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/builders/ - Hero and Nation Builders!

A board for forum-based wargaming, collaborative storytelling, and salt.
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The King Is Dead; Long Live The King!

File: 199ce6a43ac0069⋯.jpg (53.79 KB,400x287,400:287,8008.jpg)

1129d2 No.30282

—Setting—

Long ago the gods left this world in a flash of light and thunder which shock the very soul of the world. Emerging from nooks and crannies the new tiny inhabits emerged forming tribes and societies in the wreckage of the God's home. Will you strive to claim the glory of the old world or build new glories for yourselves!

—Misc—

[Spark]

Tiny droplets of light that float through the air during the night. Those with the aptitude for it can capture these droplets in water and use their power to change the nature around them!

—Areas—

[The House]

The old house of the God’s still stands though it has seen better years. In it now dwells many a tiny denizen from new sentient creatures to fearsome rats and mice. Those living inside the house are quite adept at scavenging and learning of new technologies! They do however have some problems growing foods!

[The Attic]

The Attic is a desolate place with but one solitary area of light from a hole in the roof. Those who dwell in the attic are isolated but resource scarce growing hard and bitter in this desolate wasteland.

[The Cellar]

The Cellar is warm, wet and dark. Perfect for squirmy and squishy things, those living here are often quite populous and the ground fertile they have troubles expanding into the light. Spark seems to also drift less often into the underground areas.

[The Yard]

The vast and open yard is home to many a tiny folk who dwell beneath the grass. They are often very in-tune with the spark and the use of it’s power while having troubles grasping technology. With abundant natural resources they can exploit far better than the others.

[The Forest]

The foreboding woods that surround the known world. Few who enter ever return. Full of nasty critters, beasts and savage tribes!

——

There are 6 Major Nation slots and 8 micro nation slots, Major nations get 3 dice and minor nations 2.

—–

Nation Name: [Every bodies got a name]

Type: Major/Micro

Race: [What are these little things][No races with built in flight or waterbreathing]

Location:[Cellar][Yard][Farmhouse][Attic]

Background: [What do your nation do]

Rules [W.I.P]: http://pastebin.com/XAqCcTnG

Map will be posted with game start

____________________________
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1129d2 No.30283

>>30282

dibs on big nation

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1129d2 No.30286

File: ffa28f2fff4f237⋯.png (200.78 KB,365x341,365:341,4227388_orig.png)

Nation Name: The Shimmerwebs

Type: Major

Race: Spiders, Phase

Location: [Cellar]

Background: The Shimmerwebs are spiders, but they aren't usual – they might even be local. Why this is the case is clear enough: In addition to being social, Shimmerwebs have the capacity to move and phase in and out of reality without much effort. This provides the creatures some advantages in combat, but makes them somewhat hungrier than usual.

Aside from the previous characteristics, the creatures seem to have few other peculiar traits – aside from their intellect, which is not terribly common in spiders.

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1129d2 No.30287

File: 72cd2a41b01bec0⋯.jpg (164.72 KB,1280x1039,1280:1039,tumblr_ne2tgcM2NR1u0o67oo1….jpg)

>>30282

Nation Name: Matoran Ecumene

Type: Major

Race: Bionicle

Location:[Attic]

Background: What once started out as nothing more then children's toys gained life upon the great twilight of the gods. When they fell from their thrones on high, their corpses sprinkled life across the land, and the Matoran rose, from idle playthings of the gods to living, breathing beings. They were ever grateful for the gift of life, for they recognized the god's great sacrifice to bring their world to life. However, the world they came into was not a peaceful one, but one of violence and struggle. That did not bother the Matoran one bit, it was merely the last test of the long dead gods, and they would not be found wanting.

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1129d2 No.30288

File: 6dba3012761c8b0⋯.jpg (8.72 KB,228x221,228:221,boggart1.jpg)

File: 23a67abe65081e4⋯.jpg (45.82 KB,329x448,47:64,boggart2.jpg)

>>30282

Nation Name: Muckton

Type: Major

Race: Boggarts, ugly semi-bestial dwellers of swamps, marshes and other unpleasant terrain. Crass, uncouth, disagreeable and ugly.

Location:[Yard]

Background: Boggarts reflect the land they are born from. Fetid, wretched, intemperate and nasty they inflict bad luck and minor atrocities on others. They spoiled milk, rotred eggs, muddied clean water, and tracked dirt on clean floors. They arranged the doors just the proper way to result in a stubbed toe, and papers to deliver cuts. They bedraggled, haunted and ruined the days of the old Gods and derived much joy from it. But the Gods are gone now, as are all the things the Boggarts once knew. Now the Boggarts consolidate themselves, for with no Gods to maintain the land they must do it themselves, or perish.

For they are the swamp, the bog, the marsh, they exist because of them and derive their life from them. Nothing and no one is more suited to them than the boggarts. Now at the end of Gods the Boggarts move to extend and expand their home. The Gods limited them, but with the Spark stronger than ever, no longer! Now the Boggarts can have a home truly worthy of their awesome greatness!

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1129d2 No.30289

>>30282

Nice setting. I'll be lurking.

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1129d2 No.30290

>>30289

Dara you can play a hero. Just you though :^)

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1129d2 No.30292

File: 3dfd96dde4d3cb1⋯.jpg (90.48 KB,640x512,5:4,24_bg.jpg)

File: eaef932a1ef3140⋯.jpg (34.2 KB,313x438,313:438,figures_western_bandit.jpg)

Nation Name: The United States of Metallica

Type: Major

Race: Metal Figurines

Location: [House]

Background:

The old owner of the house was a model railway enthusiast. Using a simple metal smelter and molds, he would take pieces scrap metal, cans, and other items to craft parts for his model railway, everything from the little metal figurines to railroads to parts of the locomotive. He had a particular love of 1800s "Wild West" america in the heyday of expansion, pioneering, and settling. The owner is gone, but his creations remain. And in the strangeness of time were given life in the likeness of their own image.

The United States of Metallica styles itself a democratic republic bent on enacting the "Manifest Destiny" of their nation and race to expand, settle, and prosper. The little metal figures do not eat nor have need of food, but they do need metal and in great quantities as they have learned how to make and use the metal smelters of their creator to make more of themselves more of themselves, repairs, new equipment and buildings. Particularly the trains which form the backbone of their transport and economic structure. Expansion is undertaken to gain access to more metal and material for this reason. As many cans, wires, and pipes they can get their hands on.

The holy book says that God himself ordered this of the first men, "be fruitful and multiply". And so it is for metal men, who ever want to make more of their kin. This is the manifest destiny of the United States of Metallica. To spread the rails and colonize the wild wilderness, for God and Country!

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

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1129d2 No.30293

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1129d2 No.30294

File: 75540f1f2e0b886⋯.jpg (162.31 KB,1280x1024,5:4,autumn-sunset-111828-high-….jpg)

>>30282

Nation Name: Fall's Last Gasp

Type: Major

Race: Autumnkith (wicker-men, harvest gnomes, faeries attuned to Fall, and shadowkinder)

Location: Yard

Background: It wasn't always like it is now. Way back when, in Spring, before the Menfolk and little things could think, all things were bright. The Blooming King ruled from his viney tower. The Fair Folk prospered. Then, he left one day, and as the Menfolk gently prodded the land of the Fae, the King's dear wife, the Ember Queen, took control of the land, and then came Summer, and there were many hot nights and lazy days spent feasting and frolicking and fighting. But then, the Menfolk started poking less, and less, and the nights grew colder and colder.

The Queen left in a cluster of ashes, and to the throne stepped the Waning Prince, a shrewd boy of pumpkins and wistfulness. Autumn came, and the Fair Folk toiled and toiled to gather up their land's bounty. It was just the way of things. Menfolk and Smallfolk wouldn't understand, of course, just why and how long and hard the Fair Folk worked in those crisp days and chilly nights. But when the glimmers of pumpkin-light and the snippets of leaves were stored and stocked, there was a terrible crack, and the Prince fell into his shadow to never be seen again. A bitter wind rolled over the homeland. The Hoarfrost Vizier took the throne, and he commanded to the Fair Folk, "Bring all to me, and I will give you in kind."

The Fair Folk gathered to do as their ruler said, but some were ill at ease with the frost nipping their ears and the bare trees bending with snow. And so, they stepped into the last, withering pumpkin patch, and left the homeland, refusing to give in to the biting chill of Winter.

And here they are now, in the place of Menfolk and Smallfolk and Fair Folk that long left. They huddle together at Fall's Last Gasp, the broken down oak stump in the Menfolk's yard, marveling at banality and shirking from chill breezes and snap frosts. Who knows if the Vizier would follow them here, too?

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1129d2 No.30295

File: 16e8fae00f72704⋯.jpg (403.96 KB,588x626,294:313,dollhouse.jpg)

File: 90d831db5d0eea0⋯.jpg (39.28 KB,480x640,3:4,King_old-ru014.jpg)

>>30282

>Nation Name: The Dollhouse

>Type: Micro

>Race: Dolls and Marionettes

>Location: [Attic]

>Background: In the dust of the Attic, a once beloved toy sat forgotten. The family of the old dollhouse untouched in years, only wishing for a child's eyes to set upon them once more, to let them dance and play. Grand Balls, tragedy, romance, mystery, these poor toys had once seen it all, but alas no child would ever open the doors of the house ever again.

And so the dolls learned to move on their own, the puppets pulling their own strings. It is okay if no one will play with them anymore, they shall simply dance and play on their own.

https://www.youtube.com/watch?v=1aQnJ0EV1Qo

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1129d2 No.30296

>>30282

Nation Name: The Sprite Sovereinty

Type: Major

Race: Sprites, small plant men

Location: Yard

Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.

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1129d2 No.30297

File: bac5961949793ce⋯.jpg (55.09 KB,240x240,1:1,SMASH.jpg)

>>30282

Nation Name: The Cookie Crumble Collective (CCC)

Type: Micro

Race: Cookie Crumbles

Location: [Attic]

Background:

Descendants of the Cookies their God once snaked upon as it played with its other Creations the Crumbles have lived a hard life. A weak and divided people they were hunted down and feasted upon by mice and birds alike, retreating to the barren wastelands of the Attic, void of blood they found an unlikely Ally in the beings that lurked within their silken nets.

But no longer. Years of hardship have strengthened them, Fear turned to Determination, Soft Cookie Dough turned to Rock. Arisen from their long slumber, deluded by the illusion that was peace they forged their own warriors, soft, fresh Cookie Dough merging together smaller Crumbles to form Warriors that would go on to hunt down and kill those who had once prayed upon them.

The Attic is lightened by the Fires of War in which the Crumbles forge to cleanse God's house. And though many will join their brethren in God's belly as they die for a cause just and noble, this is merely:

The Way the Cookie Crumbles

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1129d2 No.30302

>>30290

( ͡° ͜ʖ ͡°)

Groovy. I might actually try my hand at a nation, since I haven't done one of those since Curtbowl صلى الله عليه وآله وسلم

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1129d2 No.30303

>>30302

Ok Dara, time to stop the memes and support the only real faction here.

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1129d2 No.30304

YouTube embed. Click thumbnail to play.

>>30282

Nation Name: Revellers of Qeq, Lord of Filth and Stagnant Waters

Type: Micro

Race: Shit Pixies

Location: House - Bathroom

Background: Ah, long are the days when the Gods gifted us their precious "fruits" and sweet "nectar", but faith has not abandoned us, for Lord Qeq has come! In the driest hour there he stood atop the window, with his googly eyes and smug expression. And with him came rain! And with rain came gushing water! Gurgling from the sacred "fountain" its filthy waters graced our homes amongst the tiles, and lo and behold, there we found the "fruits" and the "nectar" once more! For this clement gesture a new Covenant was sealed: in the great lake of "Tub" he laid his spawn, and we would protect it until his spawn took His form, and would jump off the Lake to reunite with their Father once more. In the high-lake of "Sinq" is where their meals are prepared, large swarms of mosquitoes hereby lay their eggs, destined to become food for Qeq's children.

As for us, we are but simple pot-bellied people, fond of shit and good jokes. Our eyes are bulging and our limbs are scrawny, our skin black mottled like dried poo and our lips bear a large fat smile. Much we do with the "fruits" of the Gods, home and food they are for us, but we do not resent from our own and others' "fruits" when the Gods lack.

Feast and fester with us, for we rejoice in sharing the "fruits" and "nectar" of the Gods!

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1129d2 No.30305

So we have 6 major nations in

And 5 remaining micro nation slots

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1129d2 No.30306

>>30303

So, do you want me to be a champion of the collective? I could do a mercenary hero.

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1129d2 No.30307

>>30306

you could join The Dollhouse :P

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1129d2 No.30314

File: cb1eb631bf4c278⋯.jpg (457.17 KB,850x1100,17:22,bionicle_redesign_by_nanag….jpg)

>>30306

>not joining the Ecumene as a Toa

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1129d2 No.30324

>>30314

Not gonna lie. I was considering the boncles. Also, that Kopaka looks kickass.

Might do that mercenary idea. Could be a critter or a toy.

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1129d2 No.30327

File: c7cca8a900028f0⋯.jpg (178.13 KB,720x689,720:689,Mouse Guard.jpg)

Hero Name: Archibald Birch XVI

Type: Hero

Race: Mouse

Location: Attic

Background: Archibald was one of eighty seven sons of Archibald Birch XV, a landed gentlemouse who had a cosy and prosperous nook under the roof. There, he and his family had opened a hole in the roof. The sunlight and water that came in through the hole helped seeds, which they scavenged during long trips to the edge of the woods, to grow. Archibald was an unremarkable son, and his only really defining characteristic was that he was given his father's name. Unlike many of his brothers and sisters, however, he was a survivor, able to brave the dangers of the world. By the time he was six months old, only fourteen of his siblings yet lived, the others having succumbed to predators and disease. In the midst of a drought, when the hole in the roof gave no water, and only dried up the crops, an 8 month old Archibald decided to leave the household, so that his family would have fewer mouths to feed. Now, four months later, Archibald is a moucenary veteran, skilled in combat and exploration. With his latest contract over, the aging mouse is looking for a job again.

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1129d2 No.30349

File: 3c443df606d5caf⋯.jpg (77.38 KB,678x1000,339:500,Czech-Marionettes-gentlema….jpg)

>>30295

>>30282

Hero Name: Samuel the Skeleton

Type: Hero

Race: Skeleton Marionette

Location: Attic

Background: Samuel the Skeleton was once put out on the porch every Halloween night, and now he yearns for the outdoors, and to become the first Marionette to venture beyond the forest.

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1129d2 No.30351

>>30349

Please contact me on IRC

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1129d2 No.30372

File: 158f2f34d091c5f⋯.png (966.72 KB,1296x1296,1:1,70784-lewa.png)

File: c2ddce98e7d9f38⋯.png (672.68 KB,1000x1010,100:101,Lewa_2016.png)

>>30287

Hero Name: Lewa the toa

Type: Hero

Race: Bionicle/toa

Location: Attic

Background: Lewa is the Master of Jungle. Lewa has a rebellious nature and little regard for conventional ways of doing things. He tends to be a daredevil, very intelligent but prone to taking foolish risks. On the other hand, his unique approach to life often leads him to discover new solutions to problems, something that the other Toa value in him despite their ire for the trouble he causes.

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1129d2 No.30381

File: 14f5806a5cfcf1c⋯.jpg (41.62 KB,240x240,1:1,CRUMBLE.jpg)

>>30306

A mercenary? FOOL! The CCC only deals in blood and the bones of its enemies!

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1129d2 No.30384

>>30327

>>30349

>>30372

Alright cucks I've decided NO FUCKING HEROES. Micro nations are still open if you want. Sorry Dara this cucks gotta ruin everything.

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1129d2 No.30439

File: 41a8c01c6d96aee⋯.jpg (14.48 KB,236x253,236:253,3ce650119a23733560ea301db0….jpg)

File: f7120791c758bdb⋯.jpg (1.73 MB,1159x1600,1159:1600,skaven_bastards_by_majesti….jpg)

-Nation Name: Rat Tribes

-Race(s): Rats

-Location: Attic

-Background: we have never seen eye to eye with the mice. we trace our descent to the ancient tribes of Hamelin, they traces theirs to their mouse ancestors. they see our greater size, our hairier fur, our sharper fangs and call us ugly, but each and every one of them is weak! tiny little balls of cotton who care more about their hygiene than how to fight. they see us as savages who refuse to 'progress' from our so called barbaric tribal wars, but their precious kingdom and laws have made them soft! conflict breeds strength, keeps wit and teeth sharp. our young learn how to fight for their mothers milk from the minute they are born, while the mice are coddle their spawn. since ancient days we've competed, rivaled, and fought over the same resources.

but when the cat comes around, when the owl swoops from the sky, or when the humans come with their deadly gas, rat and mice have the same enemy. we would see every mice in its place below our paws, but we shall die before we let anyone else kill them. only we have the right to beat those mice, to show the world who is the superior species!

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1129d2 No.30465

File: 565bee2176643a1⋯.jpg (61.46 KB,406x480,203:240,SilentlyJudgingYou.jpg)

>>30384

Nation Name: The Order of the Portal

Type: Micro

Race: Mice

Location: Attic

Background: Many generations ago, a mighty prophet tore a portal open in the hardened heavens. From the portal came light and water, and ice. Below the portal, a great farm was built, and by that farm, the Order of the Portal was founded. They are the closest thing that the largely nomadic mice have to a centralized society. They are a monastic, knightly order, sworn to protect the Holy Patch with tooth and nail. Their knights go out on quests for seeds to plant in the garden. The elderly knights and the grandmaster instruct the recruits in tending the fields. The Holy Patch is a pilgrimage site for all of mousekind, and the creatures of that race come from near and far for the protection of the Order, and the bounty of the Patch. The Order has kept Holy Law in the Patch, which dictates that mice not affiliated by the order may stay at the patch for one month out of the year. However, lately, more and more mice are begging to be allowed to stay for a longer period of time, and some have built a village outside of the Monastery of the Order of the Portal, which they have called Patchville. The mice flee a myraid of threats, from predators and famine, to warring states and oppression. The knights are less unhappy with this influx of pilgrims, as they are concerned about the patch's sustainability. The Holy Law of the Patch states that the portal must never be opened further, lest the beasts which roam beyond break through.

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1129d2 No.30466

>>30439

>Mfw I didn't even read your post before I posted

>Mfw there are now rat slavers who want to protect the mice because they're a workforce

Gas the rats, muroid war now.

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1129d2 No.30467

>>30466

Slaves? You aren't fit to lick our bootheel mice scum. Go back to your farm you grass eaters! A true rodent hunts meat and insect!

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1129d2 No.30468

>>30439

>>30465

There should totally be an NPC kingdom of actual snousies who have to deal with the headache of barbarian rats and fanatical mice who won't share the food.

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1129d2 No.30486

>>30286

[Shimmerwebs]

Pop: 5 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 5 +1/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 5]

Settlements Player Named Settlement[Fortified +10 to defense creation]

Structures: [Farm] >Player Named Settlement

Defenses: Player Named Fortifications: 1

Military: Player Named Unit [+1]

Magic: [Phase I]

Technology: [Webs I]

Bonuses:

[Cellar]

+10 to food buildings

+10 to town building

-10 to outside building

-10 to spark buildings

[Phase-walkers] The Phase-Spiders can hop through the veil allowing them them to move very quickly [Ignore rough terrain]

[Master Tappers] +5 to farm research

>>30287

[Matoran Ecumene]

Pop: 5 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 5 +2/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 5]

Settlements Player Named Settlement[Fertile +1 to farm production]

Structures: [Farm] >Player Named Settlement

Defenses: Player Named Fortifications: 1

Military: Player Named Unit [+2]

Magic:

Technology: [Hammers I][Armor I]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Born from Conflict] The Matoran are born into conflict with strong god-given bodies reducing their casualties in combat.

[Spark Gifted] +5 to magic research

>>30288

[Muckton]

Pop: 5 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 5 +1/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 5]

Settlements Player Named Settlement [Swamp +Rough Terrain]

Structures: [Farm] >Player Named Settlement

Defenses: Player Named Fortifications: 1

Military: Player Named Unit [+1]

Magic: [Rot I]

Technology: [Boats I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Muck Born] The Boggarts are born from the mud and when in [Swamp] territory units can killed will simply reform next turn.

[Rotten Souls] +5 to combat magic research

>>30292

[U.S.M]

Pop: 5

Resources:

[Wood: 5]

[Foliage: 5]

[Metal: 5]

Settlements Player Named Settlement [Rubbish +1 scavenging production]

Structures: [Farm] >Player Named Settlement

Defenses: Player Named Fortifications: 1

Military: Player Named Unit [+1]

Magic:

Technology: [Scavenging I][Metallurgy I]

Bonuses:

[House]

+10 to scavenging buildings

+10 to tech research

-10 to food buildings

-10 to magic research

[Metal Men] The men and woman of Metallica are well made of metal and do not require food, however this also stops them from ingesting sparks for use of magic and they must build more of their kind out of metal.

[Manifest Destiny] +5 to railroad research

>>30294

[Fall’s Last Gasp]

Pop: 5 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 5 +2/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 5]

Settlements Player Named Settlement [Fortified +10 to defense creation]

Structures: [Farm] >Player Named Settlement

Defenses: Player Named Fortifications: 1

Military: Player Named Unit [+1]

Magic: [Warmth I]

Technology: [Agriculture I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Winter’s Refuge] The Autumnkin will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkin can choose to take a 5/10 on all rolls]

[Noble Souls] +5 to defensive magic research

>>30295

[The Dollhouse]

Pop: 5 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 5 +1/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 5]

Settlements Player Named Settlement[Rubble +1 to scavenging production]

Structures: [Farm] >Player Named Settlement

Defenses: Player Named Fortifications: 1

Military: Player Named Unit [+2]

Magic:

Technology:

Bonuses: [Construction I][Culture I]

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Old World Inspiration] +5 to construction research

>>30296

[Sprite Sovereignty]

Pop: 5 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 5 +1/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 5]

Settlements Player Named Settlement [Tree +1 spark production]

Structures: [Farm] >Player Named Settlement

Defenses: Player Named Fortifications: 1

Military: Player Named Unit [+1]

Magic: [Nature I]

Technology: [Construction I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build

[Peaceful Souls] +5 to life magic research

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1129d2 No.30487

>>30297

[C.C.C]

Pop: 5 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 5 +1/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 5]

Settlements Player Named Settlement[Barren +5 to make buildings]

Structures: [Farm]>Player Named Settlement

Defenses: Player Named Fortifications: 1

Military: Player Named Unit [+2]

Magic:

Technology:[Armor II]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Cookie Crusaders] +5 to armor technology research

>>30304

[Revelers]

Pop: 5 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 5 +1/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 5]

Settlements Player Named Settlement[Fertile +1 to food production]

Structures: [Farm]>Player Named Settlement

Defenses: Player Named Fortifications: 1

Military: Player Named Unit [+2]

Magic:

Technology: [Shields I][Agriculture I]

Bonuses:

[House]

+10 to scavenging buildings

+10 to tech research

-10 to food buildings

-10 to magic research

[Shitty Religion] +5 to beast taming research

>>30439

[Rat Tribes]

Pop: 5 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 5 +1/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 5]

Settlements Player Named Settlement[Rubbish +1 to scavenging production]

Structures: [Farm]>Player Named Settlement

Defenses: Player Named Fortifications: 1

Military: Player Named Unit [+2]

Magic:

Technology: [Bows I][Scimitars I]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Warrior Brood] +5 to weapon tech research

>>30465

[The Order of the Portal]

Pop: 5 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 5 +3/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 5]

Settlements Player Named Settlement[Fertile +1 to food production]

Structures: [Farm]>Player Named Settlement

Defenses: Player Named Fortifications: 1

Military: Player Named Unit [+2]

Magic:

Technology: [Shields I][Agriculture I]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Praise the Sun] +5 to agriculture research

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1129d2 No.30488

Do not post new thread will be made with map, any complaints or questions about stats please log them here

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1129d2 No.30489

>>30287

>Revise [Spark Gifted] +5 to spark gathering research

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1129d2 No.30511

>>30488

I want to lodge a complaint about no heroes

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1129d2 No.30519

>>30488

I want to lodge a complaint about cunties ruining heroes for everyone else me.

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1129d2 No.30583

Nation Name: Salamandastron

Type: Micro

Race: Anthro-rabbits Lead by a badger lord and his wife

Location:[Yard close to the forest]

Background: Salamandastron is the place where the rabbits first awoke to intelligence thanks to the spark. They are smaller than their wild unsentient brethren but such is the price paid for true thought and much greater dexterity. Now they focus on two things: growing food and training soldiers. Their end goal is to cleanse the world of evil races and retake the world of the gods to make it once again into a place of civilization and tranquility not the savage barbarous world it has become.Our numbers are few now but we will grow. The badger lord will guide us to greatness.

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1129d2 No.30634

>>30583

[Salamandastron]

Pop: 5 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 5 +2/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 5]

Settlements Player Named Settlement[Forested +1 to resource harvesting sources]

Structures: [Farm]>Player Named Settlement

Defenses: Player Named Fortifications: 1

Military: Player Named Unit [+2]

Magic:

Technology:[Spears I][Agriculture I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Rank and File] +1 to base unit strength

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