on the simulation has addled their senses of reality somewhat. When they left the simulation pods, they did not take of the HUD goggles that almost every individual man or child wear, which they use for everything from counting the "points" they've earned after killing monsters and evil, bartering goods and services for digital coin, about the "enemies' stats" and how many points in "karma" a good or evil action would bring.

Having had to leave their vault, they took the lessons they learned to heart, and created an overworld society based on the Camelot of the video game. Preparing and fortifying, the Knights of True Camelot stand ready to bring justice to the world world, and bravely lend a aid to all who need it!

Government type: Monarchy

Economy type: Digital HUDCurrency

Religion: None

[True Camelot]

Population: [17.2] [+2/turn]

Food: [Stable]

Raw Currency: [14.6] [+1.8/turn]

Legitimacy: [Very Good]

Culture: [3]

Industry: [3]

Unique Buildings: "The White Castle" of True Camelot, [Circle of L33t],

Defenses: Concrete Walls [Small]

Military Units: 4 Newbie Knights [.5x]; 2 player name minivans [.5x][Quick]

Resources/Quantity: [Fuel:2.5];[Ammo:4][Small Arms:4][Scrap:1] [ Ruined Bikes:4] [Heavy Weapons: 4.2+.1/turn]

[Corn: .6 +(.2/turn)]

Technology: [Tools II][Militia I][Computers I][Mechanics II] [Vehicles I], [[Training/Reorganization I], [Training/'Quests' I], [Biofuels I], [Diplomacy I], [Communications I], [Drill II]

(Expansion2: 5/10)

Trade Routes:

>Trade route slot

Territory: [12]

Bonuses:

1. Make Numbers Go Up: Generally you understand technology pretty well from the many many years in the pod and long-winded debates on IRC. You may re-roll technological research once if the first roll is below 50.

2. Organized: You are generally better organized after many many years of working within vertical hierarchies. You ignore bad movement rolls that would otherwise penalize combat. You can also reorganize units without expending an action.

Eccentricities:

Miami 7/20

Power Research 4/8

Rolling for expansion resources

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c3d393 No.13788

File: 1447204415264.png (34.48 KB,224x190,112:95,Steel_Jaw.PNG)

Dice rollRolled 6, 63, 97, 11 = 177 (4d100)

[Mobile Tsardom of Anchorage]

Population: [8.4] [+.7/turn]

Food: [Low]

Raw Currency: [20] [+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:2.4+.2/turn][Small Arms:3.2+.1/turn][Ammo:9][Fuel:13.4+.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]

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.

>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:

1/2/3. - The Tsar himself has devised a new plan in order to simplify gathering of resource! Like bear, city shall have set of big metal jaws in order to chomp down on puny American settlements for metal, brick, concrete, and other resources to be processed and melted down in great internal factory. All unused metal shall go towards production of iron teeth!

>Research:

4. - General Winter harsh man; nothing we are not already accustomed to. Divert some internal heating to insure green-housing of proper temperature, until time comes in which we may leave blasted wasteland. (4/8)

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c3d393 No.13799

Dice rollRolled 48, 97, 65, 10 = 220 (4d100)

>>13766

1. Continue the great crusade to liberate Miami

Miama 7/20

2. Fix up the ruined bikes, and convert our knights into cavalry units, so that all knights from now on are cavalry units.

3. Set up a trade route to the Rhinestone Cowboys.

[Research]

Keep working on the Ethanol Research

Power Research 4/8

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c3d393 No.13805

[NWO]

1. Your unit moved. (Minor disadvantage)

2. You manage to scrounge some fuel – a reasonable amount, in fact. (Add fuel: 5)(Add technology: [Scavenging I])

3. You try to train some of the crows. They're not terribly hard to train so long as you keep them fed. More work is needed, though. (Training 1/2)

4. You start working on statecraft. (Statecraft 6/8)

[Deliverance]

1. The expansion moves forward without much issue. Fuel usage is minimized. (8/10)

2. You reorganized your units:

Merge: 3 Gun Totin' Boyz [1x] to 1 Gun Totin' Boyz Company [4x]

Merge: 2 Bomma Boyz [x1][Sap] to 1 Bomma Boyz Platoon [1x]

3. You started on a garage. (Garage 2/6)

4. You finished up some basic refining research. It provides some basic fuel from your white-lightning stocks. Hyuck. (Add technology: [Refining I])(Add fuel:+.2/turn)

[Rhinestone]

1. You finish up the school. It's really quite nice. (add player's name choice unique building)(+2 culture; add technology: [Animal Husbandry I])

2. You expand somewhat. (Expansion 2/10)

3. The cathedral is done! (add player's name choice unique building)(+2 culture)

4. You finished up the communications research. (Add technology: [Communications I])

[Bellamos]

1. You start working on the rig. It's pretty big. (The Rig/???)

2. The expansion completes! (Add 6 hex:+.6/pop/cur/turn; roll 1d3)

3. The stop is a good idea but there are some leaky gasoline cans you need to replace. They were about to explode, whew. (-10 currency)

4.You start working on food production. It will probably be hydroponic in nature for certain reasons that relate to films the boys watch. (Hydroponics research: 7/8)

[Cult'o'Coke]

1. The sitting government of Detroit responds. Apparently a citywide AI named OPPENHEIMER administrates the entire area under a state of martial law, but you are able to make contact with the smaller gangs that operate on the outskirts. They agree, nominally, but they want money and only have fuel and scrap. Seeing a need for a trading outpost, you hastily make one. [unlock trade route slot] Add Trade Route: [Iron Detroit; Small: -2 currency/turn +.4/fuel/turn;+1 Scrap/turn]

2. You continue with the coke-bombs. (Chemical Weapons 10/12)

3. You finished the trading depot. (Add player's name unique building - trade depot]

4. You increased your knowledge of power systems. You could probably rig up a simple coal-based electrical grid, now. (revise technology: Power to [II]

[MPD]

1) You “encourage” the farmers to “work harder”. (Add technology: [Farming I])(set food to: Above Average)

2) You don't have quite the tooling to work on such a project, so you try to rig up some simpler windmills. (Windmills: 3/8)

3) You finish the facility. It's nice, and I'm not just saying that because you're gonna torture me. (Add unique building – player's name choice facility)(Add technology: [Indoctrination I])

[Research] You manage to finish the new chemically-based weapon. It works on large groups of hippies, criminals, deadbeats, and hobos. (Add technology: [Chemical Weapons I])

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c3d393 No.13806

[Infected]

1. The expansion of the node continues. (Research Node 8/10)

2. The infected now seem more resistant to most typical chemical attacks. (Add technology: [Resistance I])

3. There is some flooding that stops the excavation. (4/6)

[Research] Some of the infected try to ingest the fuel and otherwise tamper with it. This will likely result in some new forms of attack for the infected. (Chemical Bladders 8/10)

[Brotherhood]

TURN ONE

1. You finished your advancement with night vision. (Add technology: [Nightvision I])

2. You add another mutation. (Add technology: [Fangs I])

TURN TWO

You expand to the east. (Add 4 hex, +.4/pop/cur/turn; roll 1d3)

TURN THREE

You manage to find a iron mine. It produces iron in some quantity, but it's not refined really… (Add resource: [Iron:2+.2/turn])

TURN FOUR

You add some basic traps around the capital. (Add defense: Traps [Basic])

FINAL TURN

You mange to find some basic horses, but they're not breeding very fast. (Add resource: Horses:3+.1/turn)(Add technology: [Scavenging I])

[Flock]

1:You start working on some additional traps around the capital. There's too much space to cover otherwise, but it turns out amazing. (Add defenses: Traps [Lots])(Add technology: Fortifications II)

2: The graboids are proving exceedingly complicated to use as mounts… (1/???)

3:The expansion moves forward. It's nearly done. Expansion: 9/10

4:You paint a good deal of very nice murals. (Add unique player building, player's name choice)(Add technology: [Culture I](+2 culture)

[Elwayans]

You gained the following things from expansion: [Steel:5+.1/turn][Corn:5+.5/turn)

1.2.: You manage to find a small oil derrick. (Add fuel:4+.3/turn)

[Commune]

1. The unit is caught in a nasty firefight. (lose 1 ammo)

2. The expansion northwest continues and is nearly completed. [8/10]

3. You start working on the upgrades but it meets with some uneven progress. More effort is required.

[Research] You start working on distillling and fermentation. (Ferm/Distillations 4/8)

[TARME]

1.You expanded your nation some more! (Add 4 hex, +.4/pop/cur/turn; roll 1d3)

2. It uses your existing fuel stocks, but the generators are online. They seem to run extremely efficiently for some reason… (add resource: Electricity:4+.5/turn)

3. The initial fabrication runs prove to be ineffective and the initial units are suitable only for spotting.

4.The research is extremely complicated, but OAS tries to give you a brief understanding of stratospheric flight generally. (High Altitude Drones 4/???

5.TARME doesn't feel very good today and doesn't want to expand very much. (No expansion for 2 turns)

[Clankers]

>>Revise ammunition to +.3/turn

1) The generator construction is nearly completed. (Generators 7/8)

2) The first few units off the line aren't spaced quite right and need to go back in for refit.

3) You start expanding to the west. (Expansion 6/10)

[Research] While interesting, you find that you are going to need to get a grounding in mechanics first in order to develop such things. (Mechanics 4/8)

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c3d393 No.13807

[Tribes]

1. You start working on cavalry weapons. (research 5/10)

2. You start working on a forge. (Forge: 3/6)

3. The expansion stalls after attacks from death-crows.

[Research] The research on medical plants doesn't really go very well.

[USA2]

>>You are receiving some aid from the Canadians. How embarassing.

>>set food to: Wobbly

1. You aren't able to find any evidence behind the plot. The money doesn't help.

2. It turns catastrophic – the speaker of the house and several senators try to assert control. The end result is prolonged infighting and factionalization of the government as troops try to pick sides. (lose 3 pop)(Set legitimacy to: Factionalized; Chaotic)

3. The chaos in the capital seems to hinder any proper efforts to locate supplies. The money doesn't help.

4. The R&D lab manages to make some progress despite the total chaos. (Add technology: Counter-Espionage I)

[Francis]

1+2.) You try to help the stupid Americans. (add technology: [Civil Defense I])

3.) You sent some food but it's not very much. (-15 currency)

[Research] The mechanics research moves ahead, slowly. (6/8)

[WNN]

1. The radio transmission went out. (+1 culture)

2.3. You started to work on guard towers. (Guard Towers: 3/8)

4.5.6. You start tinkering with the equipment. (Communications: 6/12)

[Research] You complete the reporting research. It should give you a general knowledge of events within 16 hexes of you. (Add technology: [Reporting I])

[Tsardom]

1/2/3. - The research division has managed to finish what they call Movement-Consumption! It will provide resources every time the Anchorage moves or if it is near a resource-friendly area. (Add technology: [Anchorage Consumption I])

[Research] The research stalls after more storms crack the glass more. How annoying. (4/8)

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c3d393 No.13808

>>13766

[True Camelot]

>>You did not provide any actions.

>>You gained the following things from expansion: Ammo:+.2/turn; +.2/pop/turn; Ruined Bikes:2+.2/turn

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c3d393 No.13810

>>13799

[True Camelot catch up]

1. You continue to move through Miami. It's getting close to being completed. (12/20)

2. You upgraded your knights. (Revise 4 newbie knights to 4 player's name choice [x1][Mot][Quick] (set technology: Vehicles to [II]

3. You set up a basic trade route to the cowboys – but you don't have a trade depot, so you build that first. (Add unique building, trade depot, player's name choice)

4. The research on ethanol is, in a word, lackluster.

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c3d393 No.13811

>>13810

>IRC addendum. Already built the trade "port" some time ago.

>Red says to add trade route [Cowboys; Medium:+2 currency/turn; +2 industry]

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c3d393 No.13812

Dice rollRolled 51, 43, 79, 77 = 250 (4d100)

>>13805

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: [16] [+1.4/turn]

Food: [Low]

Raw Currency: [29][+7.8/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]

Defenses: Da Posses [Some]

Military Units:1 Gun Totin' Boyz Cumpanee [4x] 1 Brutha Kohort 4x4 [1x][Quick]; 2 Bomma Boyz Platoon [x2][Sap]

Resources/Quantity: [Fuel:5.2 +.2 a turn]];[Ammo:8][Small Arms:4][Scrapyard .4 scrap a turn][Scrap 1.8][4x4s:3][Ruined Trucks: 2.4:+.2/turn;][Electricity:4.4+.2/turn]

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

Trade Routes: [none initially]

Territory: [12](8/10)

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. "Almost dun spandin boyz,let's ride! WOO!"

(8/10)

2."Duh garage is still being worked un."

"PAw nose, he saedz hurries ups"

"K, LET"s hurries up's boys!"

(2/6)

3. "Paw sed make a stil"

"A wut"

"Wunna dem tings you use to make moonshine, cept paw wants it big, and away from anywhere it blow up if someun like bubba-joe sets it on fiah"

4. "Alright my sons it's time to study proper vehicle construction, repair and maintenance"

"Wut"

*aggrieved sigh* "How to fix and make your vroom-vrooms."

"OKAY, dat''ll be fun!"

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c3d393 No.13814

Dice rollRolled 54, 37, 81, 18 = 190 (4d100)

>>13805

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: [12.2] [+1.4/turn]

Food: [Average]

Raw Currency: [15] [+2/Turn]

Legitimacy: [Very Stable]

Culture: [5]

Industry: [2]

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/Turn (Generator) +.4/turn (Trade)];[Ammo:7][Small Arms:4] [Cocaine:17] [Spraypaint: 5, +.2/turn], [Heavy Weapons: 1] [Ruined Motorcycles: 2.4, +.2/turn], [Electricity: 4.2+ .2/turn]

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

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

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. Improve our Industry capacity– times are changing, we must begin to CHANGE with them!

Improve Industry. +15 Cocaine Bonus.

2. Continue manufacturing Cocaine Bombs. 10/12

3. With the new trade depot, attempt to establish a trade route with the >>13681 Rhinestone Cowboys; while we won't be joining their 'union' anytime soon, there's no reason we can't build up a PROFIT, right?

The Cult offers spraypaint and a limited supply of cocaine. This cocaine is cut (meaning it is traded away in small quantities) and comes with the warning that it must be used ONLY for medicinal or religious purposes. A crude pamphlet detailing proper religious practices and stressing the need for tight regulation and control is included.

In return we ask for currency and any chemical reagents there might be.

RESEARCH: Expand our knowledge of how to properly raise and rally Militias. There must be scriptures in the holy Cocaine Texts somewhere on the subject. Find them!

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c3d393 No.13816

>>13812

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: [16] [+1.4/turn]

Food: [Low]

Raw Currency: [29][+7.8/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]

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:5.2 +.2 a turn]];[Ammo:8][Small Arms:4][Scrapyard .4 scrap a turn][Scrap 1.8][4x4s:3][Ruined Trucks: 2.4:+.2/turn;][Electricity:4.4+.2/turn]

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

Trade Routes: [none initially]

Territory: [12](8/10)

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]

Revised and corrected stats

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c3d393 No.13818

Dice rollRolled 56, 63, 78, 45 = 242 (4d100)

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)

Government Type: Council of 7 [democratically elected]

Economy Type: Frontier Capitalism

Religion: the Cult of the Gun

>>>>>><<<<<<<

Population: (8) (+1/turn)

Food: (Low)

Raw Currency: (15) (+5/turn)

Legitimacy: (Stable)

Culture: (18)

Industry: (2)

Unique Buildings:

>><<

Country Music Hall of Fame [Council Chambers]

Cathedral of the Gun

Dragoon Riding School

>><<

Defenses: Rhinestone Patrols [Small]

Military Units: 4 Cowboy Dragoons [1x]

Resources/Quantity: [Ammo:5][Small Arms:5][Heavy Weapons:3][Horses:4.2+.2/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.

Actions:

1. Continue expanding, using Radio broadcasts to soothe people with country music, the Cult of the Gun's preaching, and [-2 Culture] to make things go smoother.

(Expansion 2/10)

2. Begin building a trade post, spending 5 Currency to incentivize workers.

3. Send riders. Round up any breed-able animals we can find! [Rawhide]

4. The Cult of the Gun works on writing great works about various arms and attachment, as well as cementing important rites and Holy Works. Next up–the Pious Practice of fire-arm mod acquisition.

[Research Religion II]

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c3d393 No.13823

>>13822

Raw Currency: (10)

Culture: (16)

Corrected statistics.

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c3d393 No.13824

File: 1447223122646-0.jpg (29.86 KB,613x419,613:419,CivilJusticeHomePageGraphi….jpg)

File: 1447223122646-1.jpeg (652.59 KB,3000x2002,1500:1001,homeland-security-jobs.jpeg)

Dice rollRolled 83, 51, 12, 92 = 238 (4d100)

>>13807

>Name:

The United State of America

>Race:

American

>Color:

White on Blue

>Fluff:

Everyone saw the End coming.

Well, everyone with access to the best kept secrets on the planet, at least.

So bunkers were dug, anti-missile weapons put in place, and contingencies made. But when the time finally came, most of the facilities across the nation were destroyed.

However, a handful of Senators and Congressmen, and a few thousand of their closet friends, relatives, political allies, and assorted personnel with enough warning time to make it arrived before things went up.

Centuries pass. Raised on the ideals of a dead nation, the dreams of the survivors, the speeches of a million politicians, and a whole lot of military technology, they returned to the surface with a gusto.

Of course, they've only Re-United the One state so far, but this Union isn't indivisible (WITH LIBERTY AND JUSTICE FOR ALL) for nothing!

God Bless the United State of America.

>Government Type:

American (Federal Constitutional Republic)

>Economy Type:

American (Mostly Free Market)

>Religion:

General Christianity, with a minor focus on how important God Given rights are and such

[USA2]

Population: [11.2] [+1.8/turn]

Food: [Wobbly]

Raw Currency: [9.2] [+7.8/turn]

Legitimacy: [Factionalized, Chaotic]

Culture: [3]

Industry: [1]

Unique Buildings: [The Grey House (damaged)]

Defenses: [None]

Military Units: 3 GI Infantrymen [2x] 2 Humvees [1.5x][Mot]

Resources/Quantity: [Ammo:5.4 +.2/turn][Concrete:6][Ruined Helicopters:2][Small Arms:5][Fuel:6][HMMVs:2][Steel: 5][Scrap: .5 .5/turn]

Technology:[Tools IV][Militias III][Mechanics II][Survival II][Biofuels I][Bureaucracy I][Culture I][Farming I]

Trade Routes: [0/1 Slots Available]

Territory: 12

Bonuses:

1. This Is America: You may re-roll actions that are economically focused once if the roll is below 50 (once).

2. Modernist Metanarrative: You've still got a good handle on the scientific method. You can re-roll research of any sort once every other turn if the roll is below 50 (once)(used up?).

Eccentricity:

1. Didn't You Morons Ruin Everything?: Generally, the other nations aren't terribly pleased to see you. Period.

>1/2 Checks and Balances

There appears to be a bit of a dispute over who should be in charge.

Fortunately, there's a court for determining issues of this magnitude.

You know, the Supreme Court. The one that has the final say in Constitutional matters?A

Let's see what they have to say about who should be in charge.

>3 Such a lust for Terrorism

WHOOOOOOOOOOOOOOOOOOO did this.

Find out what kind of incendiaries were used, who had access to the Grey House, where the resources to make such devices are readily found, were there any mysterious visitors in the Capital, the sorts of information one needs in an investigation.

WE WILL FIND THOSE RESPONSIBLE.

>RESEARCH: Homeland Security

Whoever did this… we have no reason to believe they won't attack again.

We need more advanced techniques, better security measures, effective ways of rooting out the enemies of Freedom.

[More Counter-Espionage]

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c3d393 No.13825

also

[Horses:4.4]

so corrected stats are

Population: (8) (+1/turn)

Food: (Low)

Raw Currency: (10) (+5/turn)

Legitimacy: (Stable)

Culture: (16)

Industry: (2)

Unique Buildings:

>><<

Country Music Hall of Fame [Council Chambers]

Cathedral of the Gun

Dragoon Riding School

>><<

Defenses: Rhinestone Patrols [Small]

Military Units: 4 Cowboy Dragoons [1x]

Resources/Quantity: [Ammo:5][Small Arms:5][Heavy Weapons:3][Horses:4.4+.2/turn]

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

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c3d393 No.13826

File: 1447225649360.jpg (68.24 KB,700x234,350:117,5-cmbg-m-cropped.jpg)

Dice rollRolled 100, 19, 65, 85 = 269 (4d100)

>>13807

[Fort Francis]

>Lore, eh? >>12984

Population: [13.1] [+1.6/turn]

Food: [Above Average]

Raw Currency: [7] [+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]; 1 Motorized Canadian Militia [x6][Mot]; 1 LAV-25 [x3][Mech]

Resources/Quantity: [Fuel:5];[Ammo:6][+.2/turn][Small Arms:2][Mooses:2.6, Consolidate][+.2/turn][Electricity: 3.8][+.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]

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.) Consolidate the LAV and motorized militia into a single mechanized infantry unit, having the soldiers in the LAV train the militia in proper maneuvers to support one another.

2.) Afterward, send the Mechanized Infantry unit to ensure some level of peace keeping as the US government attempts to repair itself, as well as defend against those who would use its moment of vulnerability to stage an offensive. That's no good, eh.

3.) Train up more militia to guard the Canadian borders so nobody gets any funny thoughts on our part either. The hordes now have purpose to take arms!

>Research:

4.) Give our boys in toys a final tuneup before sending them off, showing our mechanical knowledge at work! (6/8)

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c3d393 No.13827

File: 1447225834354.jpg (23.39 KB,220x310,22:31,220px-Mountiesvsinvaders.JPG)

>>13826

2.) CANADAAAAAA! Spend our last 7 currency to ensure our heroes make it to the Capital! The maple runs strong through our veins!

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c3d393 No.13828

Dice rollRolled 35, 39, 79, 9 = 162 (4d100)

1. Your fungal node grows and with it you can feel your mind expand. (8/10)

2. Expand. You can sense new beings on the horizon and they must be yours.

3. Expand our stone excavation efforts. Several of our giant insects can already chew through rock, use them to make a proper quarry out of the deposits we have located. (4/6)

4. RESEARCH : You have acquired two new types of resources. The first is bears. The second is fuel. Bears you can use. But you have little need of fuel for its primary purpose of moving vehicles, however fuel is often flammable. See if you can't research a way to make your units spit fire given fuel. It will take some work to wire the appropriate organs and things. Need a sac, some sorta pump (maybe revising the heart or lungs?) and a spark. That bit is a bit tricky, but if nothing else you can always just use flint and stone. (8/10)

http://pastebin.com/Fyjjg3Sa

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c3d393 No.13829

>>13824

Forgot to update the parts of my stats that go up instead of blown up

>Pop: 13

>Currency: 17

>Ammo: 5.8

>Scrap: 1.5

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c3d393 No.13832

Dice rollRolled 2, 58, 33, 36 = 129 (4d100)

>>13805

Goddamnit. Alright, lets try this again.

1. Continue work on The War Rig! (The Rig/???)

2. Start trying to incorporate the ruins of Denver into our fold if it's not already. I'm sure doing so will give us plenty of help.

3. Boys. We need a bullet farm. GO GET IT DONE. Don't blow the goddamn engines this time. (Buff this attempt with another 5 currency)

Research: Hydroponics works great given we have an income on water. Continue this research, my Priests Mechanic.

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: [18.4] [+2.2/turn]

Food: [Low]

Raw Currency: [28] [+5.6/turn]

Legitimacy: [Average]

Culture: [7]

Industry: [3]

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:4];[Small Arms:3];[Broken Vehicles:3];[Fuel:7.0][+.5/turn];[Volkswagons:2];[Electricity:3.8][+.2/turn][-.1/turn fuel];[Ruined Vehicles:2.6][+.2/turn];[LAV:2];[Scrap:1.5][+.5/turn];[Water:7][+1/turn]

Technology:[Tools II][Militias II][Mechanics III][Vehicles II][Industry I][Power I][Refining I][Raiding I][Hydrology I][Religion I][Scavenging 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.13833

Dice rollRolled 1 (1d3)

>>13832

Also, expansion roll

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c3d393 No.13834

Dice rollRolled 39, 67, 83, 47 + 3 = 239 (4d100)

>>13806

>Name:The Flock

>Race: Human Tribals

>Color: Brown if it's left anything if not

>>>Fluff: Origniating from the Great Basin of Nevada, the flock are a group of tribals who created a heriarchy by sending their people on vision quests to find which spirit bird they belong under. The classfications being, Eagles the warriors of the tribe, Falcons the scouts, vultures the Seers and oracles, Seagulls the chefs and bankers, Magpies the scavengers, Crows the Sages, and Finches the worker birds. Led by a wise and dutiful Crow, the flock make their home in the deserts of the nevada, acting as scouts and guides for any traverlers who stumble into their lands. But as resources draw fewer and their rivals begin to stir, will the flock be able to keep their ways of neutrality in the region?

>>>>Government Type: Tribal Council with one Cheiftain

>>>>Economy Type: Nomadic Hunter Gathers

>>>>Religion [if any]: Belief in bird spirits

>>>>[Flock]

>>>>Population: [8] [+1/turn]

>>>>Food: [Good]

>>>>Raw Currency: [16] [+3/turn]

>>>>Legitimacy: [Good]

>>>>Culture: [9]

>>>>Industry: [2]

>>>>Unique Buildings: Council Hut

>>>>Defenses: Flock Guards [Small]

>>>>Military Units: Falcon Scouting Party, Eagle Horsemen

>>>>Resources/Quantity: [Ammo:5][Small Arms:2][Horses:2] Small Arms/Ammo to +.2/turn for 6 turns), [Water:3+.2/turn])

>>>>Technology:[Tools II][Militias I][Calvary I], [Small Arms I], [Navigation I]) [Warcries II])

>>>>Trade Routes: [none initially]

>>>>Territory: 4

>>>>Bonuses: 1. Spiritual: Generally, it's much easier for you to raise your culture. You may re-roll actions that you take to raise culture once.

2. Generally Modest: Your people are well balanced and benefit from this. You get +3 to all rolls – this will not help you avoid critical failures, though.

1:Continue working on setting traps to the west of our tribe. 1/???

2:Continue training mounted graboids 1/???

3: Have our falcons capture ACTUAL falcons in order to train them to carry messages between the tribe.

4:Finish on expansion 9/10

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c3d393 No.13836

Dice rollRolled 50, 50, 34, 69 = 203 (4d100)

>>13806

[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: [15.3] [+1.9/turn]

Food: [Burgeoning]

Raw Currency: [14.4] [+1.8/turn]

Legitimacy: [Very Good]

Culture: [6]

Industry: [5]

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

Defenses: Booby Traps [Some]

Military Units: 4x Raider Bands [.5x], 2x Ecomobiles [1x]

Resources/Quantity: [Fuel:4];[Weed:4+.5/turn][Ammo:4.2+.2/turn][Heavy Arms:3][Small Arms:2][Scrap:3.6,+.2/turn][Electronics:3][Solar Drones 4.2+.2/turn][Electricity:5.4,+.4/turn][Prius:2][Ruined Cars:3.2+.2/turn]

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

Trade Routes: [none initially]

Territory: [12]

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:

- Northwest Expansion: 8/10

- Research: Ferm/Distillations 4/8)

-

—–

1. Expansion to SEATTLE! With the Twins and Driver [1 Ecomobile, 2 Raider Bands] [0/?]

2. North-Western Expansion! With Harv and Ol' Johnny [8/10]

3. Upgrade 2x Raider Bands with Heavy Arms and additional Small Arms. Betty White to Supervise. [0/?]

[Research]: Fermentation [The art of turning juices into boozes], with Mister Borlaug [4/8]

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c3d393 No.13837

Dice rollRolled 66, 98, 7, 59 = 230 (4d100)

>>13806

[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: [15.3] [+1.9/turn]

Food: [Burgeoning]

Raw Currency: [14.4] [+1.8/turn]

Legitimacy: [Very Good]

Culture: [6]

Industry: [5]

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

Defenses: Booby Traps [Some]

Military Units: 4x Raider Bands [.5x], 2x Ecomobiles [1x]

Resources/Quantity: [Fuel:4];[Weed:4+.5/turn][Ammo:4.2+.2/turn][Heavy Arms:3][Small Arms:2][Scrap:3.6,+.2/turn][Electronics:3][Solar Drones 4.2+.2/turn][Electricity:5.4,+.4/turn][Prius:2][Ruined Cars:3.2+.2/turn]

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

Trade Routes: [none initially]

Territory: [12]

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:

- Northwest Expansion: 8/10

- Research: Ferm/Distillations 4/8)

-

—–

1. Expansion to SEATTLE! With the Twins and Driver [1 Ecomobile, 2 Raider Bands] [0/?]

2. North-Western Expansion! With Harv and Ol' Johnny [8/10]

3. Upgrade 2x Raider Bands with Heavy Arms and additional Small Arms. Betty White to Supervise. [0/?]

[Research]: Fermentation [The art of turning juices into boozes], with Mister Borlaug [4/8]

try 2

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c3d393 No.13842

Dice rollRolled 50, 12, 76, 11 = 149 (4d100)

Teeesting [posting issue]

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c3d393 No.13846

Name: True Camelot

Race: Humans

Color: Red w/white trim

Fluff:

In the aftermath of the third Great War, and the decimation of the world, those who could not afford Vaults were either killed by the bombs or survived in inferior bomb shelters or on the surface, becoming horrifically mutated and irradiated. Those who were lucky enough to be in Vault 209 would find they had access to a long term VR entertainment simulation, to wait out until the all clear signal was given to Vault Dwellers. This interlinked multiplayer system featured an MMO, in particular, a stylized version of the the Legends of King Mordred. The group was entranced by the immersion, after many years of gameplay truly believed themselves to be the brave, heroic knights saving their kingdom from the ever encroaching evils of the world, and of Mordred, their kind and just King. The game featured some new interpretations, such as Knights being able to recognize the change in warfare. Not with swords and horses, but with guns and motorcycles did they ride in bullet proof armors.

Their time spent in such long sessions on the simulation has addled their senses of reality somewhat. When they left the simulation pods, they did not take of the HUD goggles that almost every individual man or child wear, which they use for everything from counting the "points" they've earned after killing monsters and evil, bartering goods and services for digital coin, about the "enemies' stats" and how many points in "karma" a good or evil action would bring.

Having had to leave their vault, they took the lessons they learned to heart, and created an overworld society based on the Camelot of the video game. Preparing and fortifying, the Knights of True Camelot stand ready to bring justice to the world world, and bravely lend a aid to all who need it!

Government type: Monarchy

Economy type: Digital HUDCurrency

Religion: None

[True Camelot]

Population: [19.4] [+2.2/turn]

Food: [Stable]

Raw Currency: [18.4] [+3.8/turn]

Legitimacy: [Very Good]

Culture: [3]

Industry: [5]

Unique Buildings: "The White Castle" of True Camelot, [Circle of L33t], [The Great Caravanserai (Trade Depot)]

Defenses: Concrete Walls [Small]

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

Resources/Quantity: [Fuel:2.5];[Ammo:4.2 +.2 pt][Small Arms:4][Scrap:1] [ Ruined Bikes:6 .2 pt] [Heavy Weapons: 4.2+.1/turn]

[Corn: .6 +(.2/turn)]

Technology: [Tools II][Militia I][Computers I][Mechanics II] [Vehicles II], [[Training/Reorganization I], [Training/'Quests' I], [Biofuels I], [Diplomacy I], [Communications I], [Drill II]

Trade Routes:

trade route [Cowboys; Medium:+2 currency/turn; +2 industry]

Territory: [12]

Bonuses:

1. Make Numbers Go Up: Generally you understand technology pretty well from the many many years in the pod and long-winded debates on IRC. You may re-roll technological research once if the first roll is below 50.

2. Organized: You are generally better organized after many many years of working within vertical hierarchies. You ignore bad movement rolls that would otherwise penalize combat. You can also reorganize units without expending an action.

Eccentricities:

Miami 12/20

Power Research 4/8

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c3d393 No.13847

Dice rollRolled 22, 72, 28, 66 = 188 (4d100)

>>13846

1. Our crusade into the lost city shall continue forthwith and without delay!

Miami 12/20

2. Expansion is vital to ensure we are fully capable of securing a state of peace and order to as many people as we can, for we are not content to simply stand idle while this world is one of violence and danger.

3. We shall need to make our own Mount Stable, or in the layman's terms, a "Vehicle Garage" from which we can more easily construct yet more mounts for our knights.

4. [Research]

We shall not surrender in our quest for corn byproduce fuel! 4/8

5. Eccentricity -

Reorganize - 4 Level 1 Knights [1x] [Mot][Quick]; 2 player name minivans [.5x][Quick]

[[Training/Reorganization I]

Into a group of [Riders of Camelot]

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c3d393 No.13848

>>13847

Let's spend 10 cash to grease the wheels of Miami liberation.

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c3d393 No.13849

Dice rollRolled 2 (1d3)

>>13806

Expansion roll!

[Meta: forgot to update territory after 2nd expansion. This will be the 3rd, bringing territories to 16.]

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c3d393 No.13852

Dice rollRolled 4, 42, 74, 3 = 123 (4d100)

>>13806

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: [8] [+1/turn]

“Food”: [Stable]

Raw Currency: [15] [+5/turn]

Legitimacy: [Very Good]

Culture: [1]

Industry: [5]

Unique Buildings: [Steelbody Industrial Center]

Defenses: Mech Emplacements(small)

Military Units: 2[Juggernaut Battalions]

Resources/Quantity: [Fuel:6];[Ammo:5.3+.3per turn][Small Arms:2][Scrap:3]

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

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 the generators! Soon the Steelbody factory will be able to function at full power! And we'll finally get to watch movies again!

2) Refit and rebuild the hybrid mechs, so that our scouting efforts are carried out quicker and more efficiently. Perhaps if we raise the suspension a bit so it can handle rougher terrain without transforming into legged mode.

3) Utilizing the hybrid mechs as they come off the line, keep expanding in the westward direction.

>Research

Continue our research into Mechanics, trying to model the power armor frames off the mechs. By adding a long spring that functions as an artificial Achilles' tendon(like poweriser stilts), each step will propel the suit much farther than by normal legs and motors.

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c3d393 No.13853

Dice rollRolled 28, 16, 52, 22 = 118 (4d100)

>>13806

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: [8] [+1/turn]

“Food”: [Stable]

Raw Currency: [15] [+5/turn]

Legitimacy: [Very Good]

Culture: [1]

Industry: [5]

Unique Buildings: [Steelbody Industrial Center]

Defenses: Mech Emplacements(small)

Military Units: 2[Juggernaut Battalions]

Resources/Quantity: [Fuel:6];[Ammo:5.3+.3per turn][Small Arms:2][Scrap:3]

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

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 the generators! Soon the Steelbody factory will be able to function at full power! And we'll finally get to watch movies again!

2) Refit and rebuild the hybrid mechs, so that our scouting efforts are carried out quicker and more efficiently. Perhaps if we raise the suspension a bit so it can handle rougher terrain without transforming into legged mode.

3) Utilizing the hybrid mechs as they come off the line, keep expanding in the westward direction.

>Research

Continue our research into Mechanics, trying to model the power armor frames off the mechs. By adding a long spring that functions as an artificial Achilles' tendon(like poweriser stilts), each step will propel the suit much farther than by normal legs and motors.

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c3d393 No.13854

Dice rollRolled 93 (1d100)

>>13853

Rerolling the generator roll

Jesus, these rolls

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c3d393 No.13855

Dice rollRolled 89 (1d100)

>>13853

Rerolling the generator roll

Jesus, these rolls

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c3d393 No.13856

Dice rollRolled 3 (1d3)

>>13692

>>13806

[Lore here]

>>13008

[Name: Brotherhood of Rags ]

Population: [15.0] [+1.8/turn]

Food: [Average]

Raw Currency: [24.8] [+5.8/turn]

Legitimacy: [Good]

Culture: [3]

Industry: [2]

Unique Buildings: [The Council room]

Defenses: Rag Patrols [Small], Traps [Basic]

Military Units: 4 Beast Militia [1x];

Resources/Quantity: [Fuel:3][Small Arms:2][Ammo:1] [Coal:5.6+.1/turn][Stone:10+1/turn][Scrap:5][Small Arms:5.2+.2/turn][Iron:2+.2/turn][Horses:3+.1/turn]

Technology:[Tools II][Militias II][Mutations II] [Guerrilla Warfare I][Farming I] [Nightvision I][Fangs I] [Scavenging I]

Trade Routes: [none initially]

Territory: 4

Bonuses:

1. Bloody-Minded: You generally don't everyone. You get a +1 to combat rolls with infantry, but not with vehicles or other equipment.

2. Mutagenic: Your species has an eccentric genome. As such, it may develop quickly. Re-roll research pertaining to genetics once if a roll is below 50.

Eccentricities:

1.Insular: You do not like to talk to human beings very much, generally.

Turn plus make up.

First 1d3 for territory, actions next post.

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c3d393 No.13857

Dice rollRolled 100 (1d100)

>>13853

Rerolling the generator

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c3d393 No.13858

Dice rollRolled 30 (1d100)

Redoing the generator

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c3d393 No.13859

Dice rollRolled 14 (1d100)

>>13853

Redoing the generator

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c3d393 No.13860

Dice rollRolled 99 (1d100)

>>13853

Rerolling the generator

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c3d393 No.13861

Dice rollRolled 65 (1d100)

>>13852

Sooty bout double post, redoing generator

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c3d393 No.13862

Dice rollRolled 12, 76, 17, 29 = 134 (4d100)

>>13849

Name: TARME Program

Race: Fragmented AI in Drones

Color: Red on Orange

Fluffy Stuff: http://pastebin.com/WmFP2zJe

Population: [16.4] [+2.6/turn]

“Food”:

[Steel: 7.4] [-.8/turn]

Raw Currency: [39.4] [+6.2/turn][Dollar Credits]

Legitimacy: [Very Good]

Culture: [1]

Industry: [4]

Unique Buildings: [TARME R&D Lab]

Defenses: Facility Defenses [Small]

Military Units:

5 SAR robot swarms [.5x][Quick]

1 QAS drone [3x][Stealth]

>Resources/Quantity:

[Fuel: 7.4] [+.2/turn]

[Scrap: 2] [+.2/turn]

[Copper: 4.2] [+.2/turn]

[Sheet Metal: 3] [+.2/turn]

[Electricity: 4.5] [+.5/turn]

Technology: [Tools III][Cybernetics I][Scouting II][Medical I][Power II][Communications I][Scavenging I][Mechanical I][Combat Drones I][High-Altitude Drones I]

Trade Routes: [none initially]

Territory: [16]

Bonuses:

1. Swarm Robotics: All of of your units are flying unless otherwise noted. Their range is still limited initially, however.

2. Cybernetic: You do not require food in the fashion of other nations – you are also resistant to many forms of attack (such as small arms) as well as fear. On the downside, you require metals (such as iron) to reproduce and you lose -1 stock every turn. If you run out of stock your population doesn't expand.

Eccentricities:

1. Unstable: TARME's primary database has left eccentricities in many drone subroutines. Roll 1d100 every 3 rounds to determine the level of eccentricity present. This might have a variety of effects.

2. Expansion Routine Reboot: TARME can not expand for 2 turns.

1.

With the wind-powered generators running at unexpected output, TARME attempts to restore power to servers and processors long since shut down to conserve dwindling power.

[Increase processing power. This could be fun!]

2.

TARME notes reports of a potential collection of survivors North of its secured zones. A swarm of drones is sent to attempt to contact any survivors, and if possible establish mutual cooperation! TARME can offer some medical assistance, as a gesture of good will.

[Diplomacy toward Town]

3.

TARME requires additional communications ability. Drones are tasked with upgrading the range of communications, using the data from the QAS drone's repair pdf file.

[Upgrade radio!]

4.

TARME continues to apply itself to understanding the data from the QAS drone. Information is vital to TARME's mission objectives!

[High Altitude Drones 4/???]

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c3d393 No.13863

Dice rollRolled 53 (1d100)

Generator redo

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c3d393 No.13864

Dice rollRolled 98 (1d100)

>>13852

Redoing generator roll

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c3d393 No.13865

Dice rollRolled 7 (1d100)

>>13852

Redoing generator roll

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c3d393 No.13866

Dice rollRolled 40 (1d100)

>>13852

Redoing generator roll

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c3d393 No.13867

Dice rollRolled 60 (1d100)

>>13852

Redoing generator

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c3d393 No.13868

Dice rollRolled 82 (1d100)

>>13852

Rerolling that 3

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c3d393 No.13870

Dice rollRolled 84, 48, 75, 19, 61, 29, 12, 40 = 368 (8d100)

>>13856

I'll try to keep up more often in order to avoid these 'super turns'

Missed turn

1-2) These fangs and claws need to be more terrifying when unleashed [Mutate Fangs II]

3) A horse breeding program is introduced, as suggested from the Mongolian leader

4) Beast people start constructing a blast furnace to refine the iron, 10 currency is placed into the project [Blast furnace]

Current Turn

5-7) A military program is introduced, Beastmen whom join train for half a year in combat before joining the military, service would bring honor and wealth to their name and the brotherhood.

8)Send a diplomat up north. [If this doesn't require a roll, expand]

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c3d393 No.13871

Dice rollRolled 97, 37, 59, 17 = 210 (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.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.

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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.

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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.

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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

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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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