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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 1460387220857.png (460.67 KB,1378x832,53:32,RIMWORLD NOW MOTHERFUCKERS.png)

19097e No.26435 [View All]

You wake up from cryosleep to the sound of alarms blaring. Despite the cryosickness you suffer from, you manage to make your way to the escape pods and jettison yourself towards the planet below. You will have to work together with the other survivors in order to survive.

Name: (Your characters name.)

Desc: (Your characters physical description.)

Fluff: (Your characters backstory. Who are they? Where did they come from?)

Homeworld Type: (Is your character from a caveworld, with its surface uninhabitable? A medieval world, with knights, peasants and lords? An urbworld, with massive, planetspanning cities? A glitterworld, where only the richest may reside?)

=:: PASSENGER LOG: DO NOT ALTER ::=

Skills: (This is what you can do.)

Traits: (These are special things about you, pulled from your fluff.)

Body Parts: Normal (You can lose limbs, have them replaced, and even get bionics that are better then flesh.)

Health: Good (Your health will be tracked specifically, from what internal organs are bleeding, to cataracts, to anything.)

Inventory: (These are things that you have, but that aren't equipped, such as spare rations or medical supplies.)

Equipment: (These are things that you're wearing or wielding, such as weapons, armor, or clothing.)

Homeworld Bonus: (This is a special bonus to your skills. Caveworlders tend to be good farmers, due to their time spent tending to fungi. Glitterworlders are good socializers and schmoozers, due to their plentiful lives. Urbworlders tend to be very industrious. Medieval worlders tend to be good at melee combat, or, if they're peasants, very good farmers. And spacers can be anything.)

Fluff Bonus: (I will read your fluff and grant you a specific, your character only bonus. The better and more fitting your fluff is, the better your bonus will be.)

=:: TRACKING LANDING ZONE ::=

At the bottom of your post, please place a vote for where you wish the colony to be placed in.

Desert

Forest

Tundra

Mountains

Island

22 postsand6 image repliesomitted. Click reply to view. ____________________________
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19097e No.26460

Sarah grabs the bolt rifle and notices the dog somehow unscathed in the wreckage. "What a cute dog! I'll name you Vincent!"

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19097e No.26461

File: 1460391533635.jpg (334.94 KB,550x740,55:74,faer.jpg)

Dice rollRolled 28, 76 = 104 (2d100)

1. Seek out Paul Tugger, the miner. Give him a jovial ass-grab and a knowing smile\wink. "Hey lad," I say, "be sure to set aside some ore for casting a blade won't you? I'll need it if we're to stave off whatever beasts may beset us!" +15 bonus to morale rolls.

2. Claim the EFA by my Right as Warrior.

Skills: Melee Combat 6/20 (Talented), Social 4/20 (Experienced)

Traits: Brawler: +10 extra hit chance with melee weapons, -20 less hit chance with ranged weapons.

Body Parts: Normal

Health: Good

Inventory:

Equipment: Basic Clothing (Feudal Warrior Garb)

Homeworld Bonus: Gladiator: When using a Gladius, be it obsidian, stone or plasteel, your attacks cut deeper and penetrate through armor.

Fluff Bonus: Compensating: You're a fairly nice looking man with a very 'cocky' personality. As such, you get a +15 bonus to morale rolls.

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19097e No.26462

Dice rollRolled 34, 66 = 100 (2d100)

Name: Paul Tugger

Desc: Tall and stocky. Fairly attractive. Black hair and stubble

Fluff: Paul grew up the son of a miner. His fathers father was a miner and his father before that was a miner. It's a family business but he always dreamed of living on the surface. His planet was so heavily forrested that there was no space for human development and it's easier to mine out tunnels for the people to live in but Paul always wanted to try his hand up there. He dreamed of being a lumberjack, cutting down the trees all day. Living in a log cabin. Wearing a plaid shirt and suspenders.

Homeworld Type: Caveworld where all buildings are subterranean

Skills: Harvesting: 6/20 (Talented) Mining: 4/20 (Experienced)

Traits: Lumberjack: You gather 1.5x more wood then anyone else on a successful wood-gathering roll.

Body Parts: Normal

Health: Good

Inventory:

Equipment: Basic Clothing (Plaid + Suspenders)

Homeworld Bonus: Cave Acclimatization: You can stay underground indefinitely without suffering from cabin fever or claustrophobia.

Fluff Bonus: Treebane: Despite living underground, your heart has always been with an axe in your hand felling lumber. As such, after a successful wood gathering roll, you get a +10 to an action of your choice next turn

1. Claim the fire axe. It wouldn't look as good slung over anyone elses shoulder and I have dreamed of this opportunity my entire life. I won't be held back by expectation anymore.

2. Begin cutting down trees. We need something to keep us warm but save any seedpods or anything of that nature for reforesting in the future

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19097e No.26463

>>26439

>>26441

>>26442

>>26443

>>26450

Dear hullbreach! What the vacuum happened?!? Is everyone allright? Where are we?

Atleast we appear to have supplies. damn. Okay everyone could we get a little introduction? I am Rafael. I'm good at building things. Work as a maker of specialized robots.

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19097e No.26464

Dice rollRolled 3 (1d5)

Name: Scruffy

Desc: Tall, white, somewhat built in a physical sense. Also blonde hair and blue eyes

Fluff: Hailing from a far off planet known only as Higaria, Scruffy was the result of a long term breeding program and genetic manipulation experiment to make the perfect human being, the end result was far from that. The name you see before you is far from perfect, he has white skin, which is odd considering his mother and father were dark as night, his has blue eyes, obviously inferior to brown/black eyes, and he's white, which is fucking racist you shitlord. Like all other failed attempts at this program before, he was sold into slavery at birth, and spent most of his childhood in mines, mining for ore in the cracks the older men couldn't reach. When he reached the age of 18, he was conscripted into military service for the corporation he was working for - The Elisa Salt Mining Conglomerate. After 6 years of fighting wars on worlds across the sector he was able to buy his freedom. This "freedom" was his "opportunity" to join a colony expedition and never speak of what happened to him again.

Homeworld Type: Caveworld/Hiveworld.

Skills: Mining 6/20 (Experienced) Melee Combat 4/20 (Experienced)

Traits: Imperfect Experiment: Every turn, roll a d5. If it is a 1, -20 to a roll of your choice. If it is a 5, +20 to a roll of your choice. 2-4 has no effect.

Body Parts: Normal

Health: Good

Inventory:

Equipment: Basic Clothing (Slave Garments)

Homeworld Bonus: Cave Slave: You have learned how to perform unskilled labor for long periods of time. If you dedicate both actions to something, you get a +10 to it. If you do so again the turn immediately after, you get a +20. Max, 20.

Fluff Bonus: Elisalt: You have spent a long, long time serving underneath the Elisalt Conglomerate as a warrior. As such, you learn combat skills 1.5x faster.

1/2. Well, first things first. Lets get to getting some lumber for cabins

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19097e No.26465

Dice rollRolled 7, 69 = 76 (2d100)

>>26464

turn dice

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19097e No.26466

Dice rollRolled 75, 2 = 77 (2d100)

1 - While the men fight over the fire axe, Sarah sneaks over to the cargo pod and makes off with the rifle (as well as ten MREs) covertly. She will need it more, she's the scout and explorer after all!

>Sneaking 6/20 (Talented)

2 - With rifle in hand and Vincent by her side, Sarah explores the surrounding area for notable landmarks or other salvageable supplies.

>>26454

Name: Sarah Spacey

Desc: Short brown hair, fair skin, diminutive features, pretty much always wearing a space helmet.

Fluff: Sarah Spacey was inured in the sci-fi thriller movies and comics of her homeworld, glorifying the brave explorers of the Last Frontier and the myriad exciting things they discovered in the farthest reaches of the void. From a young age, she always wanted to be a space-explorer, like them. She even made her own helmet and practiced her laser noises so she would be well-prepared to kill aliens and save scantily clad space-women. As she grew older, she put her enthusiasm to scholastic use, studying alien geography and biology, and learning all about the technological wonders of SPACE, from small space vessels to weapons and communications equipment, majoring in Electronics and Engineering at Space College, where she got her Space Diploma. And then, she got her chance at last! Sarah Spacey could be the SpaceGirl she never wasn't, and impress the whole universe with her gallant adventures! Until they crashed, anyways.

Homeworld Type: Urbworld

Skills: Sneaking 6/20 (Talented) Ranged Combat 4/20 (Experienced)

Traits: Spacelust: If you dedicate an action to stargazing, the second action in your turn gets a +25.

Body Parts: Normal

Health: Good

Inventory:

Equipment: Basic Clothing (Malfunctioning Hardsuit)

Homeworld Bonus: Urbnerd: You spent your childhood lusting for adventure and to discover new things, and as such you receive a +5 token every time you discover a landmark or other such oddity. You can store up to 4 of these tokens and may redeem them in any number at any time in order to add to your roll.

Fluff Bonus: Lasernerd: If your weapon is sufficiently high tech as to fire energy, and not bullets, you receive a +10 to hit with it.

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19097e No.26467

>>26461

Listen… lad. We have plenty of other shit you can swing around trying to knock someones block off but that's not our main focus right now. If we want to survive we need wood and I don't know anybody else as suited to that position as myself. If you want warmth, I'd suggest handing me that axe

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19097e No.26468

Dice rollRolled 26, 92 = 118 (2d100)

>>26463

"Scruffy, blonde guy who digs and does other….. *things*"

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19097e No.26469

File: 1460391904166.jpg (8.38 KB,236x158,118:79,Champion_of_Camp.jpg)

>>26463

"Hail and well met, small-ish space-man! Verily seems we found ourselves in adventure after misfortune befell the space sail we'd embarkt upon."

"Living my life as I have in a land of Chiv'lry and Honeur I confess myself ill equipped for the harsher realities of life with one exception, privy: killing. As such I nominate myself as Camp Champion, Defender of the Colony, Guardian of the…" I look around for geographic features. "Home-Mount! Yes, indeed."

"What of the rest of yee, hast thou skills to payeth thine bills?"

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19097e No.26470

>>26463

Sarah brushes some ENTIRELY INNOCENT dirt off of her space-suit before giving an emphatic salute to everyone.

"Spacey, Sarah Spacey. Cosmonaut and explorer extraordinaire! Skilled in exploring, scouting, sneaking, and killing alien menaces! And let me say it is a real pleasure to be exploring this strange, uninhabited, possibly hostile and deadly world with all of you!"

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19097e No.26471

>>26468

"Okay… Very eloquent…. Well, could you possibly take that pickaxe and get us some stone and maybe ore? I'd like to get a furnace up and running in case we'll get stuck here for a while."

>>26469

"Okay. that sounds good. With no idea what's around here we migth have to defend ourselves. Your strength will be most appreciated. Say, do you think you maybe could do a quick survey of the surrounding areas? Maybe there is some civilization around here?

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19097e No.26472

>>26467

>>26469

"Yes. Wood would be very good. To keep us warm. Erect a shelter, heat the furnace and to make a signal fire so we might be saved if there is anyone nearby. As well as scare off any potential predators."

>>26470

"Yes, Good to see you as well. Though it could have been under better circumstances. Say, do you feel up to the task of surveying our surroundings? See if there's anything useful or dangerous nearby?"

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19097e No.26473

>>26472

"I would be GLAD to do so, sir! Braving the uncharted wilds of this vicious, yet surprisingly breathable, land to survey its mysteries! Oh, also this is my new dog, Vincent!" Sarah points to the lab following her.

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19097e No.26474

File: 1460392601080.jpg (58.32 KB,600x900,2:3,gingerjack.jpg)

>>26471

>>26472

"Say there, man taking charge. If you could delegate out a gladius, I believe the lumberjack and I are going to soon compete for the right to bear this ax and t'other will need a blade to watch the winner's back. After all, who knows what's out here!"

>>26470

"Hail, fair maiden, scouter and slayer alike. It is likewise enjoyable to co-habitat this land with thou!" I say, taking in Sarah's INNOCENTLY CURVACEOUS space-suit'd form. "Surely such space-garb wouldst only slow thine though on thou's trecks thou. Verily, free thyself of such confines and let us both scout the surrounding area after I take the lumberjack to task."

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19097e No.26475

>>26473

"Hello there Vincent."

>>26474

"Why good knight." Rafael looks around untill he spots a tree-branch "A strong and brave man such as you could not possibly need an axe for your safety now could you? You must consider that your prowess should put you above him when you use this sturdy club" Rafael hands over the tree-branch "When he uses the axe. He needs it for his protection and his work. And then when we get a smithy up I can make you something fitting your stature. More than an ignoble axe"

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19097e No.26476

>>26474

Sarah raises her rifle in a fit of fury, pointing it at Faedryn's forehead. "TOUCH THE HELMET AND I WILL FUCK YOU UP."

She laughs, slinging the rifle over her back. "Aahhh, yes. I can tell we're all going to be GREAT friends here!"

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19097e No.26477

>>26463

"Oh. Yes. My name is Meridia. I have some skills as a farmer."

>>26476

Meridia takes the jest less comfortably and smiles a little.

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19097e No.26478

>>26476

>>26474

>>26475

I say we lock sir touch a lot in the cargo crate till he plays nice

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19097e No.26479

>>26475

"Ho, thou speaks true ser."

>I render the Emergency Fire Ax unto Paul Tugger

"I shall still helpst thou obtain some wood however Friend-Tugger."

>>26476

I bear my branch with calmitude towards the enraged female.

"M'dam, I have watched all sixhundred seasons of Zero-G Spacefight. I believe you will find myself quite well equipped to dodge bullets and swat gunmen." I laugh, too, not sure of the jest but always good for a larf and a harf.

>>26477

"Excellent, a farmwench!" I say, clasping Meridia on the shoulder.

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19097e No.26480

Dice rollRolled 19, 72 = 91 (2d100)

>>26454

1-2)After talking to the others Rafael starts to set up a forge to work the metals. A Slab of steel has to serve as hammer for now and a good rock formation as a foundation for the forge.

Name: Rafael Moonsliver

Desc:Slightly shorter than average with an average build.blond hair and green eyes.

Fluff: Rafael is a spacer robot-mechanic. Tinkering and building them for various purposes. Many make massproduced robots but that was never Rafael took his time to make every robot optimized and special for the task. Leading him to be hired when you needed a robot that was above the rest. Even if it cost more and you only got 1 instead of the 50 you could have gotten in the same time from mass-producing. Rafael was on the ship to travel to his next destination where his services had been hired to make a specialized rare-earth mining robot.

Homeworld Type: Spacer

Skills: Machining 6/20 (Talented), Construction 4/20 (Experienced)

Traits: Grease Thumb: If you're working with metal, you're working better. A flat +10 to making anything out of metal.

Body Parts: Bionic eye x1, Normal (+5 to actions involving perception, such as hunting.)

Health: Good

Inventory:

Equipment: Basic Clothing (Greasy Overalls)

Homeworld Bonus: Robot Workshop: Your time spent in space, creating complex, quality to keep whatever ship you were on functional, has made you very resourceful. Robot construction costs you only half as much as anyone else.

Fluff Bonus: Wrench Wench: You've got a magical touch when it comes to electronics. On repair rolls of 70 or higher, whatever your repairing does not consume any resources to be fixed.

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19097e No.26481

>>26477

"Hello Meridia. A farmer you say? How fortunate we are! Could you consider finding some arable soil nearby? Personally I have no idea what to look for"

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19097e No.26483

Dice rollRolled 9 + 4 (1d10)

>>26459

Unfortunately, the rocky land around where they set down is tough, and unfit for true farming. All that lays below the dirt on the surface is pebbles and rocks. Although, closer to the base of the mountain, you find a few berry bushes. With skilled hands, you harvest not only the seeds of the bush, but the berries themselves!

[You can now plant Blueberries!]

[Blueberries +10: Spoil in 10 turns]

>>26461

[Social interaction does not require a roll.]

[Your morale bonus is combat based, and allows you to resist things that would make others break and flee.]

You claim the axe, as is your due as a warrior. Of course, after a small bit of debate with the lumberjack, you hand it over.

>>26462

Your agreement with the red-headed warrior allows you to gain control of a proper, red bladed steel axe with a nice wooden handle. Swinging this thing just feels… 'right'. And, in no time at all, you've felled two trees, three, four…

+40 Wood

>>26464

As with the lumberjack, you lack the proper tools. Of course, you come up with a solution. You find something that's, rock hard, and after a bit of, banging, with what wood you have, you have crafted a stone axe.

[Lewd Stone Axe, 4 uses left]

>>26466

Fortunately, it seems none of the other people are inclined towards ranged weaponry. it certainly isn't the laser gun she had in her mind, the bolt is strangely gummy and the wood is slightly rotted, but it will do.

With the newly christened Vincent at her side, the dog panting and running about excitedly as it's interacted with, Sarah ventures forth into the woods! And, five minutes later, comes walking right back out of the shrubs she had entered, looking around as if she had made a loop. Woops.

>>26480

Your electronic eye quickly zooms over the landscape and identifies a large enough, flat enough rock that would serve as a makeshift anvil. It will have to do. A decent brick of steel is all you have for hammering, but it should work.

[Makeshift Forge gained! One person per turn can gain a +10 to crafting any tool with it.]

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19097e No.26484

Dice rollRolled 66, 41 = 107 (2d100)

1. Sortie with Sarah the Scout, branch at the ready, wood taut and firm within my p–palms, within mine palms.

2. Help Paul gather wood.

Skills: Melee Combat 6/20 (Talented), Social 4/20 (Experienced)

Traits: Brawler: +10 extra hit chance with melee weapons, -20 less hit chance with ranged weapons.

Body Parts: Normal

Health: Good

Inventory:

Equipment: Basic Clothing (Feudal Warrior Garb)

Homeworld Bonus: Gladiator: When using a Gladius, be it obsidian, stone or plasteel, your attacks cut deeper and penetrate through armor.

Fluff Bonus: Compensating: You're a fairly nice looking man with a very 'cocky' personality. As such, you get a +15 bonus to morale rolls.

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19097e No.26485

Colony Statblock:

Name: Undecided

Supplies:

39 Survival MRE (10 claimed by Sarah)

30 Steel

1 Bolt Action Rifle, Poor (Claimed by Sarah)

1 Emergency Fire Axe (Claimed by Tugger)

1 Survival Pick (Claimed by Scruffy)

1 Vincent (Cute levels: 60/100)>>26483

Colony Statblock:

Name: Undecided

Supplies:

39 Survival MRE (10 claimed by Sarah)

30 Steel

1 Bolt Action Rifle, Poor (Claimed by Sarah)

1 Emergency Fire Axe (Claimed by Tugger)

1 Survival Pick (Claimed by Scruffy)

1 Vincent (Cute levels: 60/100)

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19097e No.26486

>>26479

Meridia smiles at the man awkwardly. "Uh…uh…yes." She's clearly not comfortable with this, but, she tries to maintain a gentle manner.

>>26481

"Yes, that is the plan. We need someone to construct a greenhouse of some sort."

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19097e No.26487

Dice rollRolled 32, 78 = 110 (2d100)

>>26483

Name: Scruffy

Desc: Tall, white, somewhat built in a physical sense. Also blonde hair and blue eyes

Fluff: Hailing from a far off planet known only as Higaria, Scruffy was the result of a long term breeding program and genetic manipulation experiment to make the perfect human being, the end result was far from that. The name you see before you is far from perfect, he has white skin, which is odd considering his mother and father were dark as night, his has blue eyes, obviously inferior to brown/black eyes, and he's white, which is fucking racist you shitlord. Like all other failed attempts at this program before, he was sold into slavery at birth, and spent most of his childhood in mines, mining for ore in the cracks the older men couldn't reach. When he reached the age of 18, he was conscripted into military service for the corporation he was working for - The Elisa Salt Mining Conglomerate. After 6 years of fighting wars on worlds across the sector he was able to buy his freedom. This "freedom" was his "opportunity" to join a colony expedition and never speak of what happened to him again.

Homeworld Type: Caveworld/Hiveworld.

Skills: Mining 6/20 (Experienced) Melee Combat 4/20 (Experienced)

Traits: Imperfect Experiment: Every turn, roll a d5. If it is a 1, -20 to a roll of your choice. If it is a 5, +20 to a roll of your choice. 2-4 has no effect.

Body Parts: Normal

Health: Good

Inventory:

Equipment: Basic Clothing (Slave Garments)

Homeworld Bonus: Cave Slave: You have learned how to perform unskilled labor for long periods of time. If you dedicate both actions to something, you get a +10 to it. If you do so again the turn immediately after, you get a +20. Max, 20.

Fluff Bonus: Elisalt: You have spent a long, long time serving underneath the Elisalt Conglomerate as a warrior. As such, you learn combat skills 1.5x faster.

>[Lewd Stone Axe, 4 uses left]

1/2. Then lets use that nice, hard axe on these soft, supple woods

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19097e No.26488

Dice rollRolled 57, 25 = 82 (2d100)

1/2 - Well that's awkward. Making sure no one saw her, Sarah heads back into the woods to do some PROPER exploring! Just her and the dog, no worries, getting to trek through terra incognita for the first time, like the heroes of old! What could go wrong?

>>26485

Name: Sarah Spacey

Desc: Short brown hair, fair skin, diminutive features, pretty much always wearing a space helmet.

Fluff: Sarah Spacey was inured in the sci-fi thriller movies and comics of her homeworld, glorifying the brave explorers of the Last Frontier and the myriad exciting things they discovered in the farthest reaches of the void. From a young age, she always wanted to be a space-explorer, like them. She even made her own helmet and practiced her laser noises so she would be well-prepared to kill aliens and save scantily clad space-women. As she grew older, she put her enthusiasm to scholastic use, studying alien geography and biology, and learning all about the technological wonders of SPACE, from small space vessels to weapons and communications equipment, majoring in Electronics and Engineering at Space College, where she got her Space Diploma. And then, she got her chance at last! Sarah Spacey could be the SpaceGirl she never wasn't, and impress the whole universe with her gallant adventures! Until they crashed, anyways.

Homeworld Type: Urbworld

Skills: Sneaking 6/20 (Talented) Ranged Combat 4/20 (Experienced)

Traits: Spacelust: If you dedicate an action to stargazing, the second action in your turn gets a +25.

Body Parts: Normal

Health: Good

Inventory:

Equipment: Basic Clothing (Malfunctioning Hardsuit)

Homeworld Bonus: Urbnerd: You spent your childhood lusting for adventure and to discover new things, and as such you receive a +5 token every time you discover a landmark or other such oddity. You can store up to 4 of these tokens and may redeem them in any number at any time in order to add to your roll.

Fluff Bonus: Lasernerd: If your weapon is sufficiently high tech as to fire energy, and not bullets, you receive a +10 to hit with it.

>Equipment

1 Bolt Action Rifle

10 stolen Survival MREs

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19097e No.26489

>>26488

"HO!" I declare heartily. "What rugged lives we live! Pray tell of your adventures, Sarah, that we might be enlivened on our treks about this rugged `scape."

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19097e No.26490

Dice rollRolled 79, 95 = 174 (2d100)

>>26485

Name: Paul Tugger

Desc: Tall and stocky. Fairly attractive. Black hair and stubble

Fluff: Paul grew up the son of a miner. His fathers father was a miner and his father before that was a miner. It's a family business but he always dreamed of living on the surface. His planet was so heavily forrested that there was no space for human development and it's easier to mine out tunnels for the people to live in but Paul always wanted to try his hand up there. He dreamed of being a lumberjack, cutting down the trees all day. Living in a log cabin. Wearing a plaid shirt and suspenders.

Homeworld Type: Caveworld where all buildings are subterranean

Skills: Harvesting: 6/20 (Talented) Mining: 4/20 (Experienced)

Traits: Lumberjack: You gather 1.5x more wood then anyone else on a successful wood-gathering roll.

Body Parts: Normal

Health: Good

Inventory:

Equipment: Basic Clothing (Plaid + Suspenders), Fire Axe

Homeworld Bonus: Cave Acclimatization: You can stay underground indefinitely without suffering from cabin fever or claustrophobia.

Fluff Bonus: Treebane: Despite living underground, your heart has always been with an axe in your hand felling lumber. As such, after a successful wood gathering roll, you get a +10 to an action of your choice next turn

1. Cut down more wood. Don't share this yet though

2. Begin construction on a log cabin. +10

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19097e No.26491

Dice rollRolled 38, 95 = 133 (2d100)

Name: Meridia Walks-In-Creeks

Desc: Elegant features, brown hair, and a dainty frame encased in a somewhat flashy space suit.

Fluff: Meridia hails from an obscure agri-commune not normally prone to contact or trade. The commune – really more of a cult – was the result of several decades worth of effort of the new religion to develop a world more in line with their values. Meridia was the first generation born there, but, she found that the quiet life wasn't really for her, and, following a disagreement with her now ex-boyfriend, she departed for a life of adventure despite the risk of being completely shunned by her co-religionists. Despite all of that Meridia still retains her agricultural skills and carefree attitude despite being far from home.

Skills: Growing 6/20 (Talented) Social 4/20 (Experienced)

Traits: Cultborn: You are from a cult dedicated to the beauty of plantlife. As such, every time you successfully plant or harvest crops, you gain a +10 on a single action on your next turn.

Body Parts: Normal

Health: Good

Inventory:

Equipment:

[Basic Clothing] (Robes and Sandals)

[Blueberries +10]: Spoil in 10 turns

Homeworld Bonus: Clean Green: You find plants to be beautiful, calming, and their presence makes it easier for you to focus. Any actions involving plants, such as planting, cooking a meal, or using herbal medicine, has a flat +10.

Fluff Bonus: First Generation: You were raised with the mindset of a plant cultist. Creating a new plant gives a +5 token, of which you can store 4. These can be redeemed in any quantity, for up to +20 to a single roll, or +10 to both rolls, or any other such combination.

–Actions–

1. Meridia begins to find some soil for the future crops. [Find soil]

2. After that Meridia begins to head out further way for more seed. [Find seed: +10]

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19097e No.26492

>>26489

"I found, uh, well. Some very nice-looking trees and, uh, shrubs and umm, dirt. yeah. I'm going to go back and look some more…"

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19097e No.26493

Colony Statblock:

Name: Undecided

Supplies:

39 Survival MRE (10 claimed by Sarah)

30 Steel

1 Bolt Action Rifle, Poor (Claimed by Sarah)

1 Emergency Fire Axe (Claimed by Tugger)

1 Survival Pick (Claimed by Scruffy)

20 Blueberries (10/10 turns, 10/9 turns)

1 Vincent (Cute levels: 60/100)

>>26484

Your adventures with the spacewoman are very, very revealing. Yes, there appears to be a nice, wide set of big blue embankments in front of them, with a constant, slow but steady flow as they move, a few decently sized mounds further up-stream…

Of course, you pull some wood down from the trees as you go. It's not TOO much, but you could certainly run a campfire off of it.

[+5 Wood]

>>26487

With every stroke of your rock hard axe, you push just a little bit deeper into that virgin wood. Over and over again, stamina unrelenting, you gather so much wood…

[+25 Wood]

>>26488

The area around the mountain is so fascinating! Alien flora and fauna both seem to flourish, the further away from the mountain you get! Strange, squirrel-like creatures chitter at her as she travels, before she suddenly pushes her way free of the underbrush and finds herself at a nice, calm river, water flowing lazily! Most interestingly, to the north, there are a pair of large rocks that almost look as if they were placed as obelisks, to direct the flow!

[2 Tokens gained! 1 for learning about Alien Squirrels in the Area, and 1 for scouting out the river.]

>>26490

The constant drumbeat of axe striking wood fills your mind with relaxation. This, this is what you were meant to do! Almost as if it was natural, you begin sizing and chopping your lumber into shape, quickly pulling together the framework for a log cabin! (3/8 Log Cabin. Upon completion, Contruction Skill 1/20.)

>>26491

Thankfully, in your efforts to escape the gaze of that lecherous swordsman, you stumble upon a small area with nice, moist, fertile soil that digs fairly deep into the earth. This will certainly work, for growing.

[You can now grow 5 plants! Plants take 4 turns to mature into harvestable. They must be sowed individually, but can each be harvested at once. Be warned, it only takes 3 turns of malnutrition to kill! make sure to keep spare supplies.]

And, of course, more blueberries are found. It seems they are popular, in this area. Or, they like the climate, at least.

[+10 Blueberries. 10 turns to spoil.]

[Unrefrigerated Blueberries tick down to 9 days until spoil.]

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19097e No.26494

Dice rollRolled 58, 30 = 88 (2d100)

>>26483

1) Fashion a hammer to use in forging with a slab of steel and wood. It will have to do for now. Set up a fireplace by the smithy to I can atleast make the steel more maleable. +10 Steel, +10 forge

2) Make something sharp for Faedryn. If it can be sword-like that would be good. otherwise a mace would work. +10 Steel. +10 forge

Name: Rafael Moonsliver

Desc:Slightly shorter than average with an average build.blond hair and green eyes.

Fluff: Rafael is a spacer robot-mechanic. Tinkering and building them for various purposes. Many make massproduced robots but that was never Rafael took his time to make every robot optimized and special for the task. Leading him to be hired when you needed a robot that was above the rest. Even if it cost more and you only got 1 instead of the 50 you could have gotten in the same time from mass-producing. Rafael was on the ship to travel to his next destination where his services had been hired to make a specialized rare-earth mining robot.

Homeworld Type: Spacer

Skills: Machining 6/20 (Talented), Construction 4/20 (Experienced)

Traits: Grease Thumb: If you're working with metal, you're working better. A flat +10 to making anything out of metal.

Body Parts: Bionic eye x1, Normal (+5 to actions involving perception, such as hunting.)

Health: Good

Inventory:

Equipment: Basic Clothing (Greasy Overalls)

Homeworld Bonus: Robot Workshop: Your time spent in space, creating complex, quality to keep whatever ship you were on functional, has made you very resourceful. Robot construction costs you only half as much as anyone else.

Fluff Bonus: Wrench Wench: You've got a magical touch when it comes to electronics. On repair rolls of 70 or higher, whatever your repairing does not consume any resources to be fixed.

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19097e No.26495

Dice rollRolled 50, 66 = 116 (2d100)

1 - Before continuing on her exploration, Sarah notices it is approaching twilight. No chance of making it back to camp before dark now. Instead, she posts up under a tree and gazes at the stars before she goes to sleep.

2 - First thing in the morning, Sarah goes hunting. Alien squirrels means alien squirrel-kebab. This old rifle should do a good job of catching some tasty xeno meat!

>Ranged Combat (Experienced)?

>Starlust: +25

>>26493

Name: Sarah Spacey

Desc: Short brown hair, fair skin, diminutive features, pretty much always wearing a space helmet.

Fluff: Sarah Spacey was inured in the sci-fi thriller movies and comics of her homeworld, glorifying the brave explorers of the Last Frontier and the myriad exciting things they discovered in the farthest reaches of the void. From a young age, she always wanted to be a space-explorer, like them. She even made her own helmet and practiced her laser noises so she would be well-prepared to kill aliens and save scantily clad space-women. As she grew older, she put her enthusiasm to scholastic use, studying alien geography and biology, and learning all about the technological wonders of SPACE, from small space vessels to weapons and communications equipment, majoring in Electronics and Engineering at Space College, where she got her Space Diploma. And then, she got her chance at last! Sarah Spacey could be the SpaceGirl she never wasn't, and impress the whole universe with her gallant adventures! Until they crashed, anyways.

Homeworld Type: Urbworld

Skills: Sneaking 6/20 (Talented) Ranged Combat 4/20 (Experienced)

Traits: Spacelust: If you dedicate an action to stargazing, the second action in your turn gets a +25.

Body Parts: Normal

Health: Good

Inventory:

Equipment: Basic Clothing (Malfunctioning Hardsuit)

Homeworld Bonus: Urbnerd: You spent your childhood lusting for adventure and to discover new things, and as such you receive a +5 token every time you discover a landmark or other such oddity. You can store up to 4 of these tokens and may redeem them in any number at any time in order to add to your roll.

Fluff Bonus: Lasernerd: If your weapon is sufficiently high tech as to fire energy, and not bullets, you receive a +10 to hit with it.

>Equipment

1 Bolt Action Rifle

10 stolen Survival MREs

>EXPLORATION tokens: 2

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19097e No.26496

Dice rollRolled 13, 71 = 84 (2d100)

Name: Paul Tugger

Desc: Tall and stocky. Fairly attractive. Black hair and stubble

Fluff: Paul grew up the son of a miner. His fathers father was a miner and his father before that was a miner. It's a family business but he always dreamed of living on the surface. His planet was so heavily forrested that there was no space for human development and it's easier to mine out tunnels for the people to live in but Paul always wanted to try his hand up there. He dreamed of being a lumberjack, cutting down the trees all day. Living in a log cabin. Wearing a plaid shirt and suspenders.

Homeworld Type: Caveworld where all buildings are subterranean

Skills: Harvesting: 6/20 (Talented) Mining: 4/20 (Experienced)

Traits: Lumberjack: You gather 1.5x more wood then anyone else on a successful wood-gathering roll.

Body Parts: Normal

Health: Good

Inventory:

Equipment: Basic Clothing (Plaid + Suspenders), Fire Axe

Homeworld Bonus: Cave Acclimatization: You can stay underground indefinitely without suffering from cabin fever or claustrophobia.

Fluff Bonus: Treebane: Despite living underground, your heart has always been with an axe in your hand felling lumber. As such, after a successful wood gathering roll, you get a +10 to an action of your choice next turn

1. Cut down more wood. The felling of trees soothes me. As another one falls so do my worries. Don't share this yet though

2. Continue construction on a log cabin. +10

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19097e No.26497

>>26494

Ah, yes, hammering steel with steel. it's crude, but it is most definitely a smithing hammer. Just what you need, right now.

[Gain Crude Smithing Hammer: 5 Uses Left. +10 to toolmaking.]

And, with her newfound hammer, the metalworker gets to work hammering out a blade for the warrior. it's not a pinnacle of forging, mostly due to its… lack of tempering, but it works.

[Gain Untempered Steel Gladius: Breaks in 2 Combats]

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19097e No.26498

>>26489

"Good sir. I've got something for you. It's not the best quality. But without a proper forge it's the best I can do. If we could get our miner to get us some proper stones so we can set up a furnace I could make a proper one."

Hands over [Gain Untempered Steel Gladius: Breaks in 2 Combats]

[Untempered Steel Gladius: Breaks in 2 Combats]

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19097e No.26499

>>26487

"Scruffy, Could you get use some materials for a furnace? If you did I could start fashioning us proper tools. Stone and if you know how to make mortar that would work."

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19097e No.26500

File: 1460395663784.jpg (58.32 KB,600x900,2:3,gingerjack.jpg)

Dice rollRolled 49, 15 = 64 (2d100)

>>26498

"Verily thankest thou! I shall puttest is to good sue."

1. Train with [Untempered Steel Gladius: Breaks in 2 Combats], don't actually hit it with anyone so as to avoid using up its Breaks.

2. Aide friend-Paul in harvesting the wood.

Skills: Melee Combat 6/20 (Talented), Social 4/20 (Experienced)

Traits: Brawler: +10 extra hit chance with melee weapons, -20 less hit chance with ranged weapons.

Body Parts: Normal

Health: Good

Inventory:

Equipment: Basic Clothing (Feudal Warrior Garb)

Homeworld Bonus: Gladiator: When using a Gladius, be it obsidian, stone or plasteel, your attacks cut deeper and penetrate through armor.

Fluff Bonus: Compensating: You're a fairly nice looking man with a very 'cocky' personality. As such, you get a +15 bonus to morale rolls.

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19097e No.26501

Dice rollRolled 51, 91 = 142 (2d100)

Name: Meridia Walks-In-Creeks

Desc: Elegant features, brown hair, and a dainty frame encased in a somewhat flashy space suit.

Fluff: Meridia hails from an obscure agri-commune not normally prone to contact or trade. The commune – really more of a cult – was the result of several decades worth of effort of the new religion to develop a world more in line with their values. Meridia was the first generation born there, but, she found that the quiet life wasn't really for her, and, following a disagreement with her now ex-boyfriend, she departed for a life of adventure despite the risk of being completely shunned by her co-religionists. Despite all of that Meridia still retains her agricultural skills and carefree attitude despite being far from home.

Skills: Growing 6/20 (Talented) Social 4/20 (Experienced)

Traits: Cultborn: You are from a cult dedicated to the beauty of plantlife. As such, every time you successfully plant or harvest crops, you gain a +10 on a single action on your next turn.

Body Parts: Normal

Health: Good

Inventory:

[0/5 Plants]

–Equipment–

[Basic Clothing] (Robes and Sandals)

[Blueberries +10]: Spoil in 9 turns

Homeworld Bonus: Clean Green: You find plants to be beautiful, calming, and their presence makes it easier for you to focus. Any actions involving plants, such as planting, cooking a meal, or using herbal medicine, has a flat +10.

Fluff Bonus: First Generation: You were raised with the mindset of a plant cultist. Creating a new plant gives a +5 token, of which you can store 4. These can be redeemed in any quantity, for up to +20 to a single roll, or +10 to both rolls, or any other such combination.

–Actions–

1. Meridia heads back and grabs some of the rations. Two to be exact. [Grab rations]

2. After that she finds a place to start planting. It's vital to get a few plants in the ground. [Planting: Blueberries]

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19097e No.26502

File: 1460396017409.jpg (62.73 KB,480x360,4:3,1120542958-pv.JPG)

Dice rollRolled 29, 62 = 91 (2d100)

>>26493

Since the miner wasn't here Rafael decided that he should start on a furnace himself.

1-2) Do the hard work of gathering rocks into a primitive furnace by the forge. Just good enough to make steel maleable and melt ore.

If this work then use the hammer to make a PROPER hammer with the improved facilities.

Construction 4/20 (Experienced)

+10 to metal if I start on hammer as well as +10 from hammer and +10 from forge.

Name: Rafael Moonsliver

Desc:Slightly shorter than average with an average build.blond hair and green eyes.

Fluff: Rafael is a spacer robot-mechanic. Tinkering and building them for various purposes. Many make massproduced robots but that was never Rafael took his time to make every robot optimized and special for the task. Leading him to be hired when you needed a robot that was above the rest. Even if it cost more and you only got 1 instead of the 50 you could have gotten in the same time from mass-producing. Rafael was on the ship to travel to his next destination where his services had been hired to make a specialized rare-earth mining robot.

Homeworld Type: Spacer

Skills: Machining 6/20 (Talented), Construction 4/20 (Experienced)

Traits: Grease Thumb: If you're working with metal, you're working better. A flat +10 to making anything out of metal.

Body Parts: Bionic eye x1, Normal (+5 to actions involving perception, such as hunting.)

Health: Good

Inventory:

[Gain Crude Smithing Hammer: 5 Uses Left. +10 to toolmaking.]

Equipment: Basic Clothing (Greasy Overalls)

Homeworld Bonus: Robot Workshop: Your time spent in space, creating complex, quality to keep whatever ship you were on functional, has made you very resourceful. Robot construction costs you only half as much as anyone else.

Fluff Bonus: Wrench Wench: You've got a magical touch when it comes to electronics. On repair rolls of 70 or higher, whatever your repairing does not consume any resources to be fixed.

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19097e No.26503

File: 1460396554390.png (58.02 KB,281x158,281:158,SATURDAY UPDATES.png)

>>26493

=:: TIME DILATION ENABLED ::=

Updates will happen every saturday. Be sure to post before then. There will be one more update today.

Colony Statblock:

Name: Undecided

Supplies:

39 Survival MRE (10 claimed by Sarah)

30 Steel

110 Wood (40 claimed by Paul Tugger)

1 Bolt Action Rifle, Poor (Claimed by Sarah)

1 Emergency Fire Axe (Claimed by Tugger)

1 Survival Pick (Claimed by Scruffy)

2 Blueberries (10/10 turns) (Retroactive food reducted, 6 eaten this turn.)

Farm Plots: 3 Blueberries (4 turns remaining). 2 slots open. Current temperature regulation: None. Current light level: Ambient.

Makeshift Forge: One person can use for a +10 on one action involving crafting tools.

1 Vincent (Cute levels: 88/100)

>>26495

The stars are as beautiful as always, and witnessing them and their twinkling glory brings inspiration to the spacegirls mind. The next day, seven squirrels fall before the womans marksmanship. An impressive bounty!

[Gain 14 Squirrel Meat (Raw). You can cook meat by any source of heat, such as a campfire, or a stove.]

>>26496

Unfortunately, your time is taken by your focus on the task at hand. No more trees fall by your hand, yet, as you find yourself simply too immersed in your homebuilding. (6/8 Log Cabin.)

>>26500

A lunge here, a swipe there and a sudden stab to the phantom opponents gut. It will be a pain to truly gain experience, without using a proper dummy, but… [1/10 Melee Combat 7/20]

Despite your obvious generosity, you choose to dedicate your time to training, instead of helping out that lumberjack.

>>26502

A less experienced construction worker wouldn't be able to pull off what you've accomplished. Though it isn't much, the little wood burning furnace should prove adequate for your purposes, for now.

[Makeshift Forge upgraded! Fine metalworking and tempering abilities allow better items to be made, but the furnace burns 10 wood per use, even if it's a failure.]

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19097e No.26505

>>26501

A pair of rations. You may find yourself out to the fields unable to find anything, but you will have the supplies to survive the trip back. As for your seeds, they take, and with soil as fertile as she had found, they should grow well.

(3 Blueberry's planted! 4 turns until matured.)

[+3 Plantgiver tokens.]

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19097e No.26506

Dice rollRolled 67, 45 = 112 (2d100)

Name: Paul Tugger

Desc: Tall and stocky. Fairly attractive. Black hair and stubble

Fluff: Paul grew up the son of a miner. His fathers father was a miner and his father before that was a miner. It's a family business but he always dreamed of living on the surface. His planet was so heavily forrested that there was no space for human development and it's easier to mine out tunnels for the people to live in but Paul always wanted to try his hand up there. He dreamed of being a lumberjack, cutting down the trees all day. Living in a log cabin. Wearing a plaid shirt and suspenders.

Homeworld Type: Caveworld where all buildings are subterranean

Skills: Harvesting: 6/20 (Talented) Mining: 4/20 (Experienced)

Traits: Lumberjack: You gather 1.5x more wood then anyone else on a successful wood-gathering roll.

Body Parts: Normal

Health: Good

Inventory:

Equipment: Basic Clothing (Plaid + Suspenders), Fire Axe

Homeworld Bonus: Cave Acclimatization: You can stay underground indefinitely without suffering from cabin fever or claustrophobia.

Fluff Bonus: Treebane: Despite living underground, your heart has always been with an axe in your hand felling lumber. As such, after a successful wood gathering roll, you get a +10 to an action of your choice next turn

1. Cut down more wood. The felling of trees soothes me. As another one falls so do my worries. Don't share this yet though

2. Continue construction on a log cabin. (6/8)

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19097e No.26507

Sarah returns to camp with a veritable bounty of meat in the form of skinned alien squirrels. She shows no hesitation at handling the bloodied meat, smiling in triumph as she hoists their bodies high. "Look what I found! We're gonna eat like kings tonight! Ah, the wilds are GREAT!"

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19097e No.26508

Dice rollRolled 70, 81 = 151 (2d100)

1/2 - I wonder where the rest of the spacecraft landed? If I can find some of that wreckage, I can bring the salvage back to camp to help us! I could even find a laser gun or two! It'll be splenderiffic!

>Spending 2 Exploration points for +10

>>26503

Name: Sarah Spacey

Desc: Short brown hair, fair skin, diminutive features, pretty much always wearing a space helmet.

Fluff: Sarah Spacey was inured in the sci-fi thriller movies and comics of her homeworld, glorifying the brave explorers of the Last Frontier and the myriad exciting things they discovered in the farthest reaches of the void. From a young age, she always wanted to be a space-explorer, like them. She even made her own helmet and practiced her laser noises so she would be well-prepared to kill aliens and save scantily clad space-women. As she grew older, she put her enthusiasm to scholastic use, studying alien geography and biology, and learning all about the technological wonders of SPACE, from small space vessels to weapons and communications equipment, majoring in Electronics and Engineering at Space College, where she got her Space Diploma. And then, she got her chance at last! Sarah Spacey could be the SpaceGirl she never wasn't, and impress the whole universe with her gallant adventures! Until they crashed, anyways.

Homeworld Type: Urbworld

Skills: Sneaking 6/20 (Talented) Ranged Combat 4/20 (Experienced)

Traits: Spacelust: If you dedicate an action to stargazing, the second action in your turn gets a +25.

Body Parts: Normal

Health: Good

Inventory:

Equipment: Basic Clothing (Malfunctioning Hardsuit)

Homeworld Bonus: Urbnerd: You spent your childhood lusting for adventure and to discover new things, and as such you receive a +5 token every time you discover a landmark or other such oddity. You can store up to 4 of these tokens and may redeem them in any number at any time in order to add to your roll.

Fluff Bonus: Lasernerd: If your weapon is sufficiently high tech as to fire energy, and not bullets, you receive a +10 to hit with it.

>Equipment

1 Bolt Action Rifle

10 stolen Survival MREs

>EXPLORATION tokens: 2

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19097e No.26509

Dice rollRolled 37, 64 = 101 (2d100)

>>26503

Name: Scruffy

Desc: Tall, white, somewhat built in a physical sense. Also blonde hair and blue eyes

Fluff: Hailing from a far off planet known only as Higaria, Scruffy was the result of a long term breeding program and genetic manipulation experiment to make the perfect human being, the end result was far from that. The name you see before you is far from perfect, he has white skin, which is odd considering his mother and father were dark as night, his has blue eyes, obviously inferior to brown/black eyes, and he's white, which is fucking racist you shitlord. Like all other failed attempts at this program before, he was sold into slavery at birth, and spent most of his childhood in mines, mining for ore in the cracks the older men couldn't reach. When he reached the age of 18, he was conscripted into military service for the corporation he was working for - The Elisa Salt Mining Conglomerate. After 6 years of fighting wars on worlds across the sector he was able to buy his freedom. This "freedom" was his "opportunity" to join a colony expedition and never speak of what happened to him again.

Homeworld Type: Caveworld/Hiveworld.

Skills: Mining 6/20 (Experienced) Melee Combat 4/20 (Experienced)

Traits: Imperfect Experiment: Every turn, roll a d5. If it is a 1, -20 to a roll of your choice. If it is a 5, +20 to a roll of your choice. 2-4 has no effect.

Body Parts: Normal

Health: Good

Inventory:

Equipment: Basic Clothing (Slave Garments)

Homeworld Bonus: Cave Slave: You have learned how to perform unskilled labor for long periods of time. If you dedicate both actions to something, you get a +10 to it. If you do so again the turn immediately after, you get a +20. Max, 20.

Fluff Bonus: Elisalt: You have spent a long, long time serving underneath the Elisalt Conglomerate as a warrior. As such, you learn combat skills 1.5x faster.

>[Lewd Stone Axe, 3 uses left]

1/2. All this hot, sensual wood gathering has made me hard as granite. Speaking of co-Stone, I better go down into the hot, moist earth and get some rock for us to use. And use sarah

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19097e No.26511

Dice rollRolled 56, 97 = 153 (2d100)

Name: Meridia Walks-In-Creeks

Desc: Elegant features, brown hair, and a dainty frame encased in a sombre combination of robe and sandals.

Fluff: Meridia hails from an obscure agri-commune not normally prone to contact or trade. The commune – really more of a cult – was the result of several decades worth of effort of the new religion to develop a world more in line with their values. Meridia was the first generation born there, but, she found that the quiet life wasn't really for her, and, following a disagreement with her now ex-boyfriend, she departed for a life of adventure despite the risk of being completely shunned by her co-religionists. Despite all of that Meridia still retains her agricultural skills and carefree attitude despite being far from home.

Skills: Growing 6/20 (Talented) Social 4/20 (Experienced)

Traits: Cultborn: You are from a cult dedicated to the beauty of plantlife. As such, every time you successfully plant or harvest crops, you gain a +10 on a single action on your next turn.

Body Parts: Normal

Health: Good

Inventory:

[3/5 Plants]

[2 Rations]

[3 Plantgiver Tokens]

–Equipment–

[Basic Clothing] (Robes and Sandals)

Homeworld Bonus: Clean Green: You find plants to be beautiful, calming, and their presence makes it easier for you to focus. Any actions involving plants, such as planting, cooking a meal, or using herbal medicine, has a flat +10.

Fluff Bonus: First Generation: You were raised with the mindset of a plant cultist. Creating a new plant gives a +5 token, of which you can store 4. These can be redeemed in any quantity, for up to +20 to a single roll, or +10 to both rolls, or any other such combination.

–Actions–

1. Meridia tries to make a simple spade at the forge. She's not experienced at it, but she gives it a try. She doesn't need much: a simple handle and a place for leverage will do it. [Forge a simple spade: +15 from tokens]

2. After that Meridia tries to use her new spade to plant the remaining blueberry bushes. [Plant blueberry bushes: +10]

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19097e No.26522

>>26509

Sarah is not for using, you lewd dude

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