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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 1461654829848.png (36.59 KB,800x600,4:3,Map.png)

429e06 No.26713

This is the city state of Geniicia. It is wedged between New Stead to the North and Copainska to the South. New Stead is a country where Marijuana is legal and, in the capital, so is prostitution. Security between New Stead and Geniicia is fairly lax but it does exist and it is still a risky business transporting contraband between the two places. Copainska is a poverty stricken country. Many Copainskians flee their homes to make new lives in Geniicia. This illegal immigration as well as Copainskia being the largest producer of most hard drugs has caused security on this border to be extremely strict.

You are about to take control of a gang from their very beginning. It is your job to lead this gang through the good times and the bad. Jazz music has become incredibly popular amongst the Geniicians and Art Deco is at its peak. Women are just now being able to vote for the leader of this city state and the revolutionary coloured talkie is about to hit the big screen with the home radio only being about a year old. The medical world is being revolutionized too. The invention of antibiotics and baind-aids helping many ill people. With all this great stuff also comes something that has hit people. Prohibition has caused many to become cynical at the world but could it be a new business opportunity?

Gang Name:

Map Colour:

Starting Location:

Fluff:

"Businesses":

Members: 10

Notoriety:

Wealth: $250

Boon:

Bane:

3d100 per turn

____________________________
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429e06 No.26714

File: 1461657027432.png (31.37 KB,456x640,57:80,black-outline-white-bomb-a….png)

Gang Name: The Black Bombers

Map Colour: Black

Starting Location: Industrial

Fluff: "The Black Bombers" is a notorious illegalist outfit notorious for their outlandish dynamite attacks on police stations, government buildings, banks, and other institutions of authority (when not engaged in bank robbery or other activities of expropriation). Their motivations are political as much as they are aesthetic: living in an unjust system has made them largely unconcerned with the "law" and they behave in a manner one might of the lower orders frustrated by hunger and misery – theft to survive and terror to retaliate against the bourgeois order. As such, the bombers are an odd group: the poor, the destitute, the romantics, the bored, the frustrated, and the nihilistic.

"Businesses":

Members: 10

Notoriety:

Wealth: $250

Boon:

Bane:

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429e06 No.26715

File: 1461657618735.jpg (40.69 KB,500x539,500:539,Two-headed-Eagle.jpg)

Gang Name:Markov Family

Map Colour:Scarlet

Starting Location:Middle class district

Fluff:The Markov Family use to be the biggest mafia in Novorus until the first son of the family, Ivo, was shot by a very pissed off husband who shot his wife seconds after for cheating, the police found illegal drugs in Ivo's pack and led to the police cracking down on the Markov family arresting the head of the family, Kachusov, and the last two sons, Sukhikh and Ostaltsev, however Marynovka the only daughter of Kachusov was unrelated to any of the crimes her family committed and was free to go, so she came to Geniicia with a few of the members of the once powerful mafia who weren't arrested to make the Markov family stronk again.

"Businesses":

Members: 10

Notoriety:

Wealth: $250

Boon:

Bane:

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429e06 No.26716

File: 1461660253515-0.jpg (13.97 KB,480x360,4:3,dastard_series.jpg)

File: 1461660253517-1.jpg (235.64 KB,581x700,83:100,Snidely_in_tv_series.jpg)

Gang Name: The Dastards

Map Colour: White

Starting Location: Upper Class District

Fluff: Even lazy rich people have hobbies; in the case of the head of the Dastards, his own hobby is to perform petty yet elaborate acts of crime, not out of any monitary need, but simply because it gives him his jollies. His associates, though dressed in similar classy clothing, are largely middle class men who have joined this mad man's endevours in hopes that they might become as rich as he, using it as an excuse to get out of the notoriously chaos-bound middle class district.

Dressed in derby or tophats and long coats, these old-fashioned criminals might appear comical, but those on the receiving end of their crimes can hardly find their actions a laughing matter; extortion, money laundering, running political machines, the Dastards alternate between a frighteningly efficient criminal organization with a petty side streak, using their powers to shut down public services and make the lives of the lower classes that protest against them miserable, as well as the occasionaly tying those that look at them wrong to a train track.

"Businesses":

Members: 10

Notoriety:

Wealth: $250

Boon:

Bane:

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429e06 No.26718

File: 1461681225336.png (61.09 KB,641x600,641:600,TripleSpiral.png)

Gang Name: The Green Shore Gang

Map Colour: Green

Starting Location: Slums

Fluff: With the recent wave of immigrants to Geniicia came a few less than honest people, looking for the easy path to the Geniician Dream. From an island nation, Hebrinia, as far West as the continent to the East goes, came the Green Shore Gang, led by Paddy McMurphy. The famines in Hebrinia impovrished their peoples, and hundreds sailed west to Geniicia, in search of opportunity. Some brought their families, some were forced to leave them behind, but they send almost every cent they make home. McMurphy isn't one of those poor mendicants, nor is he one of those who send their remittance home. He brought his family with him, and rather than toil in the factories, or on the docks, he chose a life of crime. His closest family and friends work for him, and he intends to spread an empire from the slums in the South, all the way up to the upper class district in the North. For now, they're operating out of the back of supermarket, where they can see more and more food running out every day. He wants to bring prosperity to himself, and to his people, so that they no longer need to starve, or toil in servitude.

"Businesses":

Members: 10

Notoriety:

Wealth: $250

Boon:

Bane:

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429e06 No.26719

>>26713

Gang Name: The Runners

Map Colour: Purple

Starting Location: Slums

Fluff: Many Copainskians end up lost on the right side of the border when a contraband deal goes wrong, or when an illegal immigration deal goes right, and once they are in the city, many of them are subsumed into the Runners, working as drug mules and more recently illegal brewers. The runners are led at current by an older man nicknamed Papa. The aim is simple, to open the biggest stall on the black market, to ensure any thief that needs a gun can get one, any junkie that needs his fix can get it, and any bar that wants its drinks, can get them, for a price.

"Businesses":

Members: 10

Notoriety:

Wealth: $250

Boon:

Bane:

3d100 per turn

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429e06 No.26722

File: 1461714242685.png (45.51 KB,900x558,50:31,steampunk_socialist_flag_b….png)

Gang Name: The Revolution

Map Colour: Red

Starting Location: Slums, near Industrial District

Fluff: The Revolution was born out of the distaste for the upper class after the Industrial Revolution of Geniicia had ended and the new era had dawned. Several workers had noticed that the toils and tribulations of the factory workers had gone unnoticed and the workers gone under-paid. Their leader Alekinokov would have none of it. He began to build a movement, following the teaching of the Philosopher Gustav Von Marx, he dreamed of a new Geniicia, a equal Geniicia, a Geniicia free of classes, and a Geniicia free on injustice.

"Businesses":

Members: 10

Notoriety:

Wealth: $250

Boon:

Bane:

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429e06 No.26723

File: 1461742796034.png (36.73 KB,800x600,4:3,001.png)

>>26714

Boon: [We Are Who We Are] Notoriety increases at twice the rate. (Useful for extortion)

Bane: [We Are Who We Are] Notoriety increases at twice the rate (Increases chance of being arrested or even killed)

>>26715

Boon: [Experienced] +5 on all rolls unaffected by your bane

Bane: [Fresh Off The Boat] -15 on rolls for making associates

>>26716

Boon: [Personal Loans] With 2 successful actions, you can fudge your books and provide your gang with an extra $100

Bane: [Fabulously Wealthy] When you are attacked and defeated by other gangs, they gain $50

>>26718

Boon: [Birds of a Feather] +10 when dealing with other Hebrinian Geniicians

Bane: [Unwanted] -10 when dealing with non Hebrinian Geniicians

>>26719

Boon: [North of the Border] +10 to smuggling rolls

Bane: [Unwanted] -10 when dealing with non Copainskians

>>26722

Boon: [All Men Are Equal] +10 to recruitment rolls in the Slums and the Industrial District

Bane: [Commies] You have adopted the philosophy of foreign threats and as such, the government are much harder on you

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429e06 No.26725

File: 1461745935861.jpg (40.69 KB,500x539,500:539,Two-headed-Eagle.jpg)

Dice rollRolled 84, 95, 75 = 254 (3d100)

Gang Name:Markov Family

Map Colour:Scarlet

Starting Location:Middle class district

Fluff:The Markov Family use to be the biggest mafia in Novorus until the first son of the family, Ivo, was shot by a very pissed off husband who shot his wife seconds after for cheating, the police found illegal drugs in Ivo's pack and led to the police cracking down on the Markov family arresting the head of the family, Kachusov, and the last two sons, Sukhikh and Ostaltsev, however Marynovka the only daughter of Kachusov was unrelated to any of the crimes her family committed and was free to go, so she came to Geniicia with a few of the members of the once powerful mafia who weren't arrested to make the Markov family stronk again.

"Businesses":

Members: 10

Notoriety:

Wealth: $250

Boon: [Experienced] +5 on all rolls unaffected by your bane

Bane: [Fresh Off The Boat] -15 on rolls for making associates

>>Actions

1. The first thing we should do now that we are here is simple, get better equipment. [Buy weapons and equip the goons with them]

2. Then after we get the weapons simply visit the nearby houses and businesses and "Convince" them that they should pay us for protection. [Make a protection racket.]

3. And lastly we should try to find some people who would like to join us. [have the goons recruit more goons.]

+5 to everything i believe

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429e06 No.26726

File: 1461757771401-0.jpg (18.19 KB,537x720,179:240,bribe.jpg)

File: 1461757771401-1.jpg (1.36 MB,2511x1854,279:206,corrupt-police.jpg)

Gang Name: Police Station 67

Map Colour: Blue

Starting Location: Middle Class District

Fluff:

Where is the best place for a gang to hide? The slums? The prisons? Houses?

Why, right inside law enforcement of course. Police Station 67 patrols the middle class district with an otherwise spotless record, all thanks to them being the record keepers. Run by Police Chief Bryan who ceremoniously selected only close associates and family members to serve him, they do whatever they want with impunity, racking up wealth by cooperating with local crime, recording only the things they want to see, and making sure to hire none but the best lawyers and auditors to help them hide any evidence to the contrary.

Who watches the watchmen? Nobody watches the watchmen.

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429e06 No.26729

File: 1461780641153-0.jpg (25 KB,640x360,16:9,NailedSlugger.jpg)

File: 1461780641153-1.jpg (190.39 KB,576x864,2:3,GlassBat.jpg)

Dice rollRolled 82, 24, 62 = 168 (3d100)

Gang Name: The Green Shore Gang

Map Colour: Green

Starting Location: Slums

Fluff: With the recent wave of immigrants to Geniicia came a few less than honest people, looking for the easy path to the Geniician Dream. From an island nation, Hebrinia, as far West as the continent to the East goes, came the Green Shore Gang, led by Paddy McMurphy. The famines in Hebrinia impovrished their peoples, and hundreds sailed west to Geniicia, in search of opportunity. Some brought their families, some were forced to leave them behind, but they send almost every cent they make home. McMurphy isn't one of those poor mendicants, nor is he one of those who send their remittance home. He brought his family with him, and rather than toil in the factories, or on the docks, he chose a life of crime. His closest family and friends work for him, and he intends to spread an empire from the slums in the South, all the way up to the upper class district in the North. For now, they're operating out of the back of supermarket, where they can see more and more food running out every day. He wants to bring prosperity to himself, and to his people, so that they no longer need to starve, or toil in servitude.

"Businesses":

Members: 10

Notoriety:

Wealth: $250

Boon: [Birds of a Feather] +10 when dealing with other Hebrinian Geniicians

Bane: [Unwanted] -10 when dealing with non Hebrinians

1. Paddy McMurphy sits down his ten men in the back of the supermarket. In their numbers are Jimmy McMurphy (Paddy's brother), Sean McMurphy (Paddy's cousin), Seamus McPatrick (a family friend), Brian McNeil (An older Hebrinian, who was one of the first ones off the boats), Conor Guinness (A local butcher), Jack Guinness (Conor's brother, and the owner of the supermarket), Angus O'Callahan (A bareknuckle boxer and friend of Sean), Harry Connolly (A young patriot, some may say terrorist, fleeing from the authorities back home), and Odhran Kearney (One of Harry's brothers-in arms, and an excellent orator.) Everyone listens to his forceful, but not loud voice.

"It's time to start making money. There's so many opportunities that open up once you have money, chief among them is the opportunity to expand your operation. What is the most efficient way to obtain more cash? We could try stealing industrial materials from factories in one part of the industrial district, and selling them elsewhere. We could start extorting shopkeepers in our territory, non-Hebrinians, of course. I'm guessing most of the other scum around here are Copainskians, so we can shake some of them down, but I'm laying out a rule, right here, right now: We don't pick on our own kind. We're going to dig our people out of poverty, and raise them up on the backs of those who would have oppressed them without the Green Shore Gang." [Make money through industrial theft, extortion, and petty theft, avoiding targeting Hebrinians]

2. "Next up, we need to get more men in this operation. What we've got here just isn't going to cut it. Odhran, Brian. I want you two to start looking around the slums and industrial district for Herbinian bums, factory workers, and really anyone else who looks like they could use a job. Tell them that once we get off the ground, they'll be extremely well paid. Odhran, appeal to the idealists and younger ones. You've got a way with words. Brian, you've been here longer than any of us. Focus on telling the people with jobs that it's just not worth it working for anyone other than us. [Send Odhran and Brian to recruit Hebrinians, +10]

3. "The rest of you, except for Harry Jack, come with me and grab a bit of wood, pipe, or whatever you've got that could hurt. We're moving West so that we've got some coastal control so that we can start moving guns, drugs, or people over the water. Harry and Jack, stay back here and keep an eye on the place. We're rolling out." [Take Jimmy, Sean, Seamus, Conor, and Angus West so that we can start pushing out anyone less established than us from that block, and intimidate anyone who might think twice about listening to us. Otherwise, we stay nice, and never hurt a Hebrinian if we can help it.]

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429e06 No.26730

File: 1461783816731.png (643.29 KB,600x613,600:613,ill3.png)

Dice rollRolled 43, 11, 87 = 141 (3d100)

Gang Name: The Black Bombers

Map Colour: Black

Starting Location: Industrial

Fluff: "The Black Bombers" is a notorious illegalist outfit notorious for their outlandish dynamite attacks on police stations, government buildings, banks, and other institutions of authority (when not engaged in bank robbery or other activities of expropriation). Their motivations are political as much as they are aesthetic: living in an unjust system has made them largely unconcerned with the "law" and they behave in a manner one might of the lower orders frustrated by hunger and misery – theft to survive and terror to retaliate against the bourgeois order. As such, the bombers are an odd group: the poor, the destitute, the romantics, the bored, the frustrated, and the nihilistic.

"Businesses":

Members: 10

Notoriety:

Wealth: $250

Boon: [We Are Who We Are] Notoriety increases at twice the rate. (Useful for extortion)

Bane: [We Are Who We Are] Notoriety increases at twice the rate (Increases chance of being arrested or even killed)

—-

Action

—-

1. A few of the gang make a point of trying to secure shotguns and pistols for a few upcoming bank heists. [Guns/equipment]

2. After that, the gang leans on the more politically savvy membersto to recruit among the factory workers and other individuals with a talent in cutting metal… [Recruiting]

3. The Bombers then try to steal a car. The car doesn't need to be perfect, but they need it sure as sure. [Steal a car from the upper class district]

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429e06 No.26740

File: 1461807766349.jpeg (103.43 KB,500x313,500:313,image.jpeg)

Dice rollRolled 24, 52, 11 = 87 (3d100)

Gang Name: The Revolution

Map Colour: Red

Starting Location: Slums, near Industrial District

Fluff: The Revolution was born out of the distaste for the upper class after the Industrial Revolution of Geniicia had ended and the new era had dawned. Several workers had noticed that the toils and tribulations of the factory workers had gone unnoticed and the workers gone under-paid. Their leader Alekinokov would have none of it. He began to build a movement, following the teaching of the Philosopher Gustav Von Marx, he dreamed of a new Geniicia, a equal Geniicia, a Geniicia free of classes, and a Geniicia free on injustice.

"Businesses":

Members: 10

Notoriety:

Wealth: $250

Boon: [All Men Are Equal] +10 to recruitment rolls in the Slums and the Industrial District

Bane: [Commies] You have adopted the philosophy of foreign threats and as such, the government are much harder on you

1-2. If we are gonna get our feet off the ground we gotta find a way to earn some dough. Grazikov, help me draw up some plans for a shop near the industrial district, we can also use this as a front for recruitment and planning.

3. Dostoy, get some of your friends here, talk them into joining the Revolution.

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429e06 No.26743

File: 1461820028152.png (5.05 KB,178x271,178:271,Dastard.png)

Dice rollRolled 1, 72, 85 = 158 (3d100)

Gang Name: The Dastards

Map Colour: White

Starting Location: Upper Class District

Fluff: Even lazy rich people have hobbies; in the case of the head of the Dastards, his own hobby is to perform petty yet elaborate acts of crime, not out of any monitary need, but simply because it gives him his jollies. His associates, though dressed in similar classy clothing, are largely middle class men who have joined this mad man's endevours in hopes that they might become as rich as he, using it as an excuse to get out of the notoriously chaos-bound middle class district.

Dressed in derby or tophats and long coats, these old-fashioned criminals might appear comical, but those on the receiving end of their crimes can hardly find their actions a laughing matter; extortion, money laundering, running political machines, the Dastards alternate between a frighteningly efficient criminal organization with a petty side streak, using their powers to shut down public services and make the lives of the lower classes that protest against them miserable, as well as the occasionaly tying those that look at them wrong to a train track.

"Businesses":

Members: 10

Notoriety:

Wealth: $250

Boon: [Personal Loans] With 2 successful actions, you can fudge your books and provide your gang with an extra $100

Bane: [Fabulously Wealthy] When you are attacked and defeated by other gangs, they gain $50

—Actions—

https://www.youtube.com/watch?v=t-Gzl4FIPjo

1./2: [Personal Loans] Gentlemen, as you know, in order to be a successful criminal enterprise, we are going to need funds. See to it that our base income in increased, pronto I say!"

3. And now that we have that out of the way, we need to set up a front, if I do say so myself. Let pretend to be a vintage haberdashery; with such an innocuous, no one should be the wiser of our true intents! Hehehehehehehehehehehe!"

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429e06 No.26744

File: 1461820660768.jpg (13.3 KB,236x294,118:147,f2730825f064e6efa8ed61b56f….jpg)

>>26743

Curses!

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429e06 No.26746

File: 1461844563845.png (74.91 KB,300x169,300:169,4lyfe.png)

>>26713

Gang Name: Henching Union

Map Colour: Any

Starting Location: A place

Fluff:

Every true Villain requires Henchmen. They do everything, from the bureaucracy of funding your evil ventures over busting you out of jail to filing your taxes. "That sounds incredibly helpful.", I can already hear you ask, "Where would one obtain such valued employees?". The answer is quite simple.

The Henching Union. As the oldest and most respectable source of Henchmen it recruits only from the city's finest dock and factory workers as well as an assortment of mislead youths and career criminals. Henching after all is a job for the common man. Fancy gadgets, cool enemies, exciting lifestyle and at the end of the day you can always blame anything morally questionable that you do on your evil overlord.

But don't take our word for it! With our patented Hench-A-Way customer service within 24 hours you could become the proud owner of your very own professional Henchman! Order your first Henchman now and you will receive a funeral service for free!

(Disclaimer: Henching Union GmbH is not liable for any criminal activities performed by any of its members. Training of employees is in coherence with the laws of Geniicia, New Stead and Copainska. Henching Union GmbH rejects all activities that may breach the code of law. Should any further questions as to the nature of Henching Union GmbH arise our law section is happy and willing to see you in court.)

"Businesses":

Members: 10

Notoriety:

Wealth: $250

Boon:

Bane:

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