fceda5 No.26790 [Last50 Posts]
Far across the galaxy, in a solar system not yet discovered by mankind, the large water planet Aquarius slowly revolves around the large star Ustri. Our stories begin here, deep under the currents and swells of the surface all the way to the ocean floor, where life has managed to develop and grow. Humanoid like organisms with very distinct aquatic traits have managed to carve out their own civilizations in both areas where Ustri’s glare penetrates the water, and where it does not. Of these civilizations there are three that share claim to most of the waters:
Atlanteans: Mermen and women of impeccable skill and wisdom who mainly reside in their capital, Atlantis, with scattered colonies throughout the ocean. Their government most similarly resembles an aristocracy, of which the most powerful of the nobles comprise the Council of Avalon, the decision making body of Atlantis. Several other aquatic races also live within Atlantean society (a result of prior conquests by the Atlanteans) but are mostly considered inferior and “lower-class” to pure-blooded mermen. Of the three civilizations, Atlanteans are the most advanced technologically and culturally.
Nagas: Serpent-like and stoic fighters, the Nagas lay claim to the largest stretch of land underwater, all united under the leadership of King Ssivirus III, who resides in the Nagan capital Soma. Mandatory conscription is set in place for all Nagan citizens that turn the age of eighteen until the age of twenty one, contributing to the fact that the Nagan army is the biggest in the ocean. A militaristic society, the Nagas frequently raid Atlantean villages and Trenchen caves and groves for supplies.
Trenchens: Mostly comprised of deep sea creature humanoids, the Trenchens are a united civilization of outcasts, shunned by the Atlanteans and Nagas alike for usually either bizarre physical traits or harmful acts against their societies. Trenchen civilization is scattered, mostly concentrated in areas where Ustri’s light doesn’t shine, such as sprawling cave systems and coral reefs. Little is known about Trenchen society besides stories brought back from Nagan raiding parties of warriors clutching talismans and creating whirlpools and strong currents around them.
You are an individual brought into this perilous world. Will you make a name for yourself in the salty seas? Or will you be dragged out by the tide?
NOTES PLEASE READ
1. Water does not operate under the same physics as it does on Earth, which is why buildings are able to be built underwater.
2. Atlanteans are the most advanced, their technological and cultural equivalent would be the Renaissance time period.
3. Dice are 3d100
4. Dice roll results will (roughly) follow this format:
>1-2: Disaster, something very unfortunate will occur.
>3-20: Critical Failure, something bad will occur.
>21-40: Failure, nothing will occur.
>41-70: Success.
71-99: Critical Success, something very good will occur.
100: Boon, something incredibly fortunate will occur.
5. Skill Benefits will (roughly) follow this format:
>[Basic]-[Advanced]-[Expert]-[Master]-[Legendary]
>(+3)-(+5)-(+8)-(+10)-(+15)
6. Skill benefits cannot save you from a Disaster roll, and cannot grant you a Boon roll.
Character Sheet
>Name:
>Civilization (if applicable):
>Race:
>Origin Fluff:
*Don’t Fill Out Below*
>Skills:
>Inventory:
>Flaws/Defects:
>Bonus:
____________________________
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fceda5 No.26793
Name: Wobb the Ancient
Civilization (if applicable): [Atlanteans]
Race: Molans {Mola Mola}
Origin Fluff: Wobb is a Molan, one of a decreasing amount of his kind within Atlantean kingdom. Being very old, Wobb has a considerable knowledge about all things magical. Unfortunately, because of his age, Wobb is a bit more slothful than in years prior. Still, his mind is very sharp and his skills with the arcane are considerable.
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fceda5 No.26794
>>26790
>Name: Kios Chyrona
>Civilization (if applicable):N/A
>Race: Elemental, Ice
>Origin Fluff: Born in the frozen northern oceans, Kios was a standard if young elemental. His youthfulness making him less cold and severe than most of his kind. One day an ice shelf fell and knocked him through the ice into the ocean below. It scared and marked Kios. For once he returned home he felt being called back to the sea. Thus after much preparation and training for whatever may be below, Kios plunged into the oceans one again. TO see all the waters had to offer, and find what called to him in the deeps below.
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fceda5 No.26797
>>26790
>Name: Sivass
>Civilization: The Nagas.
>Race: Naga
>Origin Fluff:
Born within the Nagan empire, her time under conscription honed her skills with discipline and order, favouring scimitars over the other weaponries.
However, there was some kind of mutation related to her that other Nagas notice: While she was normal when she was first conscripted, the few years of training grew her body above her peers, making her like a titan of sorts. Regardless, given her apparent loyalty to the Nagan Empire, only a few felt that she was a threat, as the rest had no major opinions against her, as she awaits deployment from her superiours against the Nagas' threats…
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fceda5 No.26799
Character Sheet
>Name: Sithia
>Civilization (if applicable): Nagas
>Race: Naga
>Origin Fluff: Sithia served her time under the mighty Nagan military machine, and served it thrice as long as the required two years. She managed to do well enough to reach a rank of Commander of her own battlion. Her future was assured. However to reach for any higher was to require influence of a birth place greater then her own common upbringing. Chafing she decided to put in her resignation, along with several of her junior officers, as well as the rank and file, and started a mercenary band.
Skilled in sword, magic and command Sithia is a fearsome sight on the battlefield, with her magic well suiting a commanders need for control and information. Battle-field scrying and communication spells are her two most important spells for commanding her force, though plain bolts of force had served her well when engaging in battle personally.
*Don’t Fill Out Below*
>Skills:
>Inventory:
>Flaws/Defects:
>Bonus:
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fceda5 No.26800
>>26790
>Name: Unzula
>Civilization (if applicable): Trenchian
>Race: Dragonfish-man
>Origin Fluff: Unzula is what his people call an Amari. One who communes with the spirits of the elements and the ancient, and use their power to preform spells and rituals. He makes deals with these spirits to learn spells to invoke their powers, or rituals to invoke greater powers for a cost, or to imbue objects, such as totems, with the powers of a spirit for lasting effects. These spirits are commonly put into a couple of groups, or elements: Fire, Water, Earth, Air, Metal, Life, Death, Light, Darkness, and The Ancients who represent the dead. One day Unzula was given a vision by an Ancient spirit he commonly dealt with by the name of Boswanda. The world was about to enter a period of change, and the Trenchians must have a uniting force if they are to survive the coming time.
*Don’t Fill Out Below*
>Skills:
>Inventory:
>Flaws/Defects:
>Bonus:
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fceda5 No.26802
>Name:Illidis
>Civilization (if applicable): Naga
>Race:Naga
>Origin Fluff:
Illidis is a warrior in all ways. Unlike many he was not conscripted. He volunteered for the military. Training everyday to reach new heights of combat ability. He has led a few raids against the atlanteans already but looks forward to the day he can eliminate them as a whole. Illidis is traditional. He does not like or approve of the recent mutation to the naga genome and if he has the chance will do what he can to eliminate them.
*Don’t Fill Out Below*
>Skills:
>Inventory:
>Flaws/Defects:
>Bonus:
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fceda5 No.26803
>Reply to choose what skills and bonuses your hero will have. Pick one of each.
>>26793
SKILLS:
+[Master Arcane Magic]
+[Master Mysticism]
+[Master Sun Magic]
BONUSES:
+[Sage Wisdom]
+[Cryptic Soothsayer]
+[Artifact Hunter]
>>26794
SKILLS:
+[Master Strength]
+[Master Frost Magic]
+[Master Magical Resistance]
BONUSES:
+[Calling from the Abyss]
+[Branded]
+[Magical Affinity]
>>26797
SKILLS:
+[Master Swordswoman]
+[Master Strength]
+[Master Defender]
BONUSES:
+[Hulking]
+[Lithe]
+[Cannibal]
>>26799
SKILLS:
+[Master Tactician]
+[Expert Swordswoman] & +[Advanced Arcane Magic]
+[Expert Arcane Magic] & +[Advanced Swordswoman]
BONUSES:
+[Former General]
+[Scryer]
+[ESP]
>>26800
SKILLS:
+[Master Mysticism]
+[Master Enchanting]
+[Master Summoning]
BONUSES:
+[Ethereal Link]
+[Guardian Spirit]
+[Sea-Lich]
>>26802
SKILLS:
+[Master Strength]
+[Master Defender]
+[Master Fury]
BONUS:
+[Bloodlust]
+[Lithe]
+[Force of Will]
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fceda5 No.26804
>>26803
>Name: Unzula
>Civilization (if applicable): Trenchian
>Race: Dragonfish-man
>Origin Fluff: Unzula is what his people call an Amari. One who communes with the spirits of the elements and the ancient, and use their power to preform spells and rituals. He makes deals with these spirits to learn spells to invoke their powers, or rituals to invoke greater powers for a cost, or to imbue objects, such as totems, with the powers of a spirit for lasting effects. These spirits are commonly put into a couple of groups, or elements: Fire, Water, Earth, Air, Metal, Life, Death, Light, Darkness, and The Ancients who represent the dead. One day Unzula was given a vision by an Ancient spirit he commonly dealt with by the name of Boswanda. The world was about to enter a period of change, and the Trenchians must have a uniting force if they are to survive the coming time.
*Don’t Fill Out Below*
>Skills: [Master Mysticism]
>Inventory:
>Flaws/Defects:
>Bonus: [Ethereal Link]
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fceda5 No.26805
>>26803
Name: Wobb the Ancient
Civilization (if applicable): [Atlanteans]
Race: Molans {Mola Mola}
Origin Fluff: Wobb is a Molan, one of a decreasing amount of his kind within Atlantean kingdom. Being very old, Wobb has a considerable knowledge about all things magical. Unfortunately, because of his age, Wobb is a bit more slothful than in years prior. Still, his mind is very sharp and his skills with the arcane are considerable.
Skills: +[Master Sun Magic]
Inventory:
Flaws/Defects:
Bonuses: +[Artifact Hunter]
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fceda5 No.26807
>Name: Count Alayzel Norphod
>Civilization: Atlantean
>Race: Atlantean, by far the most humanoid of the underwater species yet with webbed hands and feet, gills, and a lack of eyelids
>Origin Fluff:
Count Alayzel Norphod is an Atlantean Nobleman and a Knight of the realm.
He leads his band of soldiers in the continued state of strained tensions between Atlantis and the Naga. The Naga had numbers, a military society and the experience of war. But they lacked technology, and their magic was inferior.
To make up for their lack of numbers, the Atlanteans have strived to keep a technological edge on the battlefield, developing crystal rifles and cannonade, ensuring that for every one Atlantean that is killed two naga go down with him. As such they have had their smartest minds and oldest generals develop new styles of warfare, known as "Spike and Shot"
The principle is simple, Atleanteans armed with long pikes stand in close formations, whether on the bottom of the sea with spears aimed outward, or in the water with spears aimed in all directions. Other Atlanteans armed with the latest crystal rifles are able to fire at great distances or spread out and fire by ranks when the enemy is far away, or take cover under the pikes when threatened by the enemy. To support them, Atlantean artillery and cannonade is the finest in the world, manned by their own wizards they are able to use crystal magic to launch either solid round shot or coral grapeshot, or even the new explosive crystal shot which detonates into smaller deadly fragments that burn and render flesh.
These formations are called Tetraodontidae Tercios, and has helped keep the balance between the Naga's numerical superiority. The pike formations are keen to surround and protect their artillery in interlocking arcs of fire.
Count Alayzel is determined to ensure the survival of his country and his own soldiers, and lead them through glorious battle or if it comes to it, an honorable end.
https://www.youtube.com/watch?v=mJSU0Fzj-BE
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fceda5 No.26809
>>26803
>Name: Kios Chyrona
>Civilization (if applicable):N/A
>Race: Elemental, Ice
>Origin Fluff: Born in the frozen northern oceans, Kios was a standard if young elemental. His youthfulness making him less cold and severe than most of his kind. One day an ice shelf fell and knocked him through the ice into the ocean below. It scared and marked Kios. For once he returned home he felt being called back to the sea. Thus after much preparation and training for whatever may be below, Kios plunged into the oceans one again. TO see all the waters had to offer, and find what called to him in the deeps below.
>Skills:+[Master Strength]
>Inventory:
>Flaws/Defects:
>Bonus:+[Branded]
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fceda5 No.26815
>>26803
>+[Master Strength]
>+[Hulking]
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fceda5 No.26820
>>26803
+[Master Tactician]
+[Former General]
Character Sheet
>Name: Sithia
>Civilization (if applicable): Nagas
>Race: Naga
>Origin Fluff: Sithia served her time under the mighty Nagan military machine, and served it thrice as long as the required two years. She managed to do well enough to reach a rank of Commander of her own battlion. Her future was assured. However to reach for any higher was to require influence of a birth place greater then her own common upbringing. Chafing she decided to put in her resignation, along with several of her junior officers, as well as the rank and file, and started a mercenary band.
Skilled in sword, magic and command Sithia is a fearsome sight on the battlefield, with her magic well suiting a commanders need for control and information. Battle-field scrying and communication spells are her two most important spells for commanding her force, though plain bolts of force had served her well when engaging in battle personally.
*Don’t Fill Out Below*
>Skills:
+[Master Tactician]
>Inventory:
>Flaws/Defects:
>Bonus:
+[Former General]
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fceda5 No.26839
>>26790
>Name: Murkuz Rentfin
>Civilization (if applicable): Trenchen
>Race: Merrow (debased Naga)
>Origin Fluff:
Sallow, lurking and gruesome to behold, the Merrow were scarcely welcome in Atlantean society. Most fled persecution into the cold, murky waters of the Deepfathom, far beyond the control of the Council. Though ostensibly joined with the Trenchens, the Merrow keep to themselves, isolated even from a society of outcasts by their physical separation and the grotesqueries of their bodies and minds.
Murkuz is one such Merrow, a member of the Rentfin clan. He has no interest the life of the warrior or the leader, the mage or the hero. Self-centered, unscrupulous and brutally ambitious, Murkuz thinks only of personal wealth, and he deals in the most valuable currency of them all: knowledge.
In the dark meanders of the Deepfathom, information and rumor passes quickly. With the aid of a his Rentfin cohorts, Murkuz plots to develop a vast and far-reaching spy network. Secrets sell, and in these times of heightened tension and political intrigue, everyone's both a buyer and a mark.
*Don’t Fill Out Below*
>Skills:
>Inventory:
>Flaws/Defects:
>Bonus:
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fceda5 No.26840
>>26839
Choose one of each
SKILLS:
+[Master Sneaking]
+[Master Persuasion]
+[Master Toxicology]
BONUS:
+[Highwaymen Cohorts]
+[Connected]
+[Camouflage]
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fceda5 No.26841
>>26840
>+[Master Persuasion]
>+[Connected]
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fceda5 No.26844
>>26790
Character Sheet
>Name: G'rath of the Blackest deeps
>Civilization: Atlantean
>Race: Merman
>Origin Fluff: In the dregs of every society there lies the unmentionables, people so poor and downtrodden that they are better off ignored by the higher echolons of the people, for to gaze upon them, their filth, the sheer destitute nature of their very souls, would wrack them with a pain so deep as to splinter their very consciousness. There is one benefit to being born into squalor, however. It teaches one how to survive, or else they'll not make it past a month in the slums. G'rath is one of these beings, born into the poorest part of the Atlantean city of Avalon, he grew up quick and cold, he had to to survive. For his fifth birthday he buried his mother, the only person in this world who was ever kind to him. For his tenth birthday, he gutted a fishmonger for a meal. For his fifteenth birthday, we was recruited by a local gang to be their lookout for their operations. He developed many unsavory skills throughout his life as a result of his upbringing, and when he was finally caught, mere days before his scheduled execution, the Nagas, ever violent, attacked. Seeing his skills would be better put to use raiding naga supply lines and destroying their unprotected camps, he was pressed into service with the Atlantean military. After many bloody months, the Nagas stopped coming, apparently satisfied with their gains, though G'rath had gained quite a few Naga knuckle bones from the conflict, a treasure he keeps for each prey he slaughters. Not wanting a dangerous man and known criminal back in their streets, he was sent to spy on the Trenchens next, where he currently resides poised on the edge of one of their many lairs, staring at the deep, endless blackness below.
*Don’t Fill Out Below*
>Skills:
>Inventory:
>Flaws/Defects:
>Bonus:
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fceda5 No.26846
>>26844
Choose one of each
SKILLS:
+[Master Fury]
+[Master Sneaking]
+[Master Trapping]
BONUS:
+[Bounty Hunter]
+[Dreaded]
+[Resilient]
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fceda5 No.26851
>>26793
Name: Wobb the Ancient
Civilization (if applicable): [Atlanteans]
Race: Molans {Mola Mola}
Origin Fluff: Wobb is a Molan, one of a decreasing amount of his kind within Atlantean kingdom. Being very old, Wobb has a considerable knowledge about all things magical. Unfortunately, because of his age, Wobb is a bit more slothful than in years prior. Still, his mind is very sharp and his skills with the arcane are considerable.
>Skills:
+[Master Sun Magic] +10 Bonus
>Spellbook:
+[Solar Flare] Channel the searing brightness of Ustri to blind creatures around you for a short time period. Repeated casting will cause you to become fatigued.
+[Lightbeam] Call down a powerful beam of Ustri’s energy to smite a foe. Effective against groups, though good timing may allow enemies to dodge out of the way of this spell’s path.
+[Healing Ray] Call down a healing beam of Ustri’s energy to rejuvenate an ally. Continued exposure to the spell will result in greater healing, though sustaining the spell for long periods of time will fatigue you.
>Inventory:
+[Simple Robes]
+[Large Coral Staff]
>Flaws/Defects:
-[Very Feeble] -15 towards physical related rolls. You also suffer more when injured and ill.
>Bonus:
+[Artifact Hunter] You have a keen eye for objects beneath the waves of ancient origin and mythical power, allowing you to identify relics of great value and history quite easily. You possess a room in your home of which you possess a surmountable collection of ancient treasures, a few of them magical.
You begin in your home, a small pink coral residence near the main square of Atlantis. A travelling carnival has wheeled into town and set up shop.
>>26794
>Name: Kios Chyrona
>Civilization (if applicable):N/A
>Race: Elemental, Ice
>Origin Fluff: Born in the frozen northern oceans, Kios was a standard if young elemental. His youthfulness making him less cold and severe than most of his kind. One day an ice shelf fell and knocked him through the ice into the ocean below. It scared and marked Kios. For once he returned home he felt being called back to the sea. Thus after much preparation and training for whatever may be below, Kios plunged into the oceans one again. TO see all the waters had to offer, and find what called to him in the deeps below.
>Skills: +[Master Strength] +10 Bonus
>Inventory:
>Flaws/Defects:
+/-[Mythical Creature] You are a being believed to only exist in the folk tales passed down over generations. Knowledge of your existence in the oceans could have any number of results, ranging from people hunting you down to people worshipping you.
-[Lesser Ice Elemental] You have not developed into a full grown ice elemental yet. This means you have not matured enough to develop permafrost, and can thus be melted by high temperatures and damaged by weaponry.
>Bonus:
+[Branded] You possess a sigil etched onto the back of your neck, and have no idea what it could be used for and where it came from. Other ice elementals have noticed that it occasionally shimmers.
You begin in the icy waters of the Northern Sea, near a tremendous trench the ice elementals refer to as “Tul-Hulla”, or the hole of no end. You can feel your sigil throbbing the closer you get to the mouth of Tul-Hulla.
>>26797
>Name: Sivass
>Civilization: The Nagas.
>Race: Naga
>Origin Fluff:
Born within the Nagan empire, her time under conscription honed her skills with discipline and order, favouring scimitars over the other weaponries.
However, there was some kind of mutation related to her that other Nagas notice: While she was normal when she was first conscripted, the few years of training grew her body above her peers, making her like a titan of sorts. Regardless, given her apparent loyalty to the Nagan Empire, only a few felt that she was a threat, as the rest had no major opinions against her, as she awaits deployment from her superiours against the Nagas' threats…
>Skills: +[Master Strength] +10 Bonus
>Inventory:
+[Nagan Grunt Chainmail]
+[Nagan Grunt Issued Scimitar]
>Flaws/Defects:
-[Serpentine] Nagan society comprises of two types of Nagans, purebred bipedals and hybrid serpentines, with bipedals being more common. While your serpentine form grants you slightly better mobility than the average bipedal, you are looked down upon by most bipedals for being a mutt. You are considered inferior due to your body type.
>Bonus:
+[Hulking] You are formidably larger than the average Naga. This grants you a significant edge in close quarters combat, as well as increased carrying capacity. You are also quite intimidating to creatures of smaller stature.
You begin in the Soma barracks, sharpening your blade in preparation to being assigned to your own battalion and embarking on your first raid.
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fceda5 No.26852
>>26804
>Name: Unzula
>Civilization (if applicable): Trenchian
>Race: Dragonfish-man
>Origin Fluff: Unzula is what his people call an Amari. One who communes with the spirits of the elements and the ancient, and use their power to preform spells and rituals. He makes deals with these spirits to learn spells to invoke their powers, or rituals to invoke greater powers for a cost, or to imbue objects, such as totems, with the powers of a spirit for lasting effects. These spirits are commonly put into a couple of groups, or elements: Fire, Water, Earth, Air, Metal, Life, Death, Light, Darkness, and The Ancients who represent the dead. One day Unzula was given a vision by an Ancient spirit he commonly dealt with by the name of Boswanda. The world was about to enter a period of change, and the Trenchians must have a uniting force if they are to survive the coming time.
>Skills: [Master Mysticism] +10 Bonus
>Spellbook:
+[Ward of Protection] Perform the ritual of defense, shielding you from injury for one turn. You are still able to be killed and maimed while under this spell’s effects, though it will be increasingly difficult to do both. Considerable time must be allotted in order to perform the rite. Sacrifice not needed. Back to back uses will have decreased effectiveness.
+[Rite of Blood] Sacrifice a living being to the spirit world in order to bestow unholy healing upon yourself or another being. The greater the sacrifice, the greater the healing. Considerable time must be given to perform the rite.
+[Curse] Sacrifice a living being or objects of great ritual significance to bestow a random misfortune upon another being. The better the sacrifice, the worse the curse. Considerable time must be given to perform the rite.
>Inventory:
+[Simple Robes]
+[Ritual Talisman]
>Flaws/Defects:
-[Commune with the Dead] You’ve developed considerable infamy regarding being able to speak with spirits. Many will not trust you and shun you, some may hunt you down. Be wary of all.
>Bonus:
+[Ethereal Link] You possess a direct line of communication with the spirit world, established after Boswanda visited you in your dreams. You may directly speak with spirits telepathically and petition them for aid. However, they in turn may also ask you for favors in return for help.
You begin in the Trenchian coral reef town of Koom-Kabal, a small conglomerate of outlaws on the outskirts of Nagan territory. A mayoral election is occurring, with the wealthy Anglerfishman black market trader Nukiam Reef running against the sultry brothel-owner Ssilia Serp, a Nagan outlaw.
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fceda5 No.26853
>>26807
>Name: Count Alayzel Norphod
>Civilization: Atlantean
>Race: Atlantean, by far the most humanoid of the underwater species yet with webbed hands and feet, gills, and a lack of eyelids
>Origin Fluff:
Count Alayzel Norphod is an Atlantean Nobleman and a Knight of the realm.
He leads his band of soldiers in the continued state of strained tensions between Atlantis and the Naga. The Naga had numbers, a military society and the experience of war. But they lacked technology, and their magic was inferior.
To make up for their lack of numbers, the Atlanteans have strived to keep a technological edge on the battlefield, developing crystal rifles and cannonade, ensuring that for every one Atlantean that is killed two naga go down with him. As such they have had their smartest minds and oldest generals develop new styles of warfare, known as "Spike and Shot"
The principle is simple, Atleanteans armed with long pikes stand in close formations, whether on the bottom of the sea with spears aimed outward, or in the water with spears aimed in all directions. Other Atlanteans armed with the latest crystal rifles are able to fire at great distances or spread out and fire by ranks when the enemy is far away, or take cover under the pikes when threatened by the enemy. To support them, Atlantean artillery and cannonade is the finest in the world, manned by their own wizards they are able to use crystal magic to launch either solid round shot or coral grapeshot, or even the new explosive crystal shot which detonates into smaller deadly fragments that burn and render flesh.
These formations are called Tetraodontidae Tercios, and has helped keep the balance between the Naga's numerical superiority. The pike formations are keen to surround and protect their artillery in interlocking arcs of fire.
Count Alayzel is determined to ensure the survival of his country and his own soldiers, and lead them through glorious battle or if it comes to it, an honorable end.
>Skills: +[Master Tactician] +10 Bonus
>Inventory:
+[Atlantean Crystal Rifle {Prototype}]
+[Atlantean Crystal Pike]
+[Atlantean Crystalline Armor]
>Flaws/Defects:
-[Warmonger] You are most at home on the battlefield with the corpses of your enemies surrounding you. Your passion for war has driven you to an obsession for creating new tactics, weapons, and techniques to thoroughly slaughter your enemy. Peace and surrender aren’t words in your vocabulary, And if you have no more enemies…you’ll make more.
>Bonus:
+[Great General] Your victories on the eastern front repelling the Nagan menace have granted you much respect in Atlantean society. You are regarded as one of the greatest generals in all of Atlantean history, giving you a considerable amount of influence over the affairs of your country. You also directly control a significant portion of the Atlantean military.
You begin in your command room, situated in the depths of the royal palace of Atlantis. You’ve just received word from your spies that the Nagans are planning not a raid, but a conquest of Perla, an important Atlantean mining town.
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fceda5 No.26854
>>26820
>Name: Sithia
>Civilization (if applicable): Nagas
>Race: Naga
>Origin Fluff: Sithia served her time under the mighty Nagan military machine, and served it thrice as long as the required two years. She managed to do well enough to reach a rank of Commander of her own battlion. Her future was assured. However to reach for any higher was to require influence of a birth place greater then her own common upbringing. Chafing she decided to put in her resignation, along with several of her junior officers, as well as the rank and file, and started a mercenary band.
Skilled in sword, magic and command Sithia is a fearsome sight on the battlefield, with her magic well suiting a commanders need for control and information. Battle-field scrying and communication spells are her two most important spells for commanding her force, though plain bolts of force had served her well when engaging in battle personally.
>Skills:
+[Master Tactician] +10 Bonus
>Inventory:
+[Nagan Plate Armor]
+[Enchanted Nagan Scimitar {Electricity}]
>Flaws/Defects:
-[Serpentine] Nagan society comprises of two types of Nagans, purebred bipedals and hybrid serpentines, with bipedals being more common. While your serpentine form grants you slightly better mobility than the average bipedal, you are looked down upon by most bipedals for being a mutt. You are considered inferior due to your body type, which is a big reason to why you couldn’t climb further up the Nagan military hierarchy.
>Bonus:
+[Former General] You skill and wits on the battlefield are unmatched by many within the oceans. Serpentine Nagans look up to you as their hero and idol. Your reputation is so great among the serpentines that when you resigned, several of your officers and most skilled soldiers resigned with you. You have gained their unflinching loyalty, and can easily recruit the likes of other serpentines for your new mercenary band.
You begin in Ssyurem, a Nagan border town (Atlantean border) where your mercenary band has decided to rest after a successful mission.
>>26839
>Name: Murkuz Rentfin
>Civilization (if applicable): Trenchen
>Race: Merrow (debased Naga)
>Origin Fluff:
Sallow, lurking and gruesome to behold, the Merrow were scarcely welcome in Atlantean society. Most fled persecution into the cold, murky waters of the Deepfathom, far beyond the control of the Council. Though ostensibly joined with the Trenchens, the Merrow keep to themselves, isolated even from a society of outcasts by their physical separation and the grotesqueries of their bodies and minds.
Murkuz is one such Merrow, a member of the Rentfin clan. He has no interest the life of the warrior or the leader, the mage or the hero. Self-centered, unscrupulous and brutally ambitious, Murkuz thinks only of personal wealth, and he deals in the most valuable currency of them all: knowledge.
In the dark meanders of the Deepfathom, information and rumor passes quickly. With the aid of his Rentfin cohorts, Murkuz plots to develop a vast and far-reaching spy network. Secrets sell, and in these times of heightened tension and political intrigue, everyone's both a buyer and a mark.
>Skills: +[Master Persuasion] +10 Bonus
>Inventory:
+[Moderate Amount of Sand Dollars]
+[Dagger]
>Flaws/Defects:
-[Most Wanted] You’ve made it on the Atlanteans’ worst version of the naughty list. Your subterfuge and crimes against Atlantean society have marked you a traitor, and there’s a large price on your head. You’ll find other outlaws will hold you in high regard for this title, but be wary of those looking for a quick dollar stabbing you in the back in your sleep.
>Bonus:
+[Connected] Your seedy tendrils in the criminal underground stretch long and wide. You know a lot of people that are able to sell you anything you wish, from artifacts to trinkets to slaves and poisons. All you have to do is rub the right palm with a few dollars, and you’ll most likely get what you want.
You begin in the Deepfathom, a tremendous trench within the Atlantean borders where sunlight barely hits, a home of criminals, outlaws, and refugees.
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fceda5 No.26859
You may now roll 3d100 for Actions.
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fceda5 No.26860
| Rolled 66, 48, 91 = 205 (3d100) |
>>26851
>Name: Kios Chyrona
>Civilization (if applicable):N/A
>Race: Elemental, Ice
>Origin Fluff: Born in the frozen northern oceans, Kios was a standard if young elemental. His youthfulness making him less cold and severe than most of his kind. One day an ice shelf fell and knocked him through the ice into the ocean below. It scared and marked Kios. For once he returned home he felt being called back to the sea. Thus after much preparation and training for whatever may be below, Kios plunged into the oceans one again. TO see all the waters had to offer, and find what called to him in the deeps below.
>Skills: +[Master Strength] +10 Bonus
>Inventory:
>Flaws/Defects:
+/-[Mythical Creature] You are a being believed to only exist in the folk tales passed down over generations. Knowledge of your existence in the oceans could have any number of results, ranging from people hunting you down to people worshipping you.
-[Lesser Ice Elemental] You have not developed into a full grown ice elemental yet. This means you have not matured enough to develop permafrost, and can thus be melted by high temperatures and damaged by weaponry.
>Bonus:
+[Branded] You possess a sigil etched onto the back of your neck, and have no idea what it could be used for and where it came from. Other ice elementals have noticed that it occasionally shimmers.
1. Keep heading for the mouth of Tul-Hulla, try to determine where the brand signal is coming from without entering.
2. Work on my frost magic. It functioned fine above the waters, now it does not. I thought I had compensated for this. Still the ability to use it is beyond. Figure out why.
3. While I am traversing the waters, keep an eye out for something I can sue as a weapon or tool. A stick, bone, pillar of stone. nothing fancy, just useful
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fceda5 No.26862
| Rolled 87, 85, 15 = 187 (3d100) |
Name: Wobb the Ancient
Civilization: Atlanteans
Race: Molans {Mola Mola}
Origin Fluff: Wobb is a Molan, one of a decreasing amount of his kind within Atlantean kingdom. Being very old, Wobb has a considerable knowledge about all things magical. Unfortunately, because of his age, Wobb is a bit more slothful than in years prior. Still, his mind is very sharp and his skills with the arcane are considerable.
>Skills:
+[Master Sun Magic] +10 Bonus
>Spellbook:
+[Solar Flare] Channel the searing brightness of Ustri to blind creatures around you for a short time period. Repeated casting will cause you to become fatigued.
+[Lightbeam] Call down a powerful beam of Ustri’s energy to smite a foe. Effective against groups, though good timing may allow enemies to dodge out of the way of this spell’s path.
+[Healing Ray] Call down a healing beam of Ustri’s energy to rejuvenate an ally. Continued exposure to the spell will result in greater healing, though sustaining the spell for long periods of time will fatigue you.
>Inventory:
+[Simple Robes]
+[Large Coral Staff]
>Flaws/Defects:
-[Very Feeble] -15 towards physical related rolls. You also suffer more when injured and ill.
>Bonus:
+[Artifact Hunter] You have a keen eye for objects beneath the waves of ancient origin and mythical power, allowing you to identify relics of great value and history quite easily. You possess a room in your home of which you possess a surmountable collection of ancient treasures, a few of them magical.
—Actions—-
1. Wobb decides to visit a few friends and attempt to round up some maps or other errata for study. It's about time for another expedition. [Round up some old maps]
2. After that Wobb heads down to the carnival to investigate. He's sort of bored today and sometimes travelers have odd tips. [Investigate the Carnival]
3. Subsequently, Wobb decides to practice [Lightbeam] in his backyard. His loyal eeel – unfortunately named "Eeelman" – helps him practice by moving stones and rocks. [Practice Lightbeam]
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fceda5 No.26863
| Rolled 79, 56, 59 = 194 (3d100) |
>>26852
>Name: Unzula
>Civilization (if applicable): Trenchian
>Race: Dragonfish-man
>Origin Fluff: Unzula is what his people call an Amari. One who communes with the spirits of the elements and the ancient, and use their power to preform spells and rituals. He makes deals with these spirits to learn spells to invoke their powers, or rituals to invoke greater powers for a cost, or to imbue objects, such as totems, with the powers of a spirit for lasting effects. These spirits are commonly put into a couple of groups, or elements: Fire, Water, Earth, Air, Metal, Life, Death, Light, Darkness, and The Ancients who represent the dead. One day Unzula was given a vision by an Ancient spirit he commonly dealt with by the name of Boswanda. The world was about to enter a period of change, and the Trenchians must have a uniting force if they are to survive the coming time.
>Skills: [Master Mysticism] +10 Bonus
>Spellbook:
+[Ward of Protection] Perform the ritual of defense, shielding you from injury for one turn. You are still able to be killed and maimed while under this spell’s effects, though it will be increasingly difficult to do both. Considerable time must be allotted in order to perform the rite. Sacrifice not needed. Back to back uses will have decreased effectiveness.
+[Rite of Blood] Sacrifice a living being to the spirit world in order to bestow unholy healing upon yourself or another being. The greater the sacrifice, the greater the healing. Considerable time must be given to perform the rite.
+[Curse] Sacrifice a living being or objects of great ritual significance to bestow a random misfortune upon another being. The better the sacrifice, the worse the curse. Considerable time must be given to perform the rite.
>Inventory:
+[Simple Robes]
+[Ritual Talisman]
>Flaws/Defects:
-[Commune with the Dead] You’ve developed considerable infamy regarding being able to speak with spirits. Many will not trust you and shun you, some may hunt you down. Be wary of all.
>Bonus:
+[Ethereal Link] You possess a direct line of communication with the spirit world, established after Boswanda visited you in your dreams. You may directly speak with spirits telepathically and petition them for aid. However, they in turn may also ask you for favors in return for help.
1. Look for a place to learn more rituals, either through observation or through actual study.
2. Begin listening to rumors and stories and try to find some Trenchian 'heroes' of renown.
3. See if I may find a way to learn other skills to harness the power of the spirits.
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fceda5 No.26865
>>26844
>>26846
+[Master Sneaking]
&
+[Resilient]
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fceda5 No.26872
| Rolled 98, 20, 90 = 208 (3d100) |
[META] : How many people do I have in my current army, what are they skilled in, how many supplies do I have to keep them marching and fighting? That sorta thing.
1. Seek out more work.
2. Work on my skill in magic.
3. Work on my skill in using a swords.
>Name: Sithia
>Civilization (if applicable): Nagas
>Race: Naga
>Origin Fluff: Sithia served her time under the mighty Nagan military machine, and served it thrice as long as the required two years. She managed to do well enough to reach a rank of Commander of her own battlion. Her future was assured. However to reach for any higher was to require influence of a birth place greater then her own common upbringing. Chafing she decided to put in her resignation, along with several of her junior officers, as well as the rank and file, and started a mercenary band.
Skilled in sword, magic and command Sithia is a fearsome sight on the battlefield, with her magic well suiting a commanders need for control and information. Battle-field scrying and communication spells are her two most important spells for commanding her force, though plain bolts of force had served her well when engaging in battle personally.
*Don’t Fill Out Below*
>Skills:
+[Master Tactician] +10 Bonus
>Inventory:
+[Nagan Plate Armor]
+[Enchanted Nagan Scimitar {Electricity}]
>Flaws/Defects:
-[Serpentine] Nagan society comprises of two types of Nagans, purebred bipedals and hybrid serpentines, with bipedals being more common. While your serpentine form grants you slightly better mobility than the average bipedal, you are looked down upon by most bipedals for being a mutt. You are considered inferior due to your body type, which is a big reason to why you couldn’t climb further up the Nagan military hierarchy.
>Bonus:
+[Former General] You skill and wits on the battlefield are unmatched by many within the oceans. Serpentine Nagans look up to you as their hero and idol. Your reputation is so great among the serpentines that when you resigned, several of your officers and most skilled soldiers resigned with you. You have gained their unflinching loyalty, and can easily recruit the likes of other serpentines for your new mercenary band.
Location : Ssyurem, a Nagan border town (Atlantean border) where your mercenary band has decided to rest after a successful mission.
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fceda5 No.26875
| Rolled 73, 85, 86 = 244 (3d100) |
>>26853
>Name: Count Alayzel Norphod
>Civilization: Atlantean
>Race: Atlantean, by far the most humanoid of the underwater species yet with webbed hands and feet, gills, and a lack of eyelids
>Origin Fluff:
Count Alayzel Norphod is an Atlantean Nobleman and a Knight of the realm.
He leads his band of soldiers in the continued state of strained tensions between Atlantis and the Naga. The Naga had numbers, a military society and the experience of war. But they lacked technology, and their magic was inferior.
To make up for their lack of numbers, the Atlanteans have strived to keep a technological edge on the battlefield, developing crystal rifles and cannonade, ensuring that for every one Atlantean that is killed two naga go down with him. As such they have had their smartest minds and oldest generals develop new styles of warfare, known as "Spike and Shot"
The principle is simple, Atleanteans armed with long pikes stand in close formations, whether on the bottom of the sea with spears aimed outward, or in the water with spears aimed in all directions. Other Atlanteans armed with the latest crystal rifles are able to fire at great distances or spread out and fire by ranks when the enemy is far away, or take cover under the pikes when threatened by the enemy. To support them, Atlantean artillery and cannonade is the finest in the world, manned by their own wizards they are able to use crystal magic to launch either solid round shot or coral grapeshot, or even the new explosive crystal shot which detonates into smaller deadly fragments that burn and render flesh.
These formations are called Tetraodontidae Tercios, and has helped keep the balance between the Naga's numerical superiority. The pike formations are keen to surround and protect their artillery in interlocking arcs of fire.
Count Alayzel is determined to ensure the survival of his country and his own soldiers, and lead them through glorious battle or if it comes to it, an honorable end.
>Skills: +[Master Tactician] +10 Bonus
>Inventory:
+[Atlantean Crystal Rifle {Prototype}]
+[Atlantean Crystal Pike]
+[Atlantean Crystalline Armor]
>Flaws/Defects:
-[Warmonger] You are most at home on the battlefield with the corpses of your enemies surrounding you. Your passion for war has driven you to an obsession for creating new tactics, weapons, and techniques to thoroughly slaughter your enemy. Peace and surrender aren’t words in your vocabulary, And if you have no more enemies…you’ll make more.
>Bonus:
+[Great General] Your victories on the eastern front repelling the Nagan menace have granted you much respect in Atlantean society. You are regarded as one of the greatest generals in all of Atlantean history, giving you a considerable amount of influence over the affairs of your country. You also directly control a significant portion of the Atlantean military.
1. Those blasted Naga! There is no time to lose then. Ready the troops to move at dawn, we head for Perla!
>Prepare the Army
+[Great General]
2. Make sure the cannonades are prepared too. We must not go to battle without the final argument of Kings.
>Requisition crystal cannons
+[Great General]
3. Do we have a fort at Perla? If so, get the defenses ready. If not, start construction immediately.
>Prepare the Defenses of Perla
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fceda5 No.26894
>>26803
>Name:Illidis
>Civilization (if applicable): Naga
>Race:Naga
>Origin Fluff:
>>26802
>SKILLS:
>+[Master Fury]
>BONUS:
>+[Bloodlust]
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fceda5 No.26913
>>26894
To answer the question you asked when I was away on irc I want scimitar
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fceda5 No.26916
>>26894
>Name:Illidis
>Civilization (if applicable): Naga
>Race:Naga
>Origin Fluff:
Illidis is a warrior in all ways. Unlike many he was not conscripted. He volunteered for the military. Training everyday to reach new heights of combat ability. He has led a few raids against the atlanteans already but looks forward to the day he can eliminate them as a whole. Illidis is traditional. He does not like or approve of the recent mutation to the naga genome and if he has the chance will do what he can to eliminate them.
>Skills: +[Master Fury] +10 Attack Bonus, more effective when outnumbered in combat.
>Inventory:
+[Nagan Grunt Chainmail]
+[Nagan Grunt Issued Scimitar]
>Frenzy Meter: Calm
>Flaws/Defects:
-[Racist] You’ve built a reputation of being unaccommodating and ruthless against serpentine members of Nagan society. Some even say you’ve beat serpentines senseless a few times. Only you can attest to the validity of these rumors, though their existence has given you a bad reputation among serpentines and other non-pureblood nagan members of Naga society.
>Bonus: +[Bloodlust] A fierce hunger resides within you to spill the blood of your enemies on the battlefield. Killing enemies in direct combat raises your frenzy meter. A full frenzy meter will grant you a combat dice roll bonus for the remaining duration that you are in combat. However, once outside of combat your frenzy counter will revert to normal. Progression of the frenzy meter will go as follows: Calm>Annoyed>Agitated>Angry>Enraged>FRENZY.
You begin in the Soma barracks, repairing your chainmail after a successful raid on an Atlantean trading caravan.
>You may now roll for actions
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fceda5 No.26918
| Rolled 28, 52, 99, 35 = 214 (4d100) |
>>26916
>Name:Illidis
>Civilization (if applicable): Naga
>Race:Naga
>Origin Fluff:
Illidis is a warrior in all ways. Unlike many he was not conscripted. He volunteered for the military. Training everyday to reach new heights of combat ability. He has led a few raids against the atlanteans already but looks forward to the day he can eliminate them as a whole. Illidis is traditional. He does not like or approve of the recent mutation to the naga genome and if he has the chance will do what he can to eliminate them.
>Skills: +[Master Fury] +10 Attack Bonus, more effective when outnumbered in combat.
>Inventory:
+[Nagan Grunt Chainmail]
+[Nagan Grunt Issued Scimitar]
>Frenzy Meter: Calm
>Flaws/Defects:
-[Racist] You’ve built a reputation of being unaccommodating and ruthless against serpentine members of Nagan society. Some even say you’ve beat serpentines senseless a few times. Only you can attest to the validity of these rumors, though their existence has given you a bad reputation among serpentines and other non-pureblood nagan members of Naga society.
>Bonus: +[Bloodlust] A fierce hunger resides within you to spill the blood of your enemies on the battlefield. Killing enemies in direct combat raises your frenzy meter. A full frenzy meter will grant you a combat dice roll bonus for the remaining duration that you are in combat. However, once outside of combat your frenzy counter will revert to normal. Progression of the frenzy meter will go as follows: Calm>Annoyed>Agitated>Angry>Enraged>FRENZY.
(as an aside damn you luch. serpentine naga are best naga.)
With the chainmail prepared I immediately begin preparing for our next raid. The atlanteans won't kill themselves and it is the best way to gain loot and fame+promotions.
1.2. Set about the barracks gathering those who would join me on a glorious raid. This will not be the average raid. Even a few serps can join. There will always be a need for frontline fodder and that's all they are good for.
3. Go to the provisions marshall. I am planning a big raid which means sneaking deeper into atlantean territory to get an untouched village
4. Seek out some of the veteran scouts. I will need one to help decide and guide us to our future bounty.
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fceda5 No.26919
>>26918
3 is meant to be getting provisions for the journey. forgot to finish fluffing it.
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fceda5 No.26920
>>26790
>Name: Savash
>Civilization: The Supreme Dragon Hierarchy
>Race: Elder Deep Sea Dragon
>Origin Fluff: A myth. A legend. A story told to keep kids in bed at night. Dragons are content to lounge in the open sea and deep trenches far from civilization, and so this has given them a bad rep. Known as evil monsters for heroes to slay, Dragons are actually highly intelligent and are content in their place in life, rather than achieving for society, their superiority above other life makes them so smug they simply drift about. This dragons name is Savash after drifting into a small town once, the inhabitants took arms against him and started calling him "Aaaah, savash, a savash munstar!" He figured they were speaking as a honorific title and so he took the name as his own after killing and eating all of them. Recent events has triggered his interest as full fledged war has happened between several of the biggest nations of the great sea.
>Skills:
[Master Pulse Breath]
>Inventory:
>Flaws/Defects:
>Bonus:
[Sage Wisdom]
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fceda5 No.26921
>>26920
>Name: Savash
>Civilization: The Supreme Dragon Hierarchy
>Race: Elder Deep Sea Dragon
>Origin Fluff: A myth. A legend. A story told to keep kids in bed at night. Dragons are content to lounge in the open sea and deep trenches far from civilization, and so this has given them a bad rep. Known as evil monsters for heroes to slay, Dragons are actually highly intelligent and are content in their place in life, rather than achieving for society, their superiority above other life makes them so smug they simply drift about. This dragons name is Savash after drifting into a small town once, the inhabitants took arms against him and started calling him "Aaaah, savash, a savash munstar!" He figured they were speaking as a honorific title and so he took the name as his own after killing and eating all of them. Recent events has triggered his interest as full fledged war has happened between several of the biggest nations of the great sea.
>Skills:
+[Master Pulse Breath] +10 Bonus
>Inventory:
>Flaws/Defects:
-[Sea Scourge] Merely telling stories about your existence is enough to strike fear in the hearts of all but the most fearless. Imagine how they would react if you actually appeared in front of them? You will face immense hostility by society should you ever venture towards civilization, and most likely be hunted down until you are killed.
>Bonus:
+[Sage Wisdom] You possess knowledge of the seas unsurpassed by even the oldest elders of civilization. This includes awareness of artifacts, locations, types of magic, and the existence of other dragons who have yet to reawaken. You are also able to develop your mastery of new skills relatively easily.
You begin in a deep trench far from civilization. You’ve slumbered undisturbed for what seems like an eternity, but developing events within the oceans have given you a rude awakening. Something is amiss, but you’re not sure what.
>You may now roll for actions
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fceda5 No.26926
>>26920
Wow such a mary sue fag. Much special. So unique.
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fceda5 No.26929
>>26790
Room for a hero?
Picture unrelated
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fceda5 No.26930
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fceda5 No.26946
| Rolled 5, 98, 19 = 122 (3d100) |
>>26921
>Name: Savash
>Civilization: The Supreme Dragon Hierarchy
>Race: Elder Deep Sea Dragon
>Origin Fluff: A myth. A legend. A story told to keep kids in bed at night. Dragons are content to lounge in the open sea and deep trenches far from civilization, and so this has given them a bad rep. Known as evil monsters for heroes to slay, Dragons are actually highly intelligent and are content in their place in life, rather than achieving for society, their superiority above other life makes them so smug they simply drift about. This dragons name is Savash after drifting into a small town once, the inhabitants took arms against him and started calling him "Aaaah, savash, a savash munstar!" He figured they were speaking as a honorific title and so he took the name as his own after killing and eating all of them. Recent events has triggered his interest as full fledged war has happened between several of the biggest nations of the great sea.
>Skills:
+[Master Pulse Breath] +10 Bonus
>Inventory:
>Flaws/Defects:
-[Sea Scourge] Merely telling stories about your existence is enough to strike fear in the hearts of all but the most fearless. Imagine how they would react if you actually appeared in front of them? You will face immense hostility by society should you ever venture towards civilization, and most likely be hunted down until you are killed.
>Bonus:
+[Sage Wisdom] You possess knowledge of the seas unsurpassed by even the oldest elders of civilization. This includes awareness of artifacts, locations, types of magic, and the existence of other dragons who have yet to reawaken. You are also able to develop your mastery of new skills relatively easily.
1-2; hmmmmm, I seem to have lost much more size than anticipated during my sleep. I'll need to hunt to regain my strength.
3; I should rebuild up my scale armor. With this new energy, should practice ramming into sides of the trench so my scales regenerate stronger
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fceda5 No.26950
>>26930
>Name: Cyrus the Wise
>Civilization (if applicable): Trenchen
>Race: "Changed" Atlantean
>Origin Fluff: Cyrus the Wise, formerly known as Cyrus the Foolhardy, was a respected Atlantean explorer, who specialized in the ruins of times long past, but was known for being headstrong. He would enter crevasses, without thinking about how he would get out. He often entered crumbling ruins, which could collapse if he made one wrong move. People acknowledged his expertise in the field. After all, he had mapped caverns and abysses which no Atlantean had ever heard of, much less seen. The treasures that he brought back from the ruins that he explored were justification enough for his pay grade. However, they also called him impulsive, imprudent, and oblivious to the danger that followed him. In the end, it was this trait that brought about a certain event, after which the Atlanteans though him lost. In a ruin as old as civilization itself, Cyrus plumbed the depths of the world. When he reached the cavernous complex's main chamber, he saw a light, something that he did not encounter often in his adventures (He could see fine without it.) It was a green crystal, the size of his forearm. From within it, a light shined, now soft, and now harsh. Surely, the crystal was deeply magical, and would win him much admiration and respect back home. He approached it, and hesitantly grabbed the crystal. He went to put it into his satchel, but found that he could not let it go. He waved his hand, in an effort to get it off, but the crystal responded by sending a massive pain up his arm. It began to shoot tendrils of green light up through his body. His veins began to glow a bright lime green, and his eyes began to sting from the light behind them. Slowly, the crystal dug itself into his body, distributing itself into his flesh and blood. His eyes were burned away by the light, and his tongue was split in two. His hair fell away, and his teeth sharpened to fangs. His hands became claws, his feet became talons, and his back hunched over and grew green bone spines. When his transformation was complete, Cyrus was blind, but could feel his changes, and knew that he was no longer himself. His body was not the only thing that had metamorphosed. His mind was geared to remember great and terrible things, long forgotten. Ancient magics and profane rites, buried with their creators. Like the name of a person, met once or twice, he could not remember them all, but they lay upon the tip of his tongue, waiting for him to delve into his subconscious and uncover them. With a great cry, he bellowed his despair and anguish. Suddenly, he could see again, if only for a while. He saw the lines of the cavern, and knew how close the surfaces were. Even after this tracing of the world faded, he could see the tiny creatures that patrolled this forgotten tomb of the ancients: shrimp, crabs, fish, and other such animals. He began to speak, experimentally, and found that when he made noise, he could see his surroundings. Eventually, he found his way out of the ruins, and went to the only place where he knew that he would be accepted. He went to the Trenchen's deeps. There, he found a grotto, where he shrouded himself with an old, tattered cloak, and hid, for many long years. After a little while, others began to come to his cave, after one Trenchen found him there. They asked him questions of life, philosophy, and magic, and he answered best he could, not knowing why he knew the answers to their questions. He felt their faces, and remembered their names. They brought him food, and a staff to lean on. Despite his stature, he could be quite swift, should he need to be, for short periods of time. With practice, he was able to "see" his surroundings with clicks and whistles, but loud noises clouded his vision. He learned a deal of magic from the forces within him, and one day, decided to venture out of his cave for the first time in many years.
*Don’t Fill Out Below*
>Skills:
>Inventory:
>Flaws/Defects:
>Bonus:
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fceda5 No.26958
>>26860
You spend most of the day traversing the ocean floor in order to get to the edge of Tul-Hulla. Peering into its seemingly bottomless abyss makes your sigil throb painfully. Only after when you avert your gaze does the pain revert to a dull ache. In your glimpses it seemed as though the shadows at the bottom of the Tul-Hulla trench were…moving.
You spend some time attempting to reawken your frost magic. You manage to weave a small snowflake with your fingertips in the deep water. Progress!
>Basic Frost Magic 1/3
Wandering along the perimeter of Tul-Hulla at night, you happen upon the skeletal corpse of a snakelike creature. Based on the intricate detail on its armor and weaponry, you surmise that it must have been an elite warrior. Finding it dead does nothing to alleviate your worries of what could be at the bottom of Tul-Hulla. Nonetheless, you strip the corpse of its equipment. Luckily its armor fits you.
>Inventory:
+[Jeweled Nagan Greatsword (2H)]
+[Royal Nagan Guard Armour]
>>26862
You pay a visit to some old treasure hunters and spelunkers that you used to adventure with back in the day. Most of them have either moved on to other occupations or long since retired in their old age, though you do garner what supplies they've had left stowed away. One of your old pals, Umma the Starfishman directs you to join the newly created Atlantean chapter of the Treasure Spotters.
>That is, if you still got it in you!
He says with a wink.
>Inventory:
+[Treasure Spotters Business Card]
+[Black Pearl Caverns Treasure Map]
+[Atlantean Catacombs Treasure Map]
+[Cracked Urn {Unidentified Artifact}]
In the afternoon you roam around the carnival that has set up in the Atlantis central square. All sorts of spectacles astonish you, ranging from electricity breathing seahorses to fearsome ocean bears. While munching on some candied seaweed a carnival tent catches your eye, “Baba’s Mystical Wares”. Curiously you wander in, and are astonished by the sheer number of artifacts on shelves lining the interior. Disappointingly enough you couldn’t afford anything in the tent, though you strike a conversation with Baba the Rock Crab in the back of the shop.
>Where did I get all of these wares? The Dragon Boneyard, you can find it here…
>Why am I telling you this?
The rock crab gives you a toothless grin.
>Because if you go there, you won’t come back alive.
>Inventory:
+[Dragon Boneyard Treasure Map]
At night eelman helps you practice you light magic by setting up target dummies to focus your magical power on. Unfortunately one of your lightbeams goes astray and hits eelman, incinerating him on the spot. The poor fish didn’t even see it coming.
>>26863
>+[Ethereal Link]
The spirits hear of your desire to learn more of the ritualistic arts. An ancient manuscript of great power materializes in your robes, a gift from the afterlife. May it serve you well.
>Inventory:
+[Deep Sea Rituals and Pacts, Volume I]
Amidst talk of the mayoral election you hear a handful of rumors and small talk.
>Did you know the Thieves Guild may be setting up a new chapter in town? If they brought the black market with them we could be seeing many more travelers in Koom-Kabal. You didn’t hear this from me, but I heard Nukiam is gonna use them to try to rig the election in his favor.
>I’m worried about the citizens of Perla. Sure they’re Atlantean scum, but the Nagans are planning a slaughter! No one deserves that.
>Did you hear? Eldris the witch doctor is planning on coming to Koom-Kabal! Maybe he can find a way to stop the outbreak of Sea Warts that’s been going around…
At night you spend some time browsing through your new manuscript, and learn a new spell.
>Spellbook:
+[Lullaby] Through uttering the mystical words of rest, you are able to place your target into a deep slumber. You must be within close proximity of your target and be looking at it in order to use this spell. You must continuously recite the mystical words of rest until your target has fallen asleep for the spell to be fully effective. Depending on the target, this spell may be able to be resisted.
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fceda5 No.26959
>>26872
News of your presence in Ssyurem is met with great celebration! Surprisingly most of the town consists of serpentine nagas, a rare anomaly. The most able-bodied of them all do all but throw themselves at your feet in order to join your company. Your mercenary band swells in size.
>Mercenary Band:
+[30 Serpentine Nagan Swordfighters]
+[15 Serpentine Nagan Archers]
+[15 Serpentine Nagan Bruisers]
+[3 Royal Nagan Guards]
+[2 Nagan Army Officers]
Ssyurem is in desperate need of someone to deal with a nearby Trenchen highwaymen band that is preventing traders from bringing much needed supplies to the town. A great reward is promised by the Ssyurem mayor should you succeed.
You practice some swordfighting with your officers and learn a thing or two.
>Skills:
+[Basic Swordfighting] +3 Bonus
>>26875
You spend the majority of the day getting your army in order for the march to Perla. Luckily, the royal inventors managed to finish up some crystal cannonades just in time for the march.
>Army:
+[100 Atlantean Spearmen]
+[50 Atlantean Seahorsemen]
+[50 Atlantean Archers]
+[25 Atlantean Royal Guards]
+[25 Atlantean Crystal Riflemen {Prototype}]
+[5 Crystal Cannons {Prototype}]
+[5 Atlantean Army Lieutenants]
+[1 Atlantean Army Captain]
You send one of your horsemen in the morning to learn of Perla’s defences, and he returns by evening. Your advance warning of the coming threat allowed Perla to summon up its town militia. They should be able to repel any initial attacks, but will miserably fail in an ongoing assault.
>>26918
The serpentines laugh at your pitiful attempt at an olive branch, leaving you to recruit the bipedals. Even then, few soldiers join your cause, citing your lack of leadership experience.
>Band:
+[5 Nagan Swordsmen]
+[3 Nagan Archers]
All those months of buttering up the provisions master with candied seaweed and compliments finally payed off. She gives you full reign of the armory, letting you pick whatever weapons and armor you please.
>PM me and we’ll decide on three items you can have.
Your lower rank causes the veteran scouts to laugh at your pitiful attempt of creating excitement for a mission.
>>26946
Slowly rising out of your trench, you peer out onto the ocean floor to see what tasty morsels you could satisfy your hunger with. Years spent in stasis at the bottom of a trench definitely builds up quite an appetite. It doesn't take you long to find a mother sperm whale and her child swimming through the current. You shoot out a quick force pulse to distract the mother while you sink your teeth into the child's blubber, dragging the young whale back to the abyss to feast. The grief-stricken mother lets out a series of guttural calls, warning other whales of your atrocity. You definitely didn't make any new friends today.
>Size Increase 3/5
>Enemies:
-[Whales]
Post-meal, a particularly long and sharp rock spike manages to pierce itself through your scales while you try to train against the trench's walls, leaving a nasty puncture wound.
>Status:
-[Injured]
>>26950
>Choose one of each and I will assign you a new stat sheet. You may then roll to make up for your first turn actions:
SKILLS:
+[Master Agility]
+[Master Arcane Magic]
+[Master Defender]
BONUS:
+[Unstable Genome]
+[Crystalline Skin]
+[Genius]
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fceda5 No.26961
| Rolled 62, 34, 45 = 141 (3d100) |
1. The most important weapon in warfare is information. We have two avenues on which to gather such.First I personally will question the townsfolk on the size and composition of this band of highwaymen. Next I will delegate for a small band of scouts to observe the likely spots these bandits strike from so we can set up a counter ambush.
+[Master Tactician] +10 Bonus
2. Work on my skill in magic.
3. Work on my skill in using a sword.
+[Basic Swordfighting] +3 Bonus
>Name: Sithia
>Civilization (if applicable): Nagas
>Race: Naga
>Origin Fluff: Sithia served her time under the mighty Nagan military machine, and served it thrice as long as the required two years. She managed to do well enough to reach a rank of Commander of her own battlion. Her future was assured. However to reach for any higher was to require influence of a birth place greater then her own common upbringing. Chafing she decided to put in her resignation, along with several of her junior officers, as well as the rank and file, and started a mercenary band.
Skilled in sword, magic and command Sithia is a fearsome sight on the battlefield, with her magic well suiting a commanders need for control and information. Battle-field scrying and communication spells are her two most important spells for commanding her force, though plain bolts of force had served her well when engaging in battle personally.
*Don’t Fill Out Below*
>Skills:
+[Master Tactician] +10 Bonus
+[Basic Swordfighting] +3 Bonus
>Inventory:
+[Nagan Plate Armor]
+[Enchanted Nagan Scimitar {Electricity}]
>Mercenary Band:
+[30 Serpentine Nagan Swordfighters]
+[15 Serpentine Nagan Archers]
+[15 Serpentine Nagan Bruisers]
+[3 Royal Nagan Guards]
+[2 Nagan Army Officers]
>Flaws/Defects:
-[Serpentine] Nagan society comprises of two types of Nagans, purebred bipedals and hybrid serpentines, with bipedals being more common. While your serpentine form grants you slightly better mobility than the average bipedal, you are looked down upon by most bipedals for being a mutt. You are considered inferior due to your body type, which is a big reason to why you couldn’t climb further up the Nagan military hierarchy.
>Bonus:
+[Former General] You skill and wits on the battlefield are unmatched by many within the oceans. Serpentine Nagans look up to you as their hero and idol. Your reputation is so great among the serpentines that when you resigned, several of your officers and most skilled soldiers resigned with you. You have gained their unflinching loyalty, and can easily recruit the likes of other serpentines for your new mercenary band.
Location : Ssyurem, a Nagan border town (Atlantean border) where your mercenary band has decided to rest after a successful mission.
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fceda5 No.26963
| Rolled 37, 89, 29 = 155 (3d100) |
1/2 - The first thing any good executive needs is a handful of devoted lackeys who will follow his will without question. Fortunately, the Rentfin name reaches far in this stinking chasm, and the Deepfathom lacks nothing in rogues, destitutes and ne'er-do-wells who'll do anything for the right employer. Agile and perceptive applicants preferred, those who can slink about as second nature.
[Gather up some hench-spies]
>+[Master Persuasion]
>+/- [Most Wanted]
3 - With or without lackeys, an information broker is nothing without, well, information. While the Deepfathom may not be a font of excitement, it's a place to start. And if I can build up my information network here, I'll have ties and leverage throughout the region, which will likely come in handy later. Let's see what's what in this pit of sludge and subterfuge.
>>26854
>Name: Murkuz Rentfin
>Civilization (if applicable): Trenchen
>Race: Merrow (debased Naga)
>Origin Fluff:
Sallow, lurking and gruesome to behold, the Merrow were scarcely welcome in Atlantean society. Most fled persecution into the cold, murky waters of the Deepfathom, far beyond the control of the Council. Though ostensibly joined with the Trenchens, the Merrow keep to themselves, isolated even from a society of outcasts by their physical separation and the grotesqueries of their bodies and minds.
Murkuz is one such Merrow, a member of the Rentfin clan. He has no interest the life of the warrior or the leader, the mage or the hero. Self-centered, unscrupulous and brutally ambitious, Murkuz thinks only of personal wealth, and he deals in the most valuable currency of them all: knowledge.
In the dark meanders of the Deepfathom, information and rumor passes quickly. With the aid of his Rentfin cohorts, Murkuz plots to develop a vast and far-reaching spy network. Secrets sell, and in these times of heightened tension and political intrigue, everyone's both a buyer and a mark.
>Skills: +[Master Persuasion] +10 Bonus
>Inventory:
+[Moderate Amount of Sand Dollars]
+[Dagger]
>Flaws/Defects:
-[Most Wanted] You’ve made it on the Atlanteans’ worst version of the naughty list. Your subterfuge and crimes against Atlantean society have marked you a traitor, and there’s a large price on your head. You’ll find other outlaws will hold you in high regard for this title, but be wary of those looking for a quick dollar stabbing you in the back in your sleep.
>Bonus:
+[Connected] Your seedy tendrils in the criminal underground stretch long and wide. You know a lot of people that are able to sell you anything you wish, from artifacts to trinkets to slaves and poisons. All you have to do is rub the right palm with a few dollars, and you’ll most likely get what you want.
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fceda5 No.26968
>>26963
You grease a few fins with some sand dollars in order to get put in touch with some cephalopod bottom dwellers, smart, cunning rogues who blend quite well into their surroundings, and can stick twelve knives into a person's spine in the blink of an eye. You strike a deal to employ a few of them for the time being, though their hefty initial fee depletes your savings.
-[Moderate Amount of Sand Dollars
>Gang:
+[5 Octopi Rogues {Camoflauge} {Multi-Appendeged} (Payment in: 3 Turns)
You do some slinking around in some of the darkest corners of the Deepfathom in order to find new contacts.
>Contacts:
+[June Ooth-Braga, Lampreyman, Slave Trader]
+[Ssurm Sslyth, Naga, Bounty Hunter]
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fceda5 No.26969
| Rolled 3, 49, 84 = 136 (3d100) |
1/2 - An octopus with twelve legs! Now ain't that somethin'. Well they'd best put those extra appendages to good use, findin' me a good hovel. Somewhere nice and out of the way, one you couldn't find unless you knew what you were looking for. Covertness is chief in priority for any respectable hideaway. That and plentiful exits, in case the fuzz decide to pay us a visit.
>+[Connected]
3 - A bounty hunter for the Naga? Could be pretty useful, since we've got plenty of heightened tensions these days. Maybe they could help me and the lackeys find some dirt on the War Effort what's going on in the Atlantean territory above us. Lots of soldiers moving about these days, which means conflict's coming. Which needs both sides are going to want information on the other. Which means profit for yours truly.
>+[Master Persuasion]
>>26968
—- FLUFF —-
>Name: Murkuz Rentfin
>Civilization (if applicable): Trenchen
>Race: Merrow (debased Naga)
>Origin Fluff:
Sallow, lurking and gruesome to behold, the Merrow were scarcely welcome in Atlantean society. Most fled persecution into the cold, murky waters of the Deepfathom, far beyond the control of the Council. Though ostensibly joined with the Trenchens, the Merrow keep to themselves, isolated even from a society of outcasts by their physical separation and the grotesqueries of their bodies and minds.
Murkuz is one such Merrow, a member of the Rentfin clan. He has no interest the life of the warrior or the leader, the mage or the hero. Self-centered, unscrupulous and brutally ambitious, Murkuz thinks only of personal wealth, and he deals in the most valuable currency of them all: knowledge.
In the dark meanders of the Deepfathom, information and rumor passes quickly. With the aid of his Rentfin cohorts, Murkuz plots to develop a vast and far-reaching spy network. Secrets sell, and in these times of heightened tension and political intrigue, everyone's both a buyer and a mark.
—- STATS —-
>Skills: +[Master Persuasion] +10 Bonus
>Inventory:
+[Dagger]
>Flaws/Defects:
-[Most Wanted] You’ve made it on the Atlanteans’ worst version of the naughty list. Your subterfuge and crimes against Atlantean society have marked you a traitor, and there’s a large price on your head. You’ll find other outlaws will hold you in high regard for this title, but be wary of those looking for a quick dollar stabbing you in the back in your sleep.
>Bonus:
+[Connected] Your seedy tendrils in the criminal underground stretch long and wide. You know a lot of people that are able to sell you anything you wish, from artifacts to trinkets to slaves and poisons. All you have to do is rub the right palm with a few dollars, and you’ll most likely get what you want.
—- ASSOCIATES —-
>Gang:
+[5 Octopi Rogues {Camoflauge} {Multi-Appendeged} (Payment in: 3 Turns)
>Contacts:
+[June Ooth-Braga, Lampreyman, Slave Trader]
+[Ssurm Sslyth, Naga, Bounty Hunter]
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fceda5 No.26973
| Rolled 100, 48, 39 = 187 (3d100) |
Name: Wobb the Ancient
Civilization: Atlanteans
Race: Molans {Mola Mola}
Origin Fluff: Wobb is a Molan, one of a decreasing amount of his kind within Atlantean kingdom. Being very old, Wobb has a considerable knowledge about all things magical. Unfortunately, because of his age, Wobb is a bit more slothful than in years prior. Still, his mind is very sharp and his skills with the arcane are considerable.
>Skills:
+[Master Sun Magic] +10 Bonus
>Spellbook:
+[Solar Flare] Channel the searing brightness of Ustri to blind creatures around you for a short time period. Repeated casting will cause you to become fatigued.
+[Lightbeam] Call down a powerful beam of Ustri’s energy to smite a foe. Effective against groups, though good timing may allow enemies to dodge out of the way of this spell’s path.
+[Healing Ray] Call down a healing beam of Ustri’s energy to rejuvenate an ally. Continued exposure to the spell will result in greater healing, though sustaining the spell for long periods of time will fatigue you.
>Inventory:
+[Treasure Spotters Business Card]
+[Black Pearl Caverns Treasure Map]
+[Atlantean Catacombs Treasure Map]
+[Cracked Urn {Unidentified Artifact}]
+[Dragon Boneyard Treasure Map]
+[Simple Robes]
+[Large Coral Staff]
>Flaws/Defects:
-[Very Feeble] -15 towards physical related rolls. You also suffer more when injured and ill.
>Bonus:
+[Artifact Hunter] You have a keen eye for objects beneath the waves of ancient origin and mythical power, allowing you to identify relics of great value and history quite easily. You possess a room in your home of which you possess a surmountable collection of ancient treasures, a few of them magical.
—Actions—-
1. Wobb prepares for another long adventure carefully, as is he way. Several hours are spent preparing to head to the [Black Pearl Caverns] and another few hours are spent gathering supplies. Being a cavern, Wobb suspects lighting will be required when magic is unavailable. [Gather traveling supplies]
2. With the unfortunate demise of Eeelman, Wobb decides to practice with some techniques gleaned books he has lying around. The books are somewhat vague, but they seem to indicate better methods that won't result in incineration, strictly speaking. Wobb feels a bit rusty, but gives it a go. [Lightbeam practice] {+10}
3. After that Wobb stays indoors to examine the [Cracked Urn {Unidentified Artifact}]. It's been awhile since he's seen an urn of this sort, so it will something of a challenge for him. He's not much for urns given their general tendency to crack and break. {+[Artifact Hunter]}
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fceda5 No.26974
| Rolled 35, 28, 65 = 128 (3d100) |
>>26959
>Name: Savash
>Civilization: The Supreme Dragon Hierarchy
>Race: Elder Deep Sea Dragon
>Origin Fluff: A myth. A legend. A story told to keep kids in bed at night. Dragons are content to lounge in the open sea and deep trenches far from civilization, and so this has given them a bad rep. Known as evil monsters for heroes to slay, Dragons are actually highly intelligent and are content in their place in life, rather than achieving for society, their superiority above other life makes them so smug they simply drift about. This dragons name is Savash after drifting into a small town once, the inhabitants took arms against him and started calling him "Aaaah, savash, a savash munstar!" He figured they were speaking as a honorific title and so he took the name as his own after killing and eating all of them. Recent events has triggered his interest as full fledged war has happened between several of the biggest nations of the great sea.
>Skills:
+[Master Pulse Breath] +10 Bonus
>Inventory:
>Flaws/Defects:
-[Sea Scourge] Merely telling stories about your existence is enough to strike fear in the hearts of all but the most fearless. Imagine how they would react if you actually appeared in front of them? You will face immense hostility by society should you ever venture towards civilization, and most likely be hunted down until you are killed.
>Bonus:
+[Sage Wisdom] You possess knowledge of the seas unsurpassed by even the oldest elders of civilization. This includes awareness of artifacts, locations, types of magic, and the existence of other dragons who have yet to reawaken. You are also able to develop your mastery of new skills relatively easily.
1-3; Good good, a wound to be sealed over. Good thing it wasn't a shredded wound or else I'd have a stupid scar from hitting up on the trench. Better hunt more whales to gain more energy. Remove all knowledge of me by consuming all the whales in the area
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fceda5 No.26982
| Rolled 44, 98, 61 = 203 (3d100) |
>>26958
>Name: Kios Chyrona
>Civilization (if applicable):N/A
>Race: Elemental, Ice
>Origin Fluff: Born in the frozen northern oceans, Kios was a standard if young elemental. His youthfulness making him less cold and severe than most of his kind. One day an ice shelf fell and knocked him through the ice into the ocean below. It scared and marked Kios. For once he returned home he felt being called back to the sea. Thus after much preparation and training for whatever may be below, Kios plunged into the oceans one again. TO see all the waters had to offer, and find what called to him in the deeps below.
>Skills: +[Master Strength] +10 Bonus
+ basic Frost Magic 1/3
>Inventory:
+[Jeweled Nagan Greatsword (2H)]
+[Royal Nagan Guard Armour]
>Flaws/Defects:
+/-[Mythical Creature] You are a being believed to only exist in the folk tales passed down over generations. Knowledge of your existence in the oceans could have any number of results, ranging from people hunting you down to people worshipping you.
-[Lesser Ice Elemental] You have not developed into a full grown ice elemental yet. This means you have not matured enough to develop permafrost, and can thus be melted by high temperatures and damaged by weaponry.
>Bonus:
+[Branded] You possess a sigil etched onto the back of your neck, and have no idea what it could be used for and where it came from. Other ice elementals have noticed that it occasionally shimmers.
1. Keep practicing manifesting my ice in this environment. I am strong, but I am not full grown, and that may be my undoing if I rely solely on strength. (1/3)
2. Well I found this, rather ornate two handed blade. I hope it is as sharp and serviceable as it is flashy. Regardless I need to now how to use it. Thus practice.
3. Continue to scout out the chasm. The loss of my ice magic has rendered me unready for now, but I must move , and soon.
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fceda5 No.27000
| Rolled 76, 52, 85 = 213 (3d100) |
>>26958
>Name: Unzula
>Civilization (if applicable): Trenchian
>Race: Dragonfish-man
>Origin Fluff: Unzula is what his people call an Amari. One who communes with the spirits of the elements and the ancient, and use their power to preform spells and rituals. He makes deals with these spirits to learn spells to invoke their powers, or rituals to invoke greater powers for a cost, or to imbue objects, such as totems, with the powers of a spirit for lasting effects. These spirits are commonly put into a couple of groups, or elements: Fire, Water, Earth, Air, Metal, Life, Death, Light, Darkness, and The Ancients who represent the dead. One day Unzula was given a vision by an Ancient spirit he commonly dealt with by the name of Boswanda. The world was about to enter a period of change, and the Trenchians must have a uniting force if they are to survive the coming time.
>Skills: [Master Mysticism] +10 Bonus
>Spellbook:
+[Ward of Protection] Perform the ritual of defense, shielding you from injury for one turn. You are still able to be killed and maimed while under this spell’s effects, though it will be increasingly difficult to do both. Considerable time must be allotted in order to perform the rite. Sacrifice not needed. Back to back uses will have decreased effectiveness.
+[Rite of Blood] Sacrifice a living being to the spirit world in order to bestow unholy healing upon yourself or another being. The greater the sacrifice, the greater the healing. Considerable time must be given to perform the rite.
+[Curse] Sacrifice a living being or objects of great ritual significance to bestow a random misfortune upon another being. The better the sacrifice, the worse the curse. Considerable time must be given to perform the rite.
+[Lullaby] Through uttering the mystical words of rest, you are able to place your target into a deep slumber. You must be within close proximity of your target and be looking at it in order to use this spell. You must continuously recite the mystical words of rest until your target has fallen asleep for the spell to be fully effective. Depending on the target, this spell may be able to be resisted.
>Inventory:
+[Simple Robes]
+[Ritual Talisman]
+[Deep Sea Rituals and Pacts, Volume I]
>Flaws/Defects:
-[Commune with the Dead] You’ve developed considerable infamy regarding being able to speak with spirits. Many will not trust you and shun you, some may hunt you down. Be wary of all.
>Bonus:
+[Ethereal Link] You possess a direct line of communication with the spirit world, established after Boswanda visited you in your dreams. You may directly speak with spirits telepathically and petition them for aid. However, they in turn may also ask you for favors in return for help.
1-3. Continue reading through the book of Deep Sea Rituals and Pacts, Volume I.
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fceda5 No.27008
>Name: G'rath of the Blackest deeps
>Civilization: Atlantean
>Race: Merman
>Origin Fluff: In the dregs of every society there lies the unmentionables, people so poor and downtrodden that they are better off ignored by the higher echolons of the people, for to gaze upon them, their filth, the sheer destitute nature of their very souls, would wrack them with a pain so deep as to splinter their very consciousness. There is one benefit to being born into squalor, however. It teaches one how to survive, or else they'll not make it past a month in the slums. G'rath is one of these beings, born into the poorest part of the Atlantean city of Avalon, he grew up quick and cold, he had to to survive. For his fifth birthday he buried his mother, the only person in this world who was ever kind to him. For his tenth birthday, he gutted a fishmonger for a meal. For his fifteenth birthday, we was recruited by a local gang to be their lookout for their operations. He developed many unsavory skills throughout his life as a result of his upbringing, and when he was finally caught, mere days before his scheduled execution, the Nagas, ever violent, attacked. Seeing his skills would be better put to use raiding naga supply lines and destroying their unprotected camps, he was pressed into service with the Atlantean military. After many bloody months, the Nagas stopped coming, apparently satisfied with their gains, though G'rath had gained quite a few Naga knuckle bones from the conflict, a treasure he keeps for each prey he slaughters. Not wanting a dangerous man and known criminal back in their streets, he was sent to spy on the Trenchens next, where he currently resides poised on the edge of one of their many lairs, staring at the deep, endless blackness below.
>Skills:
+[Master Sneaking] +10 Bonus
>Inventory:
+[Coral Armor {Lightweight}]
+[Balaclava]
+[5 Throwing Knives]
>Flaws/Defects:
-[Debt of Servitude] You've been given a second chance; instead of being executed for your crimes against Atlantean society, you've been pressed into service as punishment. You must continuously complete assigned missions for your higher-ups as they see fit, and failure will be met with swift punishment. You do have a chance of being released from your service, but that is a faraway light at the end of the tunnel.
>Bonus:
+[Resilient] You are naturally resistant to all forms of punishment, a result of living a harsh existence for most of your life. Injury, torture, and even magic must be dished out in plentiful and powerful amounts in order to break you. It is also more difficult for you to catch disease.
You begin on the edge of the entrance to the Deepfathom, an unforgiving and hazardous trench filled with all manners of criminals and villains. You're here to complete a reconnaissance mission, find out what big activities are being planned and report back to Atlantis with that information. Your identity must not be compromised.
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fceda5 No.27019
| Rolled 85, 89, 79, 97 = 350 (4d100) |
>Name: Count Alayzel Norphod
>Civilization: Atlantean
>Race: Atlantean, by far the most humanoid of the underwater species yet with webbed hands and feet, gills, and a lack of eyelids
>Origin Fluff:
Count Alayzel Norphod is an Atlantean Nobleman and a Knight of the realm.
He leads his band of soldiers in the continued state of strained tensions between Atlantis and the Naga. The Naga had numbers, a military society and the experience of war. But they lacked technology, and their magic was inferior.
To make up for their lack of numbers, the Atlanteans have strived to keep a technological edge on the battlefield, developing crystal rifles and cannonade, ensuring that for every one Atlantean that is killed two naga go down with him. As such they have had their smartest minds and oldest generals develop new styles of warfare, known as "Spike and Shot"
The principle is simple, Atleanteans armed with long pikes stand in close formations, whether on the bottom of the sea with spears aimed outward, or in the water with spears aimed in all directions. Other Atlanteans armed with the latest crystal rifles are able to fire at great distances or spread out and fire by ranks when the enemy is far away, or take cover under the pikes when threatened by the enemy. To support them, Atlantean artillery and cannonade is the finest in the world, manned by their own wizards they are able to use crystal magic to launch either solid round shot or coral grapeshot, or even the new explosive crystal shot which detonates into smaller deadly fragments that burn and render flesh.
These formations are called Tetraodontidae Tercios, and has helped keep the balance between the Naga's numerical superiority. The pike formations are keen to surround and protect their artillery in interlocking arcs of fire.
Count Alayzel is determined to ensure the survival of his country and his own soldiers, and lead them through glorious battle or if it comes to it, an honorable end.
>Skills: +[Master Tactician] +10 Bonus
>Inventory:
+[Atlantean Crystal Rifle {Prototype}]
+[Atlantean Crystal Pike]
+[Atlantean Crystalline Armor]
>Flaws/Defects:
-[Warmonger] You are most at home on the battlefield with the corpses of your enemies surrounding you. Your passion for war has driven you to an obsession for creating new tactics, weapons, and techniques to thoroughly slaughter your enemy. Peace and surrender aren’t words in your vocabulary, And if you have no more enemies…you’ll make more.
>Bonus:
+[Great General] Your victories on the eastern front repelling the Nagan menace have granted you much respect in Atlantean society. You are regarded as one of the greatest generals in all of Atlantean history, giving you a considerable amount of influence over the affairs of your country. You also directly control a significant portion of the Atlantean military.
>Army:
+[100 Atlantean Spearmen]
+[50 Atlantean Seahorsemen]
+[50 Atlantean Archers]
+[25 Atlantean Royal Guards]
+[25 Atlantean Crystal Riflemen {Prototype}]
+[5 Crystal Cannons {Prototype}]
+[5 Atlantean Army Lieutenants]
+[1 Atlantean Army Captain]
1-2. Forward! Forward!
Raise high the flags and double time it to Perla at once! Perla could be under siege at any moment. Press the army to march at full pace, I myself shall step down upon my horse and help any man struggling. Set an example to get the army moving, and leave no man behind. Every man there is another able to fight.
Take heart men, a walk such as this will seem but a sleep compared to the strength needed for the push of pike!
https://www.youtube.com/watch?v=fcpEY5KZ6Zc
3-4. Don't think just because you are on a horse, that you will be at ease. I want the Cavalry to train in skirmishing in formations while the army marches on.
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fceda5 No.27024
>>26959
>I didn't notice this all day
Wow. Anyways, thanks for waiting.
+[Master Arcane Magic]
+[Unstable Genome]
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fceda5 No.27031
>>27024
>Name: Cyrus the Wise
>Civilization (if applicable): Trenchen
>Race: "Changed" Atlantean
>Origin Fluff: {Had to cut because body was too long}
>Skills:
+[Master Arcane Magic] +10 Bonus
>Spellbook:
+[Crystal Beam] Coordinating with the magical crystalline spines on you back, you are able to amplify a normal arcane bolt into a more powerful version. This version of the regular arcane spell is much more precise and slightly more powerful, but will fatigue you more quickly with overuse.
+[Arcane Sword] Weave a floating sword out of pure magic that can attack and distract your foes. The sword can take a moderate amount of damage before shattering. Sustaining the sword for an extended period of time will quickly fatigue you.
+[Crystal Storm] Conjure sharp shards of green crystals to rain down from the sky and pierce your opponents. Does a minor to moderate amount of damage to creatures within a large area, and requires a significant amount of mental concentration.
>Inventory:
+[Tattered Cloak]
>Flaws/Defects:
-[Abomination] You are a mutant, an anomaly not yet understood by the majority of those that live under the oceans. As a living, breathing testament to why parents tell their children not to go exploring in deep, dark ruins, you will face a significant amount of persecution, judgement, and fear by most. You must always remain covered if you do not want to attract additional attention. And remember, the life of a pariah is one that is always fraught with danger.
-[Blind] You have lost your vision. Though you are unable to see, you are able to "see" your surroundings to a certain degree due to your other senses being amplified.
>Bonus:
+[Unstable Genome] The merging of the ancient magical crystal within your flesh brought with it the lasting effect of continuing to morph your body. Roll an additional 1d100 with each action post, which will determine whether you gain an additional mutation as well as how beneficial that mutation will be to you. The mutation gained will be influenced by your surroundings to a certain degree.
You begin outside of the cove where you've spent a significant portion of your life. You've learned from the people that have visited you that you are within Trenchen territory.
>You may now roll
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fceda5 No.27041
| Rolled 22, 90, 75, 13 = 200 (4d100) |
>>27031
>Name: Cyrus the Wise
>Civilization (if applicable): Trenchen
>Race: "Changed" Atlantean
>Origin Fluff: >>26950
>Skills:
+[Master Arcane Magic] +10 Bonus
>Spellbook:
+[Crystal Beam] Coordinating with the magical crystalline spines on you back, you are able to amplify a normal arcane bolt into a more powerful version. This version of the regular arcane spell is much more precise and slightly more powerful, but will fatigue you more quickly with overuse.
+[Arcane Sword] Weave a floating sword out of pure magic that can attack and distract your foes. The sword can take a moderate amount of damage before shattering. Sustaining the sword for an extended period of time will quickly fatigue you.
+[Crystal Storm] Conjure sharp shards of green crystals to rain down from the sky and pierce your opponents. Does a minor to moderate amount of damage to creatures within a large area, and requires a significant amount of mental concentration.
>Inventory:
+[Tattered Cloak]
>Flaws/Defects:
-[Abomination] You are a mutant, an anomaly not yet understood by the majority of those that live under the oceans. As a living, breathing testament to why parents tell their children not to go exploring in deep, dark ruins, you will face a significant amount of persecution, judgement, and fear by most. You must always remain covered if you do not want to attract additional attention. And remember, the life of a pariah is one that is always fraught with danger.
-[Blind] You have lost your vision. Though you are unable to see, you are able to "see" your surroundings to a certain degree due to your other senses being amplified.
>Bonus:
+[Unstable Genome] The merging of the ancient magical crystal within your flesh brought with it the lasting effect of continuing to morph your body. Roll an additional 1d100 with each action post, which will determine whether you gain an additional mutation as well as how beneficial that mutation will be to you. The mutation gained will be influenced by your surroundings to a certain degree.
1/2. The coolness of the world outside of my cave feels good. I've spent too much time there. So much, in fact, that I've forgotten how long it's been. A few exploratory clicks and sniffs should give me a good idea of my environment. Once I find the path that my visitors take, I can follow that to wherever it leads. I think it may be time to go on adventures again.
[Follow the path away from my cave]
3. My body is hunched, but not crippled. I can still move normally, but not as swiftly as I used to be able to. Some stretching and exercise could do me well. [Exercise]
4. Mutation roll (Amidoinitrite?)
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