c6179c No.32070 [Last50 Posts]
Howdy partner, welcome to Bazrael's Western Herobuilder.
But put your history books and your highschool maps away, this isn't the old frontier you studied in history class.
This is the Fantasy Western Herobuilder. Where the the Dire Bufallo play. A world of magic and super science, witches and clanker bots and all sorts of fantastical things.
And that's where you come in parnter. But just who are you?
A pilgrim making a homestead, a lawman on the hunt, a criminal, a slave, and indian?
That's a story to tell.
—
Fill this in
>Name:
>Race: (You can play any race in theory, but please try to keep it like a “western character”)
>Fluff: (Make this good, and your bonus will probably be good as well.)
Don't fill this this:
>Health: Good
>Money: $5
>Belongings: Clothes, Rucksack
>Level: 0
>Fame/Infamy: (You earn this in game)
>Combat Skill: Skills or Equip that pertain to combat
>Misk Skill: (Skills or Equip that don't pertain to combat)
>Equipment:
>Bonus: Based on fluff
>Location: (Pick one, but think about the consequences.I will likely elaborate on the nation you find yourself in if you choose one. I may override your location request based on your fluff)
Actions:
Every turn you get 2 actions, unrelated to combat. Roll 2d100.
Map:
I used to put people's colors on the map to tell where they are. And then my map editing program fucked up the colorscheme. So just remember where you are in fluff.
Triangles are towns
Squares are forts
Little colored dots are the armies of nations
—
[spoiler] Against my better judgement, but deciding that I would rather this my favorite game to host live than die, I've moved it here where it is more feasible for me to host.
I'm going to try a new style of update called 'stop getting hung up on so much fluff and just update you ninny' and hopefully this will ensure better outcomes
[/spoiler]
http://archive.4plebs.org/tg/thread/44212415
Last thread!
POST (if you didn't get an update yet, tell me, and I will update you).
____________________________
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c6179c No.32071
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c6179c No.32072
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c6179c No.32073
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c6179c No.32074
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c6179c No.32075
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c6179c No.32077
>>32070
http://archive.4plebs.org/tg/thread/44212415/#q44214821
Injans needs update to slaughter yankee scum.
>>32073
Traitor to better heritage, indirected murder of millions. 'Alya' is 'Hitler' of world.
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c6179c No.32079
| Rolled 61, 18 = 79 (2d100) |
1/2 - "Shit, shit! Yanks've got spooks on their side now, too! Johnny, Tok, I don't know what you can do, but get Julia patched up, stat! Jack, I want you on point with me. Can't tell where those bastards are comin' or goin' from! Try'n get a bead on em, an' keep everyone together. They gonna try an' pick us off!"
>[Something of a Gunslinger!]
>[A True Cowboy]
>>32070
Responding to http://archive.4plebs.org/tg/thread/44212415/#q44226056
>Name: Wosey Jales
>Color: Dark Grey
>Race: Human
>Fluff: Wosey had only ever wanted to be a farmer. But when Union thugs calling themselves 'guerrillas' torched his home and killed his wife, leaving him with a bad scar and worse loss, he picked up his revolver and swore vengeance. The CSA was a fine home for his anger, and he joined in with a band of Confederate fighters to get back at them redlegged bastards up north. Quick with a gun but slow to speak his mind, Wosey picked up the habit of chewing and spitting tobacco. One of these days, he'll get them back for what they done, even if he has to fight them himself. Will he cause plenty of damage along the way? He reckons so.
>Health: Healthy
>Money: $0
>Belongings:
>Level: 0
>Fame/Infamy:
>Combat Skill:
>Misc Skill:
>Equipment: [Good Compressed Air Pistol], [Average Compressed Air Pistol]
Bonus: [Something of a gunslinger!]
[A True Cowboy]
>Location: The South, near Oklahoma
>Companions:
Witch (Julia) - Badly Injured
Indian Ally (Tokash)
Sniper (Jack)
Cavalryman (John)
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c6179c No.32080
>>32077
Follower of what she believes was right, did her duty to her home country, regardless of previous ties. Alya is the best soldier the USA has.
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c6179c No.32081
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c6179c No.32082
>>32070
http://archive.4plebs.org/tg/thread/44078203/#44083822
Need an update here, because you took screwfie pretending to post for me for my actions. Also two turns I missed because of this.
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c6179c No.32083
>>32080
If 'best soldier' for Yankee scum is considered by her mass murder of innocents over petty road rails, then shit girl is indeed 'best soldier'.
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c6179c No.32084
>>32083
To be fair, that's exactly what they want her to do. So yes, she IS /one/ of their best soldiers.
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c6179c No.32085
>>32084
Hey, all the injuns needed to do was get the fuck out of the way for maybe a year or two for the US to build their railroads and then they'd have been left alone, but nooooooo, they had to go to war
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c6179c No.32086
>>32084
And exactly why yankee scum needed to be removed. Injuns and Yankees will not live together, so latter will not be made to live at all.
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c6179c No.32090
>>32080
>>32083
>Best union soldier
>not Andrew
Stay mad fags
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c6179c No.32091
| Rolled 55, 52 = 107 (2d100) |
>>32070
>>Name:Andrew Johnson
>>>>Color:Brown
>>>>Race:Human
>>>>Fluff:tldr
>>>>Health: slightly Injured
>>>>Money: 475
>>>>Level: 1
>>>>>>Fame/Infamy: Custer's Survivor
>>>>>Combat Skill: Officer Pistol Training +3, Weak Accuracy
>>>>>>Misc Skill:
>>>>>>Equipment:Flashy Officers Low-Caliber Range Revolver, Officer's Rifle, Union Shotgun, 1st Aid Kit, Canteen of Water, Bag of Hardtrack, Union knife, Indian Charm, Honorable Discharge Papers, Cheap Clanker Truck, Union Soldiers Outfit, Fine Clothes
>>>>>>Party :Alicia the Centaur Indian [Deathly Loyal], George Buster Johnson [Centaur Son], Cam Rose Johnson [Human Daughter], Calfuray Diane Johnson [Human Daughter], Indian Inlaws
>>>>bonus:Runs with centaurs, Brawler Reputaitom, Secluded Cave with Water, With your Officer riding skills and Alici's expertise in such equestrian matters, you find a great job training riding horses.
>>>>Location: Great Plains]
>>+[Blessing of the Horse Spirit]
1: "I guess it'll be our job to take care of this child. I will take him around the village tomorrow to see if anyone recognizes him. If not we'll house him until his family comes looking"
2: The next day after taking the child around to see if anyone recognizes him. Andrew does some work around the town fixing anything that's broken and trying to make the crowded camp a bit more efficient and safe.
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c6179c No.32092
>>32070
>Name: Питер железа медведь (Peter Iron Bear)
>Race: Dwarf
>Fluff: Peter Is son of Ivan Iron bear. The fifth son to be exact, (Ivan is strong man with strong see like all Russian men should be!). Peter is young and headstrong like all fine young Russians men(and dwarves) and there is not much left for him at home, as his father is apprenticing two of his older brothers and cannot take more and the others are in the church or army respectively. So taking a Warg Rifle his father made (with his da's blessing) he went to a place where much ahs been happening, The American west. Much to do, many jobs, good place for a young man and a gun. Those who look at Peter and see a barely bearded callow youth will be in for a surprise. He has lived in the cold embrace of Mother Russia's wilderness for all his life. She has made him strong, and tough and he knows how to survive in it, and how to shoot his Warg rifle with the best of them.
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c6179c No.32099
>Name:Ceh Metztli
>Race: Lionfolk
>Fluff: Ceh was born to a injun family of hunters who where a part of the Boneclaws tribe, she was taught the basics of how to hunt at a young age and similar to the members of her family she was a natural at it, and for a time she hunted the lands around her tribe for food and fun. She always loved hunting the strongest prey she could ever find and always enjoyed the thrill of the hunt, however due to the situation all the united tribes where in with the white skins she decided that using her skills at hunting in hunting the deadliest game in the attempt to help the war.
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c6179c No.32124
Name: Gerhard Wolfgang
Race: Human
Fluff: A Union deserter now bandit, Gerhard Wolfgang is an engineer with interests largely involving the advancement of clanker technologies and science as a whole. From a young age, Gerhard was greatly inspired by the concept of weapons dwarfing that of even the largest Union clanker machines. Some questions towards the legitimacy and ethics of such have been questioned however, as a number of smaller devices and equipment for soldiers suggested by Gerhard utilized certain biological components that would require either slaves or willing donors and/or subjects.
During his time as an engineer for the Union army, many frowned upon certain experiments Gerhard attempted to conduct on prisoners, ultimately leading to his desertion. Gerhard absconded with what equipment and supplies he could as he made his way westward.
On his journey west, Gerhard shot down any that crossed his path. What appeared to be a frail older male was a ruthless killer and parts collector who wished for nothing more than to conduct his experiments and gather men under his army. Gerhard has been noted as believing in human supremacy, preferring to conduct his inhumane experiments on non-humans, but has been seen working with those of other races if it is beneficial to achieving his goals.
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c6179c No.32163
| Rolled 47, 91 = 138 (2d100) |
>>32079
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c6179c No.32164
>>32092
Name: Джон Железный медведь
[John Iron Bear]
Race: Dwarf
Fluff: John is son of Ivan Iron Bear. The first of son of many to be exact, (Ivan is strong man with strong see like all Russian men should be!). John is young and headstrong like all fine young Russians men(and dwarves) and there is not much left for him at home, as his father is apprenticing two of his older brothers and cannot take more and the others are in the church or army respectively. John was trained at an early age to channel the family’s Spirit animal, the DREADED IRON BEAR! Forged in the Siberian wastes off a diet of raw meant and turnips John is a creature of pure muscle and resolve. He has a dislike for guns and chides preferring fist and cudgel imbued with spirit power. He has come to the American west, tagging along his brother journey of self discovery, to complete a mission for the Iron Bear which commands him to feast upon the Blood of the Earth!
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c6179c No.32185
>>32072
1-2. [Adam Evening]
+Bandit Revolver
Seeing the time is finally right, Adam stops leading and takes to the fight himself! Drawing a hidden revolver he usually keeps hidden for emergency occasions, he warrants this one of them.
As the Indian shaman girl cries out to nature, the flock of birds and wolves descend from the moutain, but like the angry devil himself Adam leads his horse to gun them down, taking shot after shot downing bird and beast!
He and his men follow suit, gunning down the wild beasts. Some wolves manage to charge on and bite you and one of your men.
+Injured: Bitten Leg
+Minion Injured: Bitten Arm
But ultimately they are killed. All that's left is the shaman girl. No more animals to come, she drops to her knees, her war chants reverting to soft cries and plea's to her gods.
And your bandits bring out the ropes.
LOOT!:
+3 Wagons
->[Moderate Amount: Food, Water, Supplies]
->[Meagre Medical Supplies]
->[8 Average Rifles]
->[4 Average Pistols]
+6 Pairs of Pulling Oxen
Slaves:
+1 Shaman Girl
+5 Men
+4 Women
Optional:
+5 Injured Men
+3 Injured Women
They will likely die if you abandon them. There are enough meagre medical supplies to save them all, but not for you and your men as well.
>con't don't post
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c6179c No.32186
>>32074
1-2. The witch lunges at her, her hands ablaze with flame, ready to burn Rider with her own bare hands. Out of luck, out of allies, and out of options Rider does the only thing she has left.
Pulls out that strange rifle from her pocket. The one that didn't seem to really do anything. She knows it didn't fire before, but with all her willpower it had better fire now!
She aims, and something odd happens. It's as though the world around her becomes as molasses. Everything slows down to a crawl, the bullets slow in their paths, the bugs lumber across, and the Union witch moving as though through water. Everything is slow.
Another thing, Rider see's the witch begin to glow, particularly when looking at a certain body part, and a number appears. Her head has the biggest number at all.
Unknowing why, she slowly lifts up her rifle through the thick mollases and aims at her head. The witch seems change her path, a look of shock on her face, as she tries reach for her wand. Rider has already pulled the trigger, and suddenly the bright glare of magic bursts forth from the end of the strange rifle.
Rider can literally see it slowly travel toward the witches head, and impact her. By god. . .her whole body. . .it's turned to mush!
>Critical Hit!
Time begins to move normally now, as Rider can't believe what happened. She looks over and sees the steaming glowing pile of mush that was once the witch.
Oh hey, only her body has disintegrated, her uniform and stuff is still in there. Ew, it's covered in witch mush.
+[Rare Union M.A.T.S. Rifle]
+[Good Union Witch Uniform]
+[Good Union Salem Wand]
+[5$]
All around her the battle rages on, and she finds herself caught between the bugs on one side, and the overwhelming union firepower on the other. The red barrier is gone. This is not a good place to be.
>con't don't post
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c6179c No.32187
>>32075
1. With hard work and a bit of thinking, Thorgrad manages to devise a better clanker design able to withstand lava for short bursts at a time. Just enough to mine something useful, but not enough to go lava diving.
His skill improves!
[Weak Clanker Tinkering]
2. Alas, his new body, created by Scorpion and the fanatastical machine of his Dwarven partner, is beyond his knowledge. It's of a design unknown to him, and proves very difficult to study, with parts that don't make immediate sense.
>con't don't post
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c6179c No.32188
>>32077
>Tec'lo'pin's army
[Meztli, the Titan]
[91-ish Titan Warriors] -9
[4,900 Aztec Warriors] -100
[450 Flying Stone-Fish Riders] -50
[295 Aztec Stone Warriors]-5
[295 Aztec Stone Beasts] -5
>Wendigo's Army
>94,600 Blood Warriors -2000
>15,100 Tribal Centaurs -100
>5,100 Elves -200
>5,800 Wild Animals -200
>980 Ents -20
The only thing standing in your way, is one General Sherman's Union land fleet, that great army which has been holding the north,behind a blasted no-man's land of carnage. Gigantic guns poke out of the heavily fortified Outpost 40, and in the distance beyond is Sherman's Flagship the Ohio, along with a massive union Land Fleet
UNION
Defensive bonuses:
[Outpost 40 – Fortified] + [Prepared Heavy Artillery]
[Artillery Blasted No-Man's Land]
[Trenches w/ Barbed Wire and Mines]
[Pre-sighted Artillery killzones]
[Pre-sighted Magical Killzones]
[Railway Reinforcement]
Forces:
[??? Hero]
[??? Hero]
[1 Land-Battleship USLS Ohio]
[5 Land Battle-Cruisers USLS]
[13 Land Destroyers]
[37 Land Frigates]
[80 Land Barges]
[20 ???]
[70 Assorted Airships] -30
[32 Witches] -34
[6,800 Infantry] -400
[450 Clanker Men] -50
[99 Clanker Walkers] -1
Angered and infuriated at the constant harrasment of witch magic and airships, Teclopin's titans roar loud enough to shake the ground, and some clap their hands to swat the mosquito's. The sheer shockwave of titans clasping their hands together knocks witches off their brooms, sending them plummeting to the earth, while other ancient titans grasp glowing spears of light that apparate in their hands, flinging them at the airships, causing them to explode! Aztec stone fliers rush forward, lasers and plasma fire blazing through the sky meeting the gatling guns and flak weapons of the airships head on.
Sherman seeing the slaughter of his air forces orders them to withdraw, alleviating the Titans position. Ground artillery start launching flak shells into the sky. The stone fliers might be impervious to sharpnel, but their riders are not, many still working fliers lose their pilots to exposed shrapnel and gun fire.
Empowered and spirits lifted at this gain, some of the Titans and Aztecs charge forward, alongside their Indian comrades. Blood warriors charge recklessly favoring the simple tactic of human waves, while the Aztecs are more accustomed to ranged fire, taking up firing positions and shooting back with laser spears and plasma staffs. At last, there is a force capable of matching the Union troops in terms of firepower and ranged skill! Alas, the prepared positions of barbed wire, trenches, and other traps still kill many indians. Yet as always, the Indians fill in the trenches with corpses and pile bodies over the wires, riding over their own. Other Titans find themselves bogged in quicksand in the prepared magical positions, giant metal stakes like punji traps puncturing flesh painfully.
A few plucky Titans take a massive leaps and jump over the killzones and wastelands, right in front of the landship armada.
Sadly, they are gunned down. The gun pieces and artillery of the ships are as deadly to titans as any gun is to a full grown man. The destroyers and cruisers fire what may as well amount to massed pistols, while the battleship itself causes one titan's head to explode as if shot at by several large rifles.
Tec'lo'pin and Wendigo realize the Titans are no match for that level of firepower at melee. Something else must be done.
400 of their infantry have been killed, at a cost of only 2500+ of the Indian horde. These are good odds.
The battle is going well!
>con't don't post
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c6179c No.32189
>>32079
1-2. Tok goes to Julia, and tries to use some of his indian healing to treat her wounds. He chants and tells her to be strong, and says her wounds are grave, but he will pray to the spirits.
The three of you stand back to back, trying to fight an enemy you can't see, guns and eyes darting left to right at the mere sight of what could be a whisp or a flicker of air. You can hear their footsteps, but you can't see them.
Suddnely John cries out in pain! A stab wound appearing from his chests as he bleeds, and slashes wildliy. His sword seems to connect with something, a red gash appearing midair.
Cavalryman (John) +Badly Injured
Wosley and Jack unload fire just in front of John, their bullets connect with a target. A union spy's illusion field drops, and they see the black cloaked figure dead, bleeding on the ground.
However, John is on the ground too, bleeding out himself. Tok is already attending to Julia.
That just leaves Wosley and Jack back to back, and one spy about to strike. Where the hell is it!
>con't don't post
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c6179c No.32190
>>32081
1-2. The worms charge through the Union powered Aztec portal, masses of flesh pouring forth into the spirit realm, into realms unknown. Otto is the last to enter, his whole form barely squeezing through the door, followed at last by the technological Union forces.
Otto's head peers out to see the realm that lay before him. A fiery, desolate place. Resembling the world he came from, and yet the green grass and trees were gone, the flowing rivers of water replaced by hot lava, as a great mountain stood before his bug host. There atop this mountain stood an aztec city, wreathed in flame, and flowing with blood and skulls.
Salina and her Union forces rush in, establishing a perimeter around the gate, protonic weapons humming with activity.
“There's the one of the Temple's of the Aztec God, K'ay'lh-K'ii-Ayn'. The stone of power should be on on the top of the-”
Just as she is speaking, both of you feel the very ground rumble, as in the distance volcano's burst their top. From behind the mountain and the mighty temple, something impossibly large moves. An angry, fiery giant steps out, his feet causes the very ground beneath him to melt into magma and burst into flame. A massive warrior of hot living lava and stone.
It is an avatar of K'ay'lh-K'ii-Ayn'!
'''INTERLOPERS. YOU COME TO YOUR DOOM. I KNOW YOU. YOU ARE THE MONSTROUS BEASTS WHO FED UPON MY SERVANTS. YOU ARE THE INFIDEL WHO SLAY THEIR DESCENDANTS. YOU HAVE MEDLED WITH FORCES BEYOND YOUR RECOGNITION, AND YOU WILL PAY!
I SHALL SLAY THEE GREAT WORM! AND YOU MOST OF ALL WITCH SHALL SUFFER FOR ETERNITY AS MY CONCUBINE!'''
The mighty avatar slams his fist on the ground, and from below many demons and fiery warriors of stone and fire arise.
Salina, unperterbed, simply yells orders for her troops, and then to otto.
“Otto, I need you and your army to distract that Avatar and get us to the temple. We've got to get the stone if we're going to survive this.”
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c6179c No.32191
>>32082
1. Urist tries to, uh, attach the diviner rod to the giant machine…It responds!
“Psychic Device device detected. Analyzing integration protocols…Psychoactive Materials Scanner detected. Reprogramming…please hold…” 3/4
2. Turns out this, 'Titanium' tough is some kind of supermetal. It is to Steel, what Steel is to Iron! Wow.
>con't don't post
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c6179c No.32193
>>32091
1-2. Andrew takes the infant around, seeing if it's anyone's child. None come forward to say so, indeed, they note that there aren't many cornfields in this area.
He decides he might as well go around and try to help things, but finds that, now that things have settled down, the natives are starting to as well.
He learns a great deal about the Indian art of house making, how they are able to inscribe sacred traditional runes upon cloth that allows them to have large dwellings on the inside of a tent, that seemingly is smaller on the outside. As chieftan, Andrew takes time to learn this skill.
+[Average Non-euclidean Teepee making]
How very useful!
—
As the time passes, Andrew notices some curious things. Whenever the child cries, it seems to rain. And more importantly, he saw with his own eyes after putting down a glass of water. How strange.
Other items of note come to the Chieftan.
-The Union, and Emmanuel, is looking for places to house some of the many refugee's and possibly POW”s captured in the fighting. It was thought that the Green Fields Tribe, being the only tribe to peacefully assimilate, would make a suitable location. This is less a request and more a heads up, but Andrew has the opportunity to argue for or against this to his brother the Governor
-Note that they didn't exactly mention any extra provisions of food, water, or supplies in case of the influx of refugee's. Current food water stocks are enough to sustain the village, but you're not sure if its enough to do so forever.
-There are reports of Union soldiers Fraternizing with Indian girls. Some of the tribe fathers are angered, for they do not follow the rites of marriage and some have abandoned triplets. What kind of a people has not the honor and decency to marry one you mate with?
>con't don't post
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c6179c No.32194
>>32092
>>32164
Two dwarven brothers, different in skills, bound by blood arrive off a ship from Russia. One, a hunstman, gifted with his powerful rifle, and explorer and tracker in his own right. The other, a fighter, a beastman, who has learned to respect and live among bears.
Both come to Alaksa, the Russian Territory, in search of new prey, new opportunities for themselves.
Off ship, they land on the village of Bay Town. All around the town, they see skeletal soldiers on patrol, soldiers of the Tsar of Winter who rules this territory in the name of the Empire, and see posters detailing such things as the price of furs, various outlaw bounties, but most prominent of all, propaganda posters detailing the need to be on guard for the dreaded Red Menace who lurks at every corner. There is a war being fought against the Red Forces at Fort Balligrad and their dreaded Communist Prime.
Apart from that, these lands do not immediately seem so different from the cold and forests of Siberia. That much is certain. What adventures will these brothers have?
Peter:
+[Great Dwarven Warg-Rifle]
[Bonus: The Huntsman – You are a man of the hunt. You gain a natural bonus to all things regarding hunting, tracking, finding, and ranged fire]
John:
+[Gread Dwarven Steel Mace]
[Bonus: The Bearman – You are a man of the wildnerness. You gain a natural bonus to all things regarding animal taming, wrestling, and melee brawls.]
>con't don't post
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c6179c No.32195
>>32099
You are Ceh, and much like your brothers and sisters of the tribe, you roamed the grasslands hunting the deer and the antelope. Your tribe is one of the few species where women are encouraged to actively hunt, rather than perpetually stay at home to tend to the kits. That being said, you still had expectations to marry, and sire a litter, though your particular species falls prey to heat now and then so this is made easier.
All of that is less relevant, with the onslaught of the bugs and the assault of the traitorous Union. Faced with death on two sides, salvation came to all the tribes in the form of the Prophet Wendigo!
Now Ceh stands at the precipice of a new stage in her life. Will she stay in her tribe, as one of those who must remain to keep its tradition and identity alive, or will she join other sisters and be a warrior in the Prophet's army?
Bonus:
[Lionfolk – You are of the lionfolk, your claws are sharp, your muscles strong, but most deadly of all, your impressive Jaw which can break bone and rip into flesh. You have many of the sense of a lion, including the ability to eat raw carniverously, though cooked meats always taste better.]
>con't don't post
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c6179c No.32197
>>32124
Gerhard Wolfgang - former engineer turned deserter rogue and traitor. While Cybernetic and Biomechanical sciences and other dark experiments were regularly conducted by the Union, his refusal to obey orders and follow the chain of Command stuntent his promotional development, further stifiling him. The final straw was his capture of several union soldiers without orders and subjecting them to become his own work slaves and mindless warriors.
Escaping with his life and knowledge, he heads west, far away from the battlefield. It has been a long journey across deadly terrain, against bugs, indians, even Union bounty hunters and robots in search of him. In the journey of many miles, he lost most of his soldiers, but now at last stands before the great Rockies, where it is said entire Bandit Warbands have made fortresses and amass power.
Will he find one and start his dark research anew? He shall find out.
[Bonus: It's Alive! IT'S ALIVE! - You have a natural talent and experience in matters relating to Cyborg and Biomechanical sciences! You also have an affinity to communicating and conversing with other bandits and psycho's who share similar scientific and amoralistic tastes.]
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c6179c No.32198
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c6179c No.32199
>>32164
>>32194
Change bonus to:
[Blessing of the Bear Spirit - Through channeling the spirit of your families ancestral animal, you have a natural magical affinity to powers and abilities associated with BEARS, as well as other spirit abilities. Also you're really strong.]
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c6179c No.32202
>>32194
>>32199
"So zis is Alaska. Varmer zan I expected brother. Still zere is much vork to be done. See the Tsarist soldiers, See ze bounties, ze fur prices? Much opportunity here da? Zo vhat should ve go hunting first? Bandits or beasts?" Peter talks to his brother while walking off the ship. This land was new and strange, butt he work was much the same, there was just more of it, and it paid better.
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c6179c No.32205
>>32202
"Dah Brother, ze beasts" John was a man of few words but the hunger for blood was on him, the beasts of this new land would sate him..
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c6179c No.32210
| Rolled 54, 87, 27, 32, 1, 85 = 286 (6d100) |
>>32191
http://pastebin.com/28EZNie1
(Using my two turn bank)
1&2. Finish up the … 'Reprogramming'? Whatever that is. Just make sure it goes smoothly. 3/4
+Dwarven craft?
3. Set the turtle into town mode. I want to see what that can do.
4&5. Apparently Thorgrad got everyone killed, became a clanker, and started to design some lava diving clankers. Well I guess there is some merit to being nearly impervious to heat. Help Thorgrad draw out a design and the runes needed for the heat shielding and work on a prototype.
+Dwarven craft
6. Try to recruit more people to our cause. Man I wish Thorgrad hadn't become a hulking beast of machinery. I'm not the best with people. Be back in a couple of hours either way, and bring Little stabby and a bit of the swarm as protection.
>>32075
"Thorgrad! I'm going out to look for people to join us. If I'm not back in a couple of hours bring everything but two clankermen to save me will ya?." Then Urist leaves.
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c6179c No.32212
| Rolled 35, 18 = 53 (2d100) |
>>32194
Name: Питер железа медведь (Peter Iron Bear)
Race: Dwarf
Fluff: Peter Is son of Ivan Iron bear. The fifth son to be exact, (Ivan is strong man with strong see like all Russian men should be!). Peter is young and headstrong like all fine young Russians men(and dwarves) and there is not much left for him at home, as his father is apprenticing two of his older brothers and cannot take more and the others are in the church or army respectively. So taking a Warg Rifle his father made (with his da's blessing) he went to a place where much ahs been happening, The American west. Much to do, many jobs, good place for a young man and a gun. Those who look at Peter and see a barely bearded callow youth will be in for a surprise. He has lived in the cold embrace of Mother Russia's wilderness for all his life. She has made him strong, and tough and he knows how to survive in it, and how to shoot his Warg rifle with the best of them.
Health: Good
Money: $5
Belongings: Clothes, Rucksack
Level: 0
Fame/Infamy: (You earn this in game)
Combat Skill: Skills or Equip that pertain to combat
Misk Skill: (Skills or Equip that don't pertain to combat)
>Equipment:
+[Great Dwarven Warg-Rifle]
>[Bonus: The Huntsman – You are a man of the hunt. You gain a natural bonus to all things regarding hunting, tracking, finding, and ranged fire]
>Location: Bay Town
>>32205
Peter smiled knowingly, "Da ze beasts it is."
1. Peter checked the local board for all the bounties in the area, both of dangerous beasts, and any outlaws, in the area. Odds are they would run into something or someone, best to have an idea of what or whom and what they can do.
2. Next he and his brother strode out of the settlement looking for a quarry. They'd run into tracks or sign sooner or later.
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c6179c No.32213
| Rolled 19, 50 = 69 (2d100) |
Name: Adam Evening
Race: Human
Fluff: Adam Evening has no history. There are some who say that he is dead, or that he will always be alive. Adam known for his viciousness, callousness, and brutality. He derives glee from the slaughter and chaos in the world; he finds war and combat to be reflective of values most high. He is both a cynical nihilist and a creature of violence, but is a perfect fit for a violent age; he is no Christian, and such creatures disgust him in their weakness. “They say that I am the criminal now, but the only thing I am guilty of is having fun in a world of evil. It is god's only truth is what we feel, and I feel things that I must express in action; Small minds and weak hearts will never understand. Only god and the devil will, and all men of flesh are only here to help me express myself to those powers. By god, what kind of power makes such a creature as I and then condemns it for its nature?”
Health: Slightly Injured
+Bitten Leg
Money: $5
Belongings: Clothes, Rucksack,
Equiment: Bandit Revolver
Level: 0
Fame/Infamy: 0
Combat Skill: 0
Misc Skill: 0
Minions: 5 [2 Injured]
+Buck: Injured, Dog Bite
+Jimmy Blackstone, Injured
Bonus: Inspiring Leader - Your dedication to your belief that life exists for the thrill of it, letting neither morals nor law get in the way of you, and your assortment of trophies and medals makes you an intimidating bandit figure indeed. You gain bonuses to leading, intimidating, or interacting with bandits and intimidation in general.
===
Extended Inventory
===
+Moderate Amount: Food, Water, Supplies
+Meagre Medical Supplies
+8 Average Rifles
+4 Average Pistols
+6 Pairs of Pulling Oxen
Slaves:
+1 Shaman Girl
+5 Men
+4 Women
Optional:
+5 Injured Men
+3 Injured Women
Location: [near the expansive Rockies]
========
Actions
========
1. "Bring the girl here. Bring here here right now. Girl, girl, do you see these injured people here? Do you see them? They're dead soon, darling, unless you do something. Now, seems you got a gift. Yeah. That's why you're interesting to me. That's why I've still got this round in the chamber. Get them stable, or you join them in the void." [Force the shaman girl to treat the wounded; save the supplies for the group]
2. After that Adam begins to move the entire group to California to buy some proper supplies, materials, and other items of interest. All of this killing has really made him tired and hungry. [Moving: California]
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c6179c No.32215
| Rolled 94, 48 = 142 (2d100) |
Name: Gerhard Wolfgang
Race: Human
Fluff: A Union deserter now bandit, Gerhard Wolfgang is an engineer with interests largely involving the advancement of clanker technologies and science as a whole. From a young age, Gerhard was greatly inspired by the concept of weapons dwarfing that of even the largest Union clanker machines. Some questions towards the legitimacy and ethics of such have been questioned however, as a number of smaller devices and equipment for soldiers suggested by Gerhard utilized certain biological components that would require either slaves or willing donors and/or subjects.
During his time as an engineer for the Union army, many frowned upon certain experiments Gerhard attempted to conduct on prisoners, ultimately leading to his desertion. Gerhard absconded with what equipment and supplies he could as he made his way westward.
On his journey west, Gerhard shot down any that crossed his path. What appeared to be a frail older male was a ruthless killer and parts collector who wished for nothing more than to conduct his experiments and gather men under his army. Gerhard has been noted as believing in human supremacy, preferring to conduct his inhumane experiments on non-humans, but has been seen working with those of other races if it is beneficial to achieving his goals.
Health: Good
Money: $5
Belongings: Clothes, Rucksack
Level: 0
Fame/Infamy: (You earn this in game)
Combat Skill: Skills or Equip that pertain to combat
Misk Skill: (Skills or Equip that don't pertain to combat)
Equipment:
Bonus: It's Alive! IT'S ALIVE! - You have a natural talent and experience in matters relating to Cyborg and Biomechanical sciences! You also have an affinity to communicating and conversing with other bandits and psycho's who share similar scientific and amoralistic tastes.]
Location: The Great Rockies
1. Good, good. I believe the Union is finally off my trail. It would be best to take inventory asses what equipment and supplies I have in my rucksack.
2. Then, it will be time to survey the area. I will need a number of workers and a base of operations. Best to investigate the area for such.
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c6179c No.32216
| Rolled 30, 61 = 91 (2d100) |
>>32212
Name: Джон Железный медведь
[John Iron Bear]
Race: Dwarf
Fluff: John is son of Ivan Iron Bear. The first of son of many to be exact, (Ivan is strong man with strong see like all Russian men should be!). John is young and headstrong like all fine young Russians men(and dwarves) and there is not much left for him at home, as his father is apprenticing two of his older brothers and cannot take more and the others are in the church or army respectively. John was trained at an early age to channel the family’s Spirit animal, the DREADED IRON BEAR! Forged in the Siberian wastes off a diet of raw meant and turnips John is a creature of pure muscle and resolve. He has a dislike for guns and chides preferring fist and cudgel imbued with spirit power. He has come to the American west, tagging along his brother journey of self discovery, to complete a mission for the Iron Bear which commands him to feast upon the Blood of the Earth!
Health: Good
Money: $5
Belongings: Clothes, Rucksack
Level: 0
Fame/Infamy: (You earn this in game)
Combat Skill: Skills or Equip that pertain to combat
Misk Skill: (Skills or Equip that don't pertain to combat)
Equipment: Great Dwarven Steel Mace
[Blessing of the Bear Spirit - Through channeling the spirit of your families ancestral animal, you have a natural magical affinity to powers and abilities associated with BEARS, as well as other spirit abilities. Also you're really strong.]
—–
1-2. Show my brother how tracking is really done!
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c6179c No.32218
| Rolled 1, 93 = 94 (2d100) |
Name: Thorgrad "Doc" Scruffington
Fluff: The Illegitimate son of a Dwarven mage from deep in the south, Thorgrad was never a stranger to hardship. Abandoned by his parents at an early age, Thorgrad had to learn to survive on his own. When he turned 15, he left the confines of the south to head west as his father did in search of fortune and fame. What he found was bandits and bugs. The world was a harsh place, but Thorgrad learned to survive. He spent time in mexico, a mercenary for the Spaniards, helping them suppress the poor Mexicans who just wanted some freedom. After seeing a whole village put to the sword, He scavenged a pair of six shooters from a corpse on the lonesome trail and headed north, hearing tales of the riches to be made in the region of Fort McCornick.
Color: Black
Race: Dwarf
Belongings: Clothes, Rucksack
Health: Healthy
Money: $100
Belongings: Clothes, Rucksack
Level: 0
Fame/Infamy:
Combat Skill:
Misk Skill:
+[Weak Healing]
+[Simple Clanker Tinkering]
+[Basic Clanker Skill]
+[Weak Clanker Tinkering]
Equipment:
+[Sword]
+[Average Revolver]
+[Booze]
+[Bullet Resistant Charm]
+[Average Steel Armor ]
+[Enchanted Luck Charms]
+[Average Clockwork-Chain Gun]
+[Average Battle-Axe]
Location: Fort Nucky
Party:
+5 Dwarf Companions
["Pincers" the clanker scorpion]
1/10 [Weak Anti-magic charm]
White Phospherous 1/7
2/5 Dwarf Hill Home
+[Large Stockpile of Weapon Parts and Explosives]
+[Control Spell]
+1 [Small Horde of Scorpions]
3/7 [Average Healing]
[100 Barrels of Ale]
[200 Boxes of assorted alcohol]
1. Sequester some of my prototype clankers away from the base in the hills, where they will mine until Urist returns.
2. I want to search the Cavern below us, look for anything of note. If this metal beast was hiding down there, it surely cannot be by itself.
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c6179c No.32220
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c6179c No.32225
| Rolled 83, 72 = 155 (2d100) |
>Name: Amelia 'Rider' Dixie
>Color: Pink (or whatever is available)
>Race: Human
>Fluff: A young Texas witch, Amelia was raised on cattle drives before her magical gifts were discovered by a group of Texas Rangers passing by. 'Recruited' to the Rangers, she received training and helped bring justice to a number of Spanish bandits that plagued the territory before the Confederate States of America sought to bolster their own forces at the expense of the Rangers. The independent spirit of the young witch has chaffed at her superiors and her tendency to borrow horses to sneak away for rides has resulted in quite a few soldiers 'gifting' her a lecherous nickname. The scum.
>Health: Healthy
>Money: $5
>Belongings: Clothing
>Level: 0
>Fame/Infamy:
>Combat Skill:
>Misc Skill: [Pockets of Holding]
>Equipment:[Average Wand] [Average CSA Uniform] [Rare Union M.A.T.S. Rifle] [Good Union Witch Uniform] [Good Union Salem Wand]
>Bonus:[Witch] - You have a strong aptitude and knowledge of magic and the magical arts
>Location: Barren Mounds
1.
Witch mush or not, there was only one way that Rider could see herself living through this one. Moving toward the Union line at best speed, she threw the [Good Union Witch Uniform] over her Confederate Uniform and put her rifle back into her pocket.
They wouldn't shoot someone in their own uniform at a distance, at least on purpose.
+[Good Union Witch Uniform]
+[Good Union Salem Wand]
2.
Amelia threw up a series of flaming barriers behind her as she fled the advancing bugs. Hopefully it would attract Union forces to offer covering fire, and slow the bugs that would surely give chase to her.
+[Witch]
+[Good Union Salem Wand]
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c6179c No.32231
>>32070
>Name: Tsar of Winter
>Color: Dark Blue
>Race: Lich
Health: Good
Money: $5
Belongings: Clothes, Rucksack
Level: 0
Fame/Infamy:
Combat Skill:
Misk Skill:
Equipment
Army: 18 [Elite Skeleton Body Guards]:(1d10 each, [Fine Rifle +10], [Heavy Uniform]), 1 [Skeleton Rabble] (rolls 1d5 and can do work!), 1st [Imperial Company]36%, [Iron Cannons] 15%, [Prototype Russian Clanker Airship] - Damaged, 50 [Finely Armed Skeleton Grunts], 11 [Spider Tanks]
Bonus: [Tsar of Winter] Able to instantly raise my Elite Skeleton Body Guards after battle
[BayTown]: [Average Docks], [Fur Trade Post], [Woodcamp], [Iron Mine], [Wooden Walls], [Dwarven Smithy]
[Plainview]
[Fort Peter]
Assets:
[Kobold Workers]
[Adept Dwarven Clanker Engineers]
Fur Trade Deal for [2 steel per turn]
[213 Stacks of Lumber]
[46 Steel]
+$300
[Meltasteel Shells]
3/10 [Tsar's Men]
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c6179c No.32236
| Rolled 80, 7 = 87 (2d100) |
>>32231
1 Start Recovering in Baytown. The Iron Cannons must be put to the forge in the Dwarven Smithy and the Imperial Company must begin recruitment and training from the locals still under Imperial control. The Prototype can still be salvaged and refit luckily.
2 Report back to Russia, send the taxes and lumber. The Red Rebellion is strong due to the leadership provided by a great mechanical construct. My forces will recover in Baytown and the Prototype Airship crew is eager to get another chance at the construct. My meltasteel shells developed by my dwarves were proven in combat as the Red fort with solid metal walls was pierce numerous times. Do not abandon Alaska and its resources.
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c6179c No.32238
| Rolled 21, 90 = 111 (2d100) |
1/2 - "Damn, John's down! Pull 'em back an git his gun! We'll find time t'patch 'em up later! Fer now, only way we're getting outta this is by gankin' that Union jack and findin' somewhere to hole up!"
>+[Something of a gunslinger!]
>+[A True Cowboy]
>>32198
>Name: Wosey Jales
>Color: Dark Grey
>Race: Human
>Fluff: Wosey had only ever wanted to be a farmer. But when Union thugs calling themselves 'guerrillas' torched his home and killed his wife, leaving him with a bad scar and worse loss, he picked up his revolver and swore vengeance. The CSA was a fine home for his anger, and he joined in with a band of Confederate fighters to get back at them redlegged bastards up north. Quick with a gun but slow to speak his mind, Wosey picked up the habit of chewing and spitting tobacco. One of these days, he'll get them back for what they done, even if he has to fight them himself. Will he cause plenty of damage along the way? He reckons so.
>Health: Healthy
>Money: $0
>Belongings:
>Level: 0
>Fame/Infamy:
>Combat Skill:
>Misc Skill:
>Equipment: [Good Compressed Air Pistol], [Average Compressed Air Pistol]
Bonus: [Something of a gunslinger!]
[A True Cowboy]
>Location: The South, near Oklahoma
>Companions:
Witch (Julia) - Badly Injured
Indian Ally (Tokash)
Sniper (Jack)
Cavalryman (John) - Badly Injured
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c6179c No.32239
>>32215
Some Rucksack Ideas: (Par Bazrael's Request)
-Guns
-A Prototype(?) Gun
-Ammo
-Stolen Blueprints
-Gerhard's Custom Blueprints
-Tools
-Small Metal Scrap
-Explosives
-Binoculars
-Some Sort of Blade
-Whatever else an engineer could grab on his way out.
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c6179c No.32241
| Rolled 5, 17 = 22 (2d20) |
>>32188
1&2: It is clear that until the yankee's tincans are destroyed, the Titans can not slaughter the parasites like bugs. Commanding the titans with a mighty point, she ordered them to rain their spears upon the fortress of Outpost 40, as well as the landships nearby, focusing on their 'petty' artillery.
Thanks to the cleared skies, the stone-fishes are able to assault the foes below, sending down warriors and beasts in order to cause chaos within their ranks.
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c6179c No.32244
| Rolled 1, 26 = 27 (2d100) |
>>32190
>Name: Otto the sandworm
>Color: Sandy yellow
>Race: Sand Worm
>Fluff: Giant sentient sand worm, with flame jets.
>Health: Healthy
>Money: 0$
>Belongings:
>Level: 0
>Fame/Infamy: King Worm
>Combat Skill: [Good Vibration Sight], [Avg Stealth Tracking], [Carapace - Weak], [Paralysis Breath - Weak]
>Misk Skill: [+You'll see them coming], +[Genetic Memory], [FLAME JETS!], [Chemical Adaptation]
>Equipment
>Size: Large 150/150
>Bonus: [It's underground!]
>Follower [Salina the American Witch]
>Bug Army:
7 Titan Worms
1,000 Huge Worms
5,000 Elite Royal Vanguard Worms
10,000 Medium Worms
80,000 Tiny Wormlings
>Union Army:
1 Salina the Witch
2 Union Mages
5 Union Elite Spies
100 Protonic-Packed Soldiers
50 Para-Clockworkmen
10 Protonic-Cannon Steam Tanks
1 Small Airship
>Location: Different Temple.
[Flame Jets]. Otto has developed the utterly unique and bizarre ability to shoot out jets of flame from between his body segments greatly increasing his mobility and subsequently his resistance to heat. The jet’s is fueled by Otto’s consumption, if Otto is starved he cannot use the ability, however, if Otto re fuels by sating his appetite or gorging himself then he can use the ability a will.
1. Otto searches his [Genetic Memory] for the intricacies of combat with K'ay'lh-K'ii-Ayn and his ilk. Surely this isn’t the first time his lineage has come across them. Otto hopes to gain a tactical advantage in this.
2. Meanwhile, since the Avatar is not yet upon them, Otto decides to prepare. He has his larger, more fearsome worms rise up and appear intimidating to gain the demons attention, meanwhile thousands of his Medium and Tiny worms burrow underneath the ground and move towards the enemy army. Their mission is not to strike, but to scout, to find faults within the ground, locate lava channels, and find easy passages for the larger worms. Otto makes certain to keep pace with the Union army while doing this, prepared to begin the true battle any moment.
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c6179c No.32245
| Rolled 62, 28 = 90 (2d100) |
>>32244
Rip months of hype.
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c6179c No.32246
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c6179c No.32247
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c6179c No.32249
>Name: Ice lord
>Race: Lich
>Fluff: disturbing reports have been filtering back the motherland. The tsar of winter has been losing to some weak construction of metal. This has been deemed unacceptable and so they have sent forth a mighty overseer as reinforcements and subordinate to the tsar. The ice lord is famous for his aura of fear he can instill at will on workers. With him around peasants and laborers magically find ways to work faster and more efficiently or they will become part of the many bone constructions that the ice lord enjoys building. After all if you aren't useful for what you were born then you may as well be useful on the field of battle.
>Location: close to wherever morgoth is.
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c6179c No.32253
| Rolled 6, 10 = 16 (2d100) |
>>32070
>Color: Black with Yellow Communist sickle and hammer emblem on the front
>Race: Warforged ( Note: I want to be as tall as Liberty Prime which is like 20 or 30 feet but that's pretty tall so I'll just say 10 feet.)
>Fluff: _Prime Directive: Remove all American Threat… America is a temporary setback on the road to Communism.
>Health: Good
>Money: $5
>Belongings: Clothes, Rucksack
>Level: 0
>Fame/Infamy:
>Combat Skill:
>Misc Skill:
>Equipment:
>Places of Power: BallinGrad(77 Well-Armed);(19 Trained Guerilla Partisans); [Guerilla Tactics]; [Iron Mines]; [Red Network Engineers]
>Followers: [111 poorly armed refugees]; [100 Communist Spider Tanks]; [1000 Followers]
>Bonus: [Eye see what you mean] Start with Combat Skill: [+10 Eyelaser][SteelSkinned] Non calculated fluff bonus which will help keep you healthy and resist stuff thanks to being a robot[Communism is non negotiable!] Non calculated fluff PENTALTY to certain NPC interactions. Actually, almost anyone who cares about politics who isn't a Red will probably try to shoot you on sight. But you do know [Red Revolution Network] which you can find safehouses and help.[Nat100 BallingGrad] - Its people have Balls of Steel, and so is it's walls made of the same metal.
>Location: BallingGrad
Rolled 68, 53 = 121 (2d100)
1-2; Head out now, spread the word the glorious revolution has pushed back the imperialist pigs and now it's the peoples time to shine! Gather proper supplies and metals for equipment
3; Equip the people with better armaments
4; Draw up blueprints for anti-air weapons
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c6179c No.32254
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c6179c No.32257
| Rolled 19, 52 = 71 (2d100) |
>>32244
Rolling
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c6179c No.32259
| Rolled 1, 13 = 14 (2d20) |
>>32241
Real rolls
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c6179c No.32265
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c6179c No.32266
>>32259
Is this good or bad?
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c6179c No.32269
| Rolled 19, 41 = 60 (2d100) |
>>32070
>Name: "Sunny Sanchez"
>Color: Light Blue/Teal
>Race: Mexican
>Fluff: Sunny Sanchez the sleeping gun! This Mexican spends all his time sleeping in the sun covered by his large sombrero, drawing faster than he can wake up. His goal in life is one day becoming a famous ex gunslinger who runs a bar. And occasionally slacks off in the sun.
>Health: Boozed out of your skull. Alcohol poisoning
>Money: $5
>Belongings: Clothes, Rucksack, [Siesta], [Weak Body Armor]
>Level: 2
>Fame/Infamy:
+ Hero of the Rebellion (dat 100)
>Combat Skill:
+[Gunsliger +5]
+[Accuracy]
+[Great Gunslinger]
>Misc Skill:
+[Ladiesman]
>Equipment:
[+Sombrero, fluff bonus and you stay healthy a bit better]
[+Golden Pocket Watch]
[+2 Good Revolvers]
[+1 Enchanted Spanish Imperial Armor]
[+Box of Dynamite]
[+Wooden Wand]
>Contact:
+Father Leandro
>Bonus: Something of a gunslinger!
[A True Spaniard] You can get away with 'most' anything in Spain and always find a place to stay and eat
+Companion [Thief Companion]
has [Good Thievery], [Rápido Gonzales- Hard to hit and a fast runner]
has Fame: [Sombrerod Forajido]
+[The Holy Grail] - Unlocked, and here to cure the world of its ills
+[Lazy Donkey]
+[Loyal Banditos]
+[Allegiance of the Order]
1-2. Dios mio!
Once more Sunny awoke in some desert with a bottle of "El Burro" Tequila in his hand and no memory of the last few days. It was hard to tell what was going on but Sunny suspected that some hijo de puta slipped something into his drink. Sanchez would like to meet the man who had such big testículos. And then shoot him. In the foot. He was no murderer after all.
Scratching his head and putting back on his Sombrero Sunny looked around. There had to be some insinuación as to what he had been doing.
Whoa. Deja Vu.
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c6179c No.32274
| Rolled 17, 83 = 100 (2d100) |
>Name:Ceh Metztli
>Race: Lionfolk
>Fluff: Ceh was born to a injun family of hunters who where a part of the Boneclaws tribe, she was taught the basics of how to hunt at a young age and similar to the members of her family she was a natural at it, and for a time she hunted the lands around her tribe for food and fun. She always loved hunting the strongest prey she could ever find and always enjoyed the thrill of the hunt, however due to the situation all the united tribes where in with the white skins she decided that using her skills at hunting in hunting the deadliest game in the attempt to help the war.
>Health: Good
>Money: $5
>Belongings: Clothes, Rucksack
>Level: 0
>Fame/Infamy:
>Combat Skill:
>Misk Skill:
>Equipment:
>Bonus: [Lionfolk]
>Location:The boneclaw tribe
1/2, It was early in the morning, yet Ceh was already awake, she was going to join the great Prophet Wendigo's army's soon in order to protect the lands of her brothers and sisters, be the enemy the white skins or the bugs. Of course she wasn't going to leave immediately to go to war, no. She was going to have one last hunt for her tribe before she would go out to the blood soaked battlefield. She didn't know what roll she would play in the conflict yet, nor what would happen to her but she was confident that she would make some kind of difference. But it was better to focus on now, not the future which ever changes each minute, she was going to go out on what possibly could be the last hunt for food she would ever go on for her tribe and herself.
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c6179c No.32281
| Rolled 12, 84 = 96 (2d100) |
>>32193
>>Name:Andrew Johnson
>>>>>Color:Brown
>>>>>Race:Human
>>>>>Fluff:tldr
>>>>>Health: slightly Injured
>>>>>Money: 475
>>>>>Level: 1
>>>>>>>Fame/Infamy: Custer's Survivor
>>>>>>Combat Skill: Officer Pistol Training +3, Weak Accuracy
>>>>>>>Misc Skill:
>>>>>>>Equipment:Flashy Officers Low-Caliber Range Revolver, Officer's Rifle, Union Shotgun, 1st Aid Kit, Canteen of Water, Bag of Hardtrack, Union knife, Indian Charm, Honorable Discharge Papers, Cheap Clanker Truck, Union Soldiers Outfit, Fine Clothes
>>>>>>>Party :Alicia the Centaur Indian [Deathly Loyal], George Buster Johnson [Centaur Son], Cam Rose Johnson [Human Daughter], Calfuray Diane Johnson [Human Daughter], Indian Inlaws
>>>>>bonus:Runs with centaurs, Brawler Reputaitom, Secluded Cave with Water, With your Officer riding skills and Alici's expertise in such equestrian matters, you find a great job training riding horses.
>>>>>Location: Great Plains]
>>>+[Blessing of the Horse Spirit]
>Average non-euclidian teepee making
1:Andrew makes his way over to the union soldiers who have been talking with the indian girls. "Sons let me tell you this, stop fucking the indian girls unless you plan on marrying one of them. If I get one more complaint about a mother of three with no dad to speak of, I'm going to come down here and castrate all of you. This area already has a high amount of animosity towards the union and I don't need you lot making any more because you can't keep it in your pants. Besides rations are tight as it is anyways and this is just making more mouths to feed."
2: Speaking of rations Andrew does respond to the influx of refugees, "I'm fine with you sending more indians this way, but we can not house them all if you don't give us more food and water supplies. I don't care what you all think of the Indians, I know you want this war to be over as much as everybody else, and treating them like shit is just gonna lead to them revolting and fighting back again regardless and all this work will be for nothing."
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c6179c No.32310
For anyone who wants to start in the CSA, here is an important chart on races you should know.
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c6179c No.32316
>>32070
>Name: Happy “handfuls” Mcgrew
>Race: 1/4-ish Minotaur
>Fluff: Happy Mcgrew was born on april the 1st, to Belinda Montague Pruit “Taffy” Mcgrew, and an unknown passer-by (who is definitely still alive at present) named John Jameson Dollar, who met Belinda while rescuing her from the Bickle-Barton horse-thief gang. Happy grew up in the misleadingly named Mansions, Wisconsin. Happy lived on a small family farm called Applewood, but always longed for a life of fame. As she grew in beauty and stature, she grew tired of the irksome narrowness of the town, and she traveled south-east looking for work. She found it when she met a slick big city huckster named Nedrick Tavenby, who used her as eye candy and as a girl to walk through the crowds he attracted, Happy selling already rolled cigarettes. Tavenby wasn’t a total dickhead, but his conduct towards her was misogynistic to say the least. Tavenby was sentenced to spend 6 months in prison for “selling medicine without a license” eventually, this happening in ohio. After he got packed off to the jailhouse, Happy sold his cart, horses, and all his remaining product, and drifted from town to town surviving as best she could. Eventually she hit the big time when she became a singer/dancer at a hotel in Borderville, Kansas, which is on the border with Nebraska & Colorado. She got so big in showbiz that she began to travel, but her flash-in-the-pan fame really took off when she added to her singing/dancing the ability to shoot corks out of upright bottles from the stage via a pair of pistols, which she had been quietly training herself to do in the hope of avoiding unwanted “attention” from drunk men. Her moment of triumph performing in Indianapolis, Indiana, turned out to be the start of the end of her showbiz career. During her travels, a laundry accident caused her usual outfit to be much to small, and, with only hours left before her next show, Happy was forced to invent a very early version of the 2 piece bikini, Happy working steadily now and making her outfits steadily more glamorous. At first, she was sensational. But soon, much to soon for Happy, it all ended. A string of complaints from butthurt very jealous women resulted in happy being found guilty of obscenity, and banned from performing in the state of Michigan for life. The “obscenity” charges were “bull”, there was nothing pornographic or obscene about her act, it was simply to sexy for the time period. It was mostly simply jealous women mad they couldn’t compete with her in looks. Frustrated to learn that fame changes nothing and that people are pretty much the same a lot of the time, she went west, this time going off to the wild lands where judgemental old men and massively jealous women wouldn’t wreck things for her all over again. Note that Happy isn’t the bull-headed type of minotaur, as neither belinda or john were full minotaur, Happy is more the tiny horns and a tail attached to a very, very pretty girl.
Location: Union outpost 38
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c6179c No.32322
>>32210
>>32218
1&2.
“Reprogramming finished! Scanning for psionically active materials. . .materials found! Displaying visual feed now.”
Wow, it looks like a glowing map of the underground. And look, there are red glowing lights to whatever this thing calls 'psionic' materials. Those must be the magical materials!
3. “Town Mode Activated: - Raw materials detected. Do you wish to refine?” [Yes] “Refining commencing. Estimated completion time tommorow morning”
>>32218
>>32210
Thorgrad delves deep and deeper. Now that the beetle threat is gone, he feels confident enough to try and explore.
It's difficult. He has to stay weary of avoiding lava, lest he turn his own body into a burning oven and tomb with his own roasted heart in the center. He skirts along ancient stairs and bridges, seemingly built here before there was lava.
He breaks through a certain stone door, and finds a reward beyond even his expecation. A vast treasure hoard of gold coins stacked high, with ancient golden statues, jewels, and fine potteries littered about. It's some kind of treasure trove!
+1000 Gold Coins
+100 Precious Jewels
+20 Gold Statuets
Excited he takes a large scoopful in his metallic hands, not minding dropping a few after seeing the size of the hoard on the way up, and shows them to Urist.
Urist himself was busy tinkering on Thorgrad's own lava proofed clankers. He had figured out some ancient dwarven ice runes and wanted to see if they could be used to sort of null the intense heat of the lava. Thorgrad and Urist watched his model get to work. The clockworkman stepped into the lava, and they waited, and waited, almost wondering if they had failed. With a look of hope they saw a head step out, as a clockworkman covered in red how lava walked from outside it. Then the lava began to cool, turning grey then black as the clockworkman seemed frozen in a shell of stone. Then something else happened, the stone shell seemed to frost, and crack, tiny shards of ice appearing from within the cracks, until at last with a mechanical groan the clockworkman burst his shell to splinters and stepped forward.
It wakled up to Urist and dropped a jewel in his hands. It felt cold. In fact, the clockworkman himself was cold to the touch. Other than that it seemed a great success.
With the uncut jewel and the refined gold coins and jewels they had, Urist and Thorgrad decided it was time to entice more Dwarves like themselves to start up their new plan.
Taking some of the gold and rare metals they had, they went around to several nearby places in search. Surprisingly, they found many recruits! Some were dwarves hiding away from bandits, and at least a few they saved from bandits themselves.
+11 Dwarven Men
+13 Dwarven Women
One of them in particular was a rather special character, she wore a pointed hat and a skirted dress, and called herself “Maria”. She said she was a 'traveling Wizard in training'. Urist had heard of one of these. Rather than attend any of the prestigious schools of magic, some individuals chose to try and learn the art on their own, without any supervision or regimented education. They were notorious as most likely being Wizard school dropouts. She was glad to have found a gathering of dwarves not currently under the watch of bandits or whose doors were barred to her.
—
Thordgrad and Urist returned to their little shack near the cave and the scrapyard, only to find something else.
A MASSIVE spire and mountain of ice covered what they presumed must have originally been the mountain that overlooked their dwelling place.
https://www.youtube.com/watch?v=gE5BBtkXsTQ
Thorgrad used his might hands to smash and pick away a path through the iceberg into the house, after great effort and several hours, to see what happened. Inside the ice box of their old home they saw that ice had taken a hold of everything. It clogged up the machines, froze the forge cold, made the ground and the stairs slippery that they could not even reach the mecha parked below underground. Every now and then they heard an ominous crack and feared the ice would collapse on them. The clockworkmen were no where to be seen, but the Scorpions where here, having nested in the ice. Urist could see their little tunnels in some transparent ice blocks, certain ones morbidly leading to large chambers of frozen skeletons of animals trapped in the ice.
The very air chilled them all to the bone, and even Thorgrad felt his own heart start to ache really badly, so they left post haste. Outside it was snowing, the ground was covered white.
The Dwarven settlers were, needless to say, surprised and somewhat suspicious of all this.
>EVERYTHING
>IS
>FROZEN
>except the two of you, and your newfound guests
>con't don't post
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c6179c No.32331
| Rolled 40, 21 = 61 (2d100) |
>>32070
Name: Jason Timothy Boudreaux
Race: Rougarou (Acadian Werewolf)
Fluff: A former officer of the Louisiana Tigers of the Confederate Army, Jason T. Boudreaux was once a fairly wealthy Plantation owner living on the western side of the Atchafalaya basin, his ancestry dating back to the french colonists on both sides, from Canada on his mother's side, and from the Louisiana Colonization on his Father's. He was disillusioned with the Confederate cause when Louisiana was the first state to fall so early into the war, and the refusal of the Confederate Army to seriously attempt to take it back. He returned to his own lands, and proceeded to ready for what he was sure would eventually come. He freed his slaves, and began to take up the cause of racial equality, knowing that with the Union's capture of the Mouth of the Mississippi, the Confederate Cause was doomed, and the abolitionists of the North would, inevitably, win the long fight over the economic basis of the south. No matter how long it played out. He devoted his efforts to being a demagouge and working to insure his family would be well seated for the eventual transfer of power that the Union would precipitate.
Unfortunately, his efforts, while far sighted, would win him no immediate friends. Marked as a traitor to the cause, he found his business drying up, his plantation too far away to benefit from anything but the most cursory Union attention due to it's distance from the staging grounds in New Orleans. His own family would eventually turn on him out of necessity, and force him to travel west in exile to lands his forefathers had bought in the western territories, south of the Mason Dixon Line, in the infertile grounds that were useless to chattle slavery plantations. He eventually fell in with Gerhard Wolfgang in his travels, and speaking with him, has come to the belief that the only true way forward is Racial Unity, TRUE racial unity, to mix the blood lines of races into a single group, so that divisions of species, race, color, and similar will never again darken the doors of their kind. He is responsible, in many ways, for discounting Gerhard's own theories on human supremacy, except in that humanity is key towards the mixing of the races, as only humanity is capable of interbreeding with all other species. He has only refined his abilities as a politician and public speaker since then, as the skills that allowed him to turn what was likely to be a lynching into merely social exile also allowed him to turn angry mobs into adoring supporters of both hum and Gerhard in their travels together. "What? A pillar of the community? Did you have any idea what he was truly doing? Really? Well let me tell you, and here's why it was awful" a rousing speech later on the need to come together, and to punish those who hide their vile actions from justice, and the necessities and wonders of science? And the lynch mob turns into a bar crowd.
Don't fill this this:
>Health: Good
>Money: $5
>Belongings: Clothes, Rucksack
>Level: 0
>Fame/Infamy: (You earn this in game)
>Combat Skill: Skills or Equip that pertain to combat
>Misk Skill: (Skills or Equip that don't pertain to combat)
>Equipment:
>Bonus: Based on fluff
>Location: The Great Rockies, starting with Gerhard, we were briefly separated but I'll be returning to him.
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c6179c No.32340
Waiting on update from conversation and >>44234712 .
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c6179c No.32343
| Rolled 89, 47 = 136 (2d100) |
>>32310
didn't see this before my post, but since Lycanthropy straddles the border between 'mutation' and 'species', and the Confederacy apparently uses biotech, it would make sense for me that Lycanthropes are judged based on the race they're overlain on (white male for Hetros), and I can't imagine the south not recruiting them from Louisiana, which would be one of the only places you'd probably get natural born werewolves in the USA given the french colonization.
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c6179c No.32547
>>32212
>>32216
-Peter-
1. There aren't many specific bounties for wild beast, but you do get some price listings. Regular old small things like beavers, racoons, and rabbits go for a modest 1-5$ or 5-25₽ (it's not an international standard, but locally the value of the dollar to the rubel is somewhat five to one). Bears and Moose go for a bit better at 20$. However, what catches your attention are the big prices.
-Unicorn: Fur 50$ Alive (and unharmed) - 90$
-Dire Giant Moose: Furs 100$. Alive (and unharmed) - 175$
-Dire Giant Wolf: Furs – 125$. Alive (and unharmed) – 200$
-Dire Caerbannog Cannibal White Rabbit – Dead $1000. Alive $2000.
2. You weren't able to track quarry, but you did find a quarry. A massive pit in the earth with walls of stone, and the sound of chiseling. Many skeletal guards with rifles line the walls and towers, along with skeletal miners mining them. But what truly shocks is that some of those skeletal miners are actually skinny living persons! They look up at you with eyes and faces of zombies, but very much alive and beleagered. You wonder if they are prisoners, or just serfs. There are men and women among them.
-Ivan-
1-2. Peter's could not find much luck in search of animals to hunt, and so Ivan turns to his magic. Heightened senses and a bit of magic help find things beyond the normal senses, and point him in the direction of. . .something. He hasn't smelled it before, but then, many things here smells different. Whatever it is, he distinctly smells feathers and giant piles of bidr droppings, and you manage to find a single white feather the size of your dwarven arm.
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c6179c No.32548
| Rolled 2 (1d2) |
>>32213
Check
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c6179c No.32549
>>32213
1. You force the Shaman girl to heal your men first, and then the settlers next. Thus far the two injured men say they feel better. Or at least the pain is going away. The other settlers, who can speak and get treated, say the same.
-2 injured bandits → 2 treated bandits
-2 injured women → 3 treated women
-Meagre Medical Supplies
The Shaman does all she can. But you have just run out of supplies and the rest have been destroyed in the landslide, and there is little else she can do.
What do you do with the other settlers?
You could just leave them to whatever death fate would have them. Or kill em and toss the bodies, almost a mercy to be fair. A third option, one your experiences lead you to remember, is that many bandits and especially crazies and psycho's have a taste for human flesh. None of your men are particularly cannibals. The bodies will be foul in a day, but smoked, could last quite a bit.
If you just leave them in the wagons like this they're probably going to die and start to stink really bad.
2. You head west, deep into the rockies. You are glad to have made it this far. The weather has been kind, and you have already trekked much of the way as is. There on the horizon you see the end of the mountains and the proise of the green valleys of Californica.
You have some options available to you. You could attempt to, quite easily, search for a proper Bandit warband to join in the mountains. Many smaller gangs operated in the caverns and caves, and there are rumors that the greatest Warband have entire hidden towns and fortresses where they operate like a paramilitary. You should easily reach your original destiniation of Californica by this turn if you keep to that path. You see the road that should lead you to the nearest town at the bottom of the mountain.
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c6179c No.32584
>>32215
1. Gerhard remembers how fortunate he was to have escaped with tools and equipment to continue his good work.
>-Stolen Blueprints
>-Prototype Hybrid Tesla/Bioplasm Rifle
>-Standard Union Pistol
>-Surgeon Kit
>-[Great Medical Supplies]
>-[Standard Union Soldiers Backpack/Tent]
>-Binoculars
2. Weeks of trekking through the frozen hellscape of the great Rockies, at the cost of so many of your men and supplies, has finally at long last paid off. You now walk down the slopes of the frozen peaks and enter into the myriad of bandit invested steppes and valleys, the Valley Wastes. Decades ago when the Gold Rush first began, these hills were rumored to hold vast quantities of gold, ores, and minerals to be harvested. Before there were railways, before there were even roads, on mere trucks and primitive airships, on beasts and digging darwinian creatures people descended in swarms hoping to strike it rich before big business ventured in. Boom towns erupted in the mountain side, as amateur and professional miners began to dig.
They found nothing. No gold. Not even basic materials like iron ore, coal. Just rock, rock and lots of caves. As if sometihng had already come and dug out everything that could have been dug. Thinking they had just not dug deep enough, the early mountain boomers (for they used plenty of dynamite) tried to desperately reach deeper. By the time the diggers realized their mistake, it was too late.
Now these parts of the mountains are filled with little else but abandoned mining towns, scrapyards of forgotten and aged equipment, and packs of feral mining beasts that roam above and below. Its isolation, and the abundance of scrap and junk, did make it a suitable location for one group: the bandits.
Entire bandit warbands dwelled in these hills, hiding from the law, amassing strength. Raiders and Criminals took slaves to wife or fund other hardened female outlaws, some even starting families and joining up in bandit clans. Crazies and psycho's, infected by the plague of madness, found refuge here from the persecution of civilization, living among the bandits. An entire bandit culture arose, with bandit Warlords at the top, while minor petty gangs fought and raided each other at the bottom when not stealing from travelers and nearby Californica. The endemic was never truly dealt with, as with the coming of the civil war, the Union could not have properly quelled the area, leading to rampant infestation.
From your vantage point, you're able to see possible locations. A scrapyard, an abandoned mining town, an abandoned Darwinian monster ranch, and an abandoned mine.
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c6179c No.32588
What is going on? Am I in this game? out? in limbo? I'm at >>32316.
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c6179c No.32589
>>32588
You're in, I'm updating people
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c6179c No.32591
>>32225
1-2. In a brilliant display of quick thinking, Rider once again undresses herself in public. Thankfully only the bugs are left to see her in her pantaloons. Wearing the Union witche's outfit (which, by the way, she feels is far more stylish than the CSA's own) she unleashses a torrent of flame behind her at the bugs, almost as if in a tracer, and runs as fast as she can. . .to the Union Lines! She's going to try and see if the Uniform will allow her to impostor being a Union witch.
>[Succeeded]
Cha-ching! The ploy seems to work, she notices a furious barrage of shells scream above her head and explode behind her, and as she runs toward the waiting line of barbed wire, rifles, and machine guns she finds the bullets whiz by her, but not at her.
At last she leaps forward and lands in a trench, surrounded by Union men and clankers. . .and then she looks around, tensed and unsure of what to say.
“Good work with that line of tracers. . .uh, ma'am.” is that union captain talking to him. Yes he is “do you need us to take you anywhere? We'll get a truck ready. But we could honestly use some of that fire power on the lines here.”
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c6179c No.32592
>>32249
Actually gonna change my fluff a bit. I am focused on tech not magic.
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c6179c No.32598
1. The Dwarves say it's going to take some time. With only a single iron mine and basic smithies, parts will have to be molded the old fashioned Dwarven way. This means the quality should be fine, but there is a distinct inability to produce in quantity. Between reforging the cannons, making rifle parts for new recruits, and then the airship parts all of which will have to be molded from blueprints.
They could desperately use more spare parts from russia or the equipment better facilities and factories. This would make the process much faster and and more practical in the long run.
1st [Imperial Company]39%, [Iron Cannons] 22%, [Prototype Russian Clanker Airship] - Damaged (Repairs 1/8)
2. You send the lumber and the wealth to Russia.
-[213 Stacks of Lumber]
-$300
As well as contact the Imperial government via crystal ball. The reply you receive is in no way comforting.
Trouble stirs in Russia and Europe. There is continued fear of conflict in the Balkan nations that could spill into the rest of europe, and particularly what they are concerned about is a potential war with Clanker Gemany, Austro Hungary, and the Ottoman empire.
Furthermore, the red rebel movement is relentless. Every day more and more villages have to be purged and cities experience saboteur efforts, hidden rallies, and other acts of dissidence.
Your offerings of lumber and wealth are barely enough to convince them not to redirect you back to Siberia to build up a force there instead. They recommend you increase output of more bulk resources like metal ores, coal, and any special minerals you can find. Shipments of food in bulk would do well. Most importantly what would secure your efforts to stay in Alaska would be to establish proper factories and facilities.
But they do not have any spare equipment to hand over to you. Russia is not yet a true industrial state either Clanker or Darwinian and most factory equipment is already benig pressed to their limits by magical enchantment here.
You're going to have to find a way to get industrial equipment from the new world by any means. If not by stealing it back from the Reds then by dealing it to other factions and nations on the continent. Otherwise if we can't get more than wood and money, your efforts are needed elsewhere.
Looks like you're going to have to look around for places to get equipment.
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c6179c No.32599
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c6179c No.32600
| Rolled 14, 21 = 35 (2d100) |
>>32238
Roll
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c6179c No.32601
>>32238
Wosey Jales and Jack pull back, eyes darting for any trace of that damn spy. It's like trying to fight the wind, you can't tell where it's coming from.
Wosey steps over John's form lying and bleeding and picks up his gun, holding them both in hand.
No sign of him, but you can almost hear the faint sound of steps, the whooshing of a knife in the air, he's circling you, trying to catch you off guard.
Wosey notices something. . .the dust! She see's a single foot print appear on some dust, and faster than even he thought posible aims and fires off a shot.
Blood and brains expode midair. A direct hit!
>The two spies are dead!
The fight isn't nearly over yet. One last obstacle. Both of you can hear the sound of bulkhead doors and massed footsteps climbing down stairs. The armed crew of this airship is making their way down. This is the last hurdle you and jack face. You and jack have only so much time to prepare for a firefight, with numbers against your favor.
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c6179c No.32602
>>32589
Ah K. Thank you. Was just confused.
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c6179c No.32605
>>32241
>Tec'lo'pin's army
[Meztli, the Titan]
[81-ish Titan Warriors] -19
[4,400 Aztec Warriors] -500
[450 Flying Stone-Fish Riders] -50
[295 Aztec Stone Warriors]-5
[295 Aztec Stone Beasts] -5
>Wendigo's Army
>90,000 Blood Warriors -6600
>14,100 Tribal Centaurs -1100
>4,100 Elves -1200
>5,000 Wild Animals -100
>980 Ents -20
The only thing standing in your way, is one General Sherman's Union land fleet, that great army which has been holding the north,behind a blasted no-man's land of carnage. Gigantic guns poke out of the heavily fortified Outpost 40, and in the distance beyond is Sherman's Flagship the Ohio, along with a massive union Land Fleet
-6800
UNION
Defensive bonuses:
[Outpost 40 – Fortified] + [Prepared Heavy Artillery] (-25% Damaged)
[Artillery Blasted No-Man's Land]
[Trenches w/ Barbed Wire and Mines]
[Pre-sighted Artillery killzones]
[Pre-sighted Magical Killzones]
[Railway Reinforcement]
Forces:
[??? Hero]
[??? Hero]
[1 Land-Battleship USLS Ohio]
[4 Land Battle-Cruisers USLS] -1
[11 Land Destroyers] -2
[32 Land Frigates] -5
[62 Land Barges] -18
[20 ???]
[60 Assorted Airships] -40
[32 Witches] -34
[6,400 Infantry] -800
[450 Clanker Men] -50
[99 Clanker Walkers] -1
Rolled 5, 17 = 22 (2d20) vs Rolled 1, 13 = 14 (2d20)
1&2: It is clear that until the yankee's tincans are destroyed, the Titans can not slaughter the parasites like bugs. Commanding the titans with a mighty point, she ordered them to rain their spears upon the fortress of Outpost 40, as well as the landships nearby, focusing on their 'petty' artillery.
Thanks to the cleared skies, the stone-fishes are able to assault the foes below, sending down warriors and beasts in order to cause chaos within their ranks.
1-2. The ancient Aztec titans apparate spears of light in their hands, and fling them at the enemy. It has a great effect on the unprotected targets like their artiller, giving them the taste of explosive death they had been dealing back. The spears blast apart airship and land barges, with some difficulty, but it takes so many spears to take down a frigate, and the destroyers and up only get scratches.
And still titans die to the fire from the heavy guns of the battleship, utterly impervious to their own massive spears, between magical shields and enchanted armor they don't even make contact with the gigantic machine.
–
It's at this time, Wendigo reveals his trump card to challenge the mighty Land Battleship. Across the entire field, a roar of rage is heard, and Tec'lopin turns to see its source. Above her the very sky turns a dark shade of red, and blood begins to rain from the heavens.
There over the hill, she sees his grand plan. A massive Aztec monolith! A floating pyramid all aglow in light, big enough that some titans stand guard on its steps. It is the ancient War Shaman! He has brought to life one of the Aztec's mighty War Fortresses! A war machine to match the Union's clankering creation.
Tec'lo'pin can see Wendigo himself atop the massive pyramid. His body has dropped any guie of humanity, and now takes a more powerful larger frame, his long claws and fangs drip with the blood of sacrifices, a monstrous yet regal beast of a chieftan whose very presence instills fear and awe in friend and foe alike. With a roar he points to the War Shaman, Jedak, who chants ancient rites.
The entire Pyramidal structure begins to glow a deep shade of red, and then a blast like a thousand thunderbolts emits from it directly toward the union army. Several frigates and two destroyers are blown up outright, with a land cruiser out of action. The beam makes its way to the Union Battleship where it collides with its magical shield, creating a dazzling display of lights. The shields have held however.
With their mighty war weapon, the Indians are inspired to charge headlong with even less abandon, as cusualties mount. And yet even this seems to be in their favor, for land is gained, and more importantly, every drop of blood spilled by the Indians seems to only feed the War Temple, making it stronger!
A beastial cry is heard from Wendigo that somehow is understood by Tec'lo'pin. Spill blood! Be it your own or the enemies, and victory will be ours. Tec'lo'pin understands. She and her titans might be no match for the ship, but if they can just kill more enemy soldiers and spill their blood, victory is ours.
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c6179c No.32606
>>32605
The Union witness this monstrosity, and call in one of their own trump cards. From afar off, Tec'lo'pin see's yet another giant join the battlefield. However, her eyes have never gazed upon anything of this size.
He was still far away, but everyone felt the ground start to shake subtly, louder and louder, Tec'lo'pin saw running at full pace from afar off a giant of a man that dwarfed her by nearly four titan heads. It made even the War Temple and the Battleship seem small.
In his hands he held a massive Axe as tall as Tec'lo'pin, and behind him rode a massive blue ox. They were charging right for the Indian army!
>Union Hero Revealed: Paul Bunyan, the Giant!
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c6179c No.32608
1. Otto searches his memory for any such event. But as he does, he does not like what he finds.
Horror, the horror unleashed upon the first wave of bugs from the great portal. Fire and ash, the stars made weapons, such death and calamity. Worse still he feels the sting and the bite left upon the survivors, limbs torn off, bugs greater than he sliced in half, spared only the time to spread their genes.
Somehow their god senses this and fills Otto's mind with horrible visions. He intended to take Otto, mount him on a pike, and roast him and feast upon his carcas as Otto had eaten so many others.
Even Salina and her team is affected.
“I can feel him . . .piercing our barriers. . .kill all of my men. . .God have mercy, I can see his desires. . .he wants to make me a concubine! Mount me atop his temple like a slavewhore for all eternity.”
Salina screams in rage and fear, and tries to purge the visions from her head with magic, but the angry god is stronger. Something is happening, and he's growing more powerful, as blood of bugs are spilled and elsewhere blood is spilled on battlefields afar. He is growing stronger!
+[Malus: Visions of Dread]
>Salina is experiencing psychic attack!
>Your own bug forces are experiencing psychic attack!
2. The bugs proceed to try to burrow beneath the earth to gain an advantage of attacking from the ground below, while the larger bugs seek to gain the attention of the demon god of flames. It was a good attempt, but alas, unliked before these very demons themselves seem to be at home under the earth as his own bugs, and worse some unleashed lava flows onto the channels burging a great number of bugs. The only thing that did work was the greater worms trying to attack him, crawling up his legs and attempting to bite. But his skin is as hard as stone and aflame, many worms die.
Otto and Salino do notice that whenever he attacks, he screams in rage and anger, but the psychic attacks seem to lessen.
The battle goes poorly for the Union and the Bugs, the tanks and soldiers struggling to march forward under the psychic assault on the way to the temple. The Union fire their proton streams at the god, but their shots are inaccurate, and the ones that hit don't have any significant effect. Otto's own forces find themselves in a brutal brawl of bug and demon, and his numerical advantage begins to slip minute by minute.
“We've got to distract that demon somehow, or it will be the end of us!”
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c6179c No.32609
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c6179c No.32610
>>32249
>>32592
Imperial Russia, reaching out by any means, has attempted to alleviate some of the Tsar of Winter's lack of technological issues. Their choice is as controversial, as it is practical.
Project: “Ice Lord” was an attempt to reanimate a the body of a slain lich and use it better advantage. Through primitive neuroscience, limited necromantic ritual, and a heft amount mechanical integration, they attempted to bring life to unlife.
The effect was something they hadn't expected. The Lich had lost most of his memory, as well as much of his powers, but retained enough of them to become familiar with his own new form to replicate it onto the living.
This new Lich was not truly a being of magic, nor was he truly a robot automaton. He could take both living bodies and dead cadavers, and with a stretch of his hand and nearby materials, they would be horrifically corrupted into bioborg slaves, the “Subjugated” as he called it.
Seeing the investment they had on the creature they sought practical uses for it. It was used on POW's, who rather than receive the death penalty, would be made into mindless mechanical slaves which could be modified at will. Entire rebel villages that were slain, rose up again, enthralled and whirring with machinery, as the machine lich upgraded them with all sorts of attachments and new abilities.
Eventually, word of the mechanical monstrosity became too hard to suppress. The Empire began to feel the sting of international pressure and even more internal strife as people likened the Empire to the tactics of the bandits and madmen.
Eventually the Empire decided to bury the issue. His thralls were burnt and smelted. He himself would be shipped far enough away to a place where he wouldn't attract too much attention. A place dealnig with its own dissident and rebel movement, and needed to be subjugated.
[Bonus: The Necronator – through an unholy combination of Clanker Tech, Surgery, and small amounts of necromancy, you are able to create undead mechanical biomonstroties out of both the living and the dead, be they man or beast, the likes of which are known only in the lands of the bandits. You are universally feared and reviled by the peasantry and most decent folk]
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c6179c No.32741
>>32070
>Name: Teddy 'Ironshod' McBarnaby
>Race: Orc, though plenty passable as a human if 'ya don't look too close.
>Fluff: Old days were fun, y'know? Ridin' around on ol' Bessie out back. Six shooter at my side, lever action on my back. Never felt more alive then then. Sticking up banks, robbin' carriages, weren't nothing that could match that, not ever. Never really had a crew I could run with. Always too picky. Too sadistic, too greedy, one of 'em ended in a mexican standoff th' moment they saw my fangs.
A'course, I had a code. I weren't no hooligan doin' whatever he wanted, I was just tryin' to make a living takin' what others didn't deserve. Them banks stealin' from people all day long. Hitting up carriages run by snake oil guys. Easier to make those scores alone. And I ain't never took hostages, neither. I can tell 'ya weren't a womans' legs I spread that didn't want it.
Things went bad. Real bad. 'S it turns out, lawmen had more'n a few hundred stashed in the bank I hit up way back when. I got away, but I was bleedin' all over my coat and ol' Bessie had more then a little bit of lead in her flank. Passed out, along the road, from the bloodloss.
Woke up with a damned-well angel sittin' above me. Prettiest damned woman y'all ever did see. Didn't care none 'bout my skin or my fangs or none'a that. Patched me right up, never asked questions. I needed a place to lay low, and she was more'n happy to oblige me.
Really, after that, weren't no question. I go back immediately an' the lawman's still after me. I go back later an' they can track me back to her ranch. She ran the place, father died and she didn't never marry, so she was certainly happy for the help. And, well, after so long together, man an' a woman… Well, we got hitched, ourselves.
We was happy, for a while. Quiet. Peaceful. Workin' the cattle, bringin' up corn. I was always a big ol' stallion of a man but never did I put that into work in a field. But, nowadays, wars started up again, an' it's getting mighty close to where it'll start disturbin' our rest.
Gang'a bandits pushed out this way not too long off, ridin' the front of the war like the waves. Likely they'll come down 'fore too long, see if they can't score some easy lootin'. I'll die before I let th' first good thing's happened to me yet get ran over by some horde'a inbred loons from out east.
Don't fill this this:
>Health: Good
>Money: $5
>Belongings: Clothes, Rucksack
>Level: 0
>Fame/Infamy: (You earn this in game)
>Combat Skill: Skills or Equip that pertain to combat
>Misk Skill: (Skills or Equip that don't pertain to combat)
>Equipment:
>Bonus: Based on fluff
>Location: (Pick one, but think about the consequences.I will likely elaborate on the nation you find yourself in if you choose one. I may override your location request based on your fluff)
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c6179c No.32822
>>32253
1-2. “Victory! In the warm RED glow of celebrations your people light fireworks and break out food and booze, basking in its sweet nectar. “
https://www.youtube.com/watch?v=wvpl8qcIVkc
Coupled with these celebrations, a great effort is made to harvest of the battlefield much that was previously destroyed, tank parts both friend and foe.
+[Lots of Metal Scrap and Wrecked Tank Parts]
+[Battle Tested – Your people are inspired by the first of what they hope will be many great victories to come!]
3 / 4. Your men bring in the tons of scrap and potential equipment, and go forth to now collect the scattered rifles, cannons, and other weapon remains that litter the battlefield.
That's when you see someone else got to them before you. Raiders! Bandits! Riding Clanker machines and darwinian beasts, they make a horrific noise as they spot you. Seeing the size of your army and the giant robot, you can only catch a glimpse of the bandit horde as they fly off taking away those precious weapons.
Worse news still, someone snuck into your precious fort! You see that some tanks have been stolen.
[-30 Communist Spider Tanks]
Darn, there was some good stuff there. You do however, capture 2 bandits. Under interrogation you learn they are from a nearby bandit clan that recently moved up north from Californica in search of better hunting grounds.
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c6179c No.32832
I still haven't been updated & officially put in the game. >>32316
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c6179c No.32836
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c6179c No.32838
>>32269
1-2. Sunny Sanchez wakes up to a head shattering headache, and, unsurprisingly, being nursed to health by a lady.
A beautiful female form in colorful clothes looks over you, wearing a flowing colorful outfit as if to a fiesta that outlines her curvaceous body and large bust. But what strikes your attention is, behind a veiled hat, you see a. . . skull staring back. And yet behind the eye sockets two beautiful blue eyes peer at you.
She doesn't speak, but simply wipes some of the sweat off your brow and turns away. You then look to see your other two companions.
A former CSA rebel witch, captured by your bandito's and subjected to such torment over time that she lost her name, refering to herself as a whore or a bitch, and still kotows to you submisively, the lingering effects of bandit torture and affectoinately refering to you as her master. She still has no real name yet.. You had rescued her from your own men and brought her in the hopes of having a magical user to your advantage. And perhaps out of pity for her condition. She still has no name, The only thing that arouses her anger seems to be the other witch.
A Union witch. Her name is Sybylla You found her riding with Otto the Sandworm, who you made a pact with to help each other when the time came against their enemies. Using the Holy Grail and its divine magic, you convinced yourself you were not only, a member of the so called Holy Order (a lie) but also a rebel Mexican leader (a truth) fighitng to free the poor citizens of Mexico from Imperial Spanish rule and their CSA allies.
They share, in common, an absolute desire and hatred to kill each other, as well as an unmistakable magnetism toward you.
Both of them eye the not so skeletal lady with gazes that could light candles aflame, and then both of them turn to you. . .and almost knock each other over as they rush to your bedside to see if you're okay.
Another voice catches your attention, Rapido speaks.
“Mister Sanchez! Dios you're alive.”
He see's your memory was affected and explains everything. In your efforts to help the Mexican's, a great and terrible dark magic descended, causing much devastation to the people, and you went to investigate, taking with you the grail, Rapido, and your witches. On your way, you were surrounded by skeletal bandito's who, rather than kill you, you challenged to a drinking contest. Before you would have died to the poisons, you withdrew the holy grail and poured into it, creating a terrible bright flash that burned the skeletons to ash and seems to have saved your life. Yet you were weak, and the rest of them were lost.
That was when a kindly lady offered to take you in. . .and, well, as you can see she's not exactly a lively type. While you were sleeping we learned of what was going on. Some dark spell has been cast upon Mexico. Yesterday, which happened to be the Day of the Dead, the deceased rose from their graves, and demons crawled from hell. Black clouds, fire and brimestone erupted. The dead both good and evil, and demonic creatures roam the land. Some skeletons have joined the demons, others, like your host, fled from them, and are hiding.
This must be the terrible threat that has seemingly comeup and been devastating the people of mexico and the rebel cause.
Sybylla, the Union Witch, speaks her own suspicions. This is no coincidence. When the Confederate and Spanish announced their alliance, the CSA started building a second railway through mexico to the west. The only thing in their way was the Mexican Rebels.
Someone, or something, summoned the dead from their graves and hell itself. The question is why? Did the confederates or spaniards do this to wipe out the rebels? Or did someone do this to slow down the CSA's efforts.
The purifying waters of the grail fill your tired body with enough strength to get up. So many questions, such devastation, your own people were dying.
This was a tragedy. This was a mystery. This was a job for a true Mexican.
>>32832
Still getting to you.
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c6179c No.32921
>>32274
1-2. Ceh goes out to find one last meal for her tribe, knowing she won't be there to help contribute to the hunt when she joins Wendigo's army.
As she prepares for what may well be the last time she might ever roam these forests, she is surprised to find a curious sight. A young dire elkling! Its leg seems to be caught, and is currently trapped. Such dangerous and huge beasts, larger than the average man even at birth, can be dangerous. But not to a hunter, and definitely, not all tussed up.
CHOOSE ONE:
>Sacrifice it.
+[Bonus – Blood Huntress. The bloody Indian gods have accepted your sacrifice, and set you on the path to power and atunement with the ancient ancestors]
>Release it. Befriend it.
+Companion: Dire Elk-ling
+An odd bag of corn
>Release it. Hunt it down!
+[Bonus – The Lion's Hunt – You are a very skilled huntress! Gaint a major bonus to most things involving tracking, following, and staying hidden as you stalk your target]
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c6179c No.33068
>>32281
1. “Sure thing 'Chief'!” laughs some of the soldiers, who disregard you. Some call you a hypocrite. Saying you got out of the army just to go play chief and fuck a pretty indian girl.
What's worse is someone DOES try to take your advice and wants to marry an indian woman, but there's a huge argument between the family's shaman and the Unionist priest over the marriage ritual.
Relations between the Indians and the Locals has taken something of a sour turn. Alicia even has some doubts that she brings to to you when she finds both of your daughters playing with a young drummer child. She says it won't be long before they approach the “age”. Your family meanwhile are baffled by how old your children are getting despite that the war hasn't. . .really been that long.
2. Your brother agree's. He has heard much of the attrocities commited here in the west by both sides, and doesn't want to be remembered as that type of governor. Alas, there isn't anything he can do at the moment. Word has it that a great battle has picked up east in Outpost 40, and the trains have been halted.
Your family is concerned, that was the only way back home to the east, and while they are in no hurry to leave their long lost son, staying here for the remainder of the war wasn't what they had in mind.
The answer for food comes from a strange thing. One morning, Alicia says that she cannot find the baby, who as yet hasn't been named, and so you go and look for it. By now it should be crawling so it might have gotten away.
There, you see you're not the only one awake at this hour, as you see a gathering of both Union soldiers and Indians gazing in awe. . .at a field. A corn field. That was definitely not there before. It lines the river banks, as if the water were feeding it, but corn definitely does not literally sprout up over night. You find the baby playing in some fallen stalks.
Who or what could have done this? This is beyond even Indian or Union agricultural magic.
+[Miraculous Corn Field]
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c6179c No.33070
>>32316
A wandering soul not content with complacency or the same scene every day, you bring your great journey not east into the big grey gleaming urban metropolis' of the Union, but west, were there is naught a single skyscraper in sight.
Wide open ranges of farmlands and wild country rush by you on the train journey all the way to Outpost 38. The last stop for civilians. The only further train stop is outpost 40, which is closed off by the military, and many suspect there must be a battle or some terrible thing going on that far.
Stepping off, you are greeted by a quaint town. Outpost 38 is much smaller than it's most western sister Outpost 40 as most travelers contniue to push west, but was once the largest town back in its heyday. Some Union soldiers patrol the streets, along with men, and you eye around to see shanty wooden buildings, particularly the bars and saloons where you might get work.
You also take time to appreciate the calmness of it all. There are a few clanker trucks here and there, but most everyone else draws by horse and wagon, and the raccous machinery and shrieks of the big city is now replaced by the calmness of an outpost town. Hopefully it doesn't get boring.
[Bonus: A workin' gal – Your experiences in the city as a showgal has given you good abilities in persuasion, dance, and no small bit of self defense. Gain bonuses to persuading the opposite sex.]
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c6179c No.33074
>>32331
The Great Rockies, the barrier that separates the lush and rich lands of Californica from Midwestern America. These vast and expansive mountains that comprise the area's of entire states are braved only the most daring settlers, armed wagon trains, and armies. For the great danger that lurks in these hills is the plague of Banditry.
Rumors persist of entire bandit Warbands and even bandit towns and cities, veritable legions of the damned and criminalized who make nest of the mountains and prey on entire wagon trains in a single fell swoop. Tales of deranged crazies torturing and tormenting dozens of victims, the horrors and inhumanity of the borderlands. . .
And this is the place you chose to venture through on your journey. Much has changed since you left home, and it has been disheartening. The Confederacy eventually ousted the Union back out of Louisiana and were determiend to keep them out, only furthering the resolve of the family that betrayed you. You can only hope the slaves you free'd found their way to saftey.
You travel west in hopes of finding a parcel of land your grandfathers had purchased in Californica, along with your traveling partner.
+Companion: Gerhard
[Bonus: Werewolf – Thanks to your influence, you were able to hide this secret from the authorities, who would have branded you an abhuman and that would have devastated your standing society. Not that that matters anymore. As a werewolf, you can activate your powers at night so long as there is a moon of any kind, but at the full moon you are forced into an almost feral like state of madness that drives. As a human, you are particularly strong.]
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c6179c No.33078
>>32340
1. Your attempts to find the parent of the crying child end up fruitless, and you are left with the boy and seemingly no parents to call his own. For now, you will indeed, have to care for him.
He seems like Emily, and Emily likes him. Miraculously she says a full sentence!
“I wish I could hold him. . .”
She goes right back to grunting like an animal after ward, but it's a clear sign of progress.
2. So far so good. With the time you bought, they say they can finish up the railway for sure. It's a daring plan. They have some kind of. . .hero. His name is John H. and he's up at the front. He's some kind of genetic super man with a hammer and they say he's single handedly forging a path onward. You find yourself hard pressed to believe such a tall tale, but they swear it's true.
Now just building a tunnel to canada has the drawback of, well, being able to be chased down that same tunnel. So they've prepared some explosives to block the path once they leave. They've got some “air makers” along with glow worms to sustain the trip underground. They'll make it to canada for sure.
All seems to go well, that is until above ground while rescuing some cowfolk from their milk farms, one of them accidentally knocks over a lantern. You don't understand it, but something in the air, almost like gas, seems to erupt in a tremendous explosion.
Fire! Fire erupts and starts to engulf nearby buildings! If it isn't stopped soon, it might blaze the whole city. But if you divert workers from the mine, there won't be enough time to get the tunnel done.
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c6179c No.33079
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c6179c No.33083
| Rolled 17, 100 = 117 (2d100) |
1/2 - "Right, Jack, help me haul this cargo! We ken form a barricade! Won't be much, but it can bottleneck those red-legged bastards and git some easy shots in. Tok, keep doin' what yer doin, want my men alive and well! They're comin' fast and in force, so we're gonna have to conserve ammo! Take out enough of 'em and we might even be able to make some progress!"
>[Something of a Gunslinger!]
>[A True Cowboy]
>>32601
>Name: Wosey Jales
>Color: Dark Grey
>Race: Human
>Fluff: Wosey had only ever wanted to be a farmer. But when Union thugs calling themselves 'guerrillas' torched his home and killed his wife, leaving him with a bad scar and worse loss, he picked up his revolver and swore vengeance. The CSA was a fine home for his anger, and he joined in with a band of Confederate fighters to get back at them redlegged bastards up north. Quick with a gun but slow to speak his mind, Wosey picked up the habit of chewing and spitting tobacco. One of these days, he'll get them back for what they done, even if he has to fight them himself. Will he cause plenty of damage along the way? He reckons so.
>Health: Healthy
>Money: $0
>Belongings:
>Level: 0
>Fame/Infamy:
>Combat Skill:
>Misc Skill:
>Equipment: [Good Compressed Air Pistol], [Average Compressed Air Pistol]
Bonus: [Something of a gunslinger!]
[A True Cowboy]
>Location: The South, near Oklahoma
>Companions:
Witch (Julia) - Badly Injured
Indian Ally (Tokash)
Sniper (Jack)
Cavalryman (John) - Badly Injured
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c6179c No.33086
| Rolled 74, 47 = 121 (2d100) |
>>32322
http://pastebin.com/28EZNie1
"Sorry about this everyone but stay out here while I go sort this out. Little Stabby, stay out here and protect them."
1&2. Have Maria cast a spell to protect me from the cold then head in to the frozen cave to find the couple of clanker men that have the freezing runes on them and scratch those the hell off so this cold can end."
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c6179c No.33089
| Rolled 44, 69 = 113 (2d100) |
>Name:Ceh Metztli
>Race: Lionfolk
>Fluff: Ceh was born to a injun family of hunters who where a part of the Boneclaws tribe, she was taught the basics of how to hunt at a young age and similar to the members of her family she was a natural at it, and for a time she hunted the lands around her tribe for food and fun. She always loved hunting the strongest prey she could ever find and always enjoyed the thrill of the hunt, however due to the situation all the united tribes where in with the white skins she decided that using her skills at hunting in hunting the deadliest game in the attempt to help the war.
>Health: Good
>Money: $5
>Belongings: Clothes, Rucksack
>Level: 0
>Fame/Infamy:
>Combat Skill:
>Misk Skill:
>Equipment:
>Bonus: [Lionfolk]
>Location:Somewhere near the boneclaw tribe
Ceh looked at the dire elk for but a moment, twas a shame it was trapped. Wanting to not simply kill the thing without a chase or fight she walked over to it and tried to free its leg and let it get a slight head start before she would chase it down and kill it. After all, challenging herself was something she liked and it made hunts much more interesting.
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c6179c No.33093
>>32610
As the Tsar of Winter watches the ship coming in he strides forward, normally there would be a considerable hustle and bustle but after the shipment to Russia it was cleared by Imperial Order and his retinue were ready to shade the Ice Lord from the sun (and any stray glances) and bring him into the home of the Tsar.
Once seated on his couch and reclining to take in the view of the Ice Lord their 'conversation' could begin.
"Recognize the Tsar of Winter, Governor of Imperial Alaska. Ice Lord what is your Primary Function?"
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c6179c No.33106
| Rolled 20, 49 = 69 (2d100) |
>>33079
Name: Thorgrad "Doc" Scruffington
Fluff: The Illegitimate son of a Dwarven mage from deep in the south, Thorgrad was never a stranger to hardship. Abandoned by his parents at an early age, Thorgrad had to learn to survive on his own. When he turned 15, he left the confines of the south to head west as his father did in search of fortune and fame. What he found was bandits and bugs. The world was a harsh place, but Thorgrad learned to survive. He spent time in mexico, a mercenary for the Spaniards, helping them suppress the poor Mexicans who just wanted some freedom. After seeing a whole village put to the sword, He scavenged a pair of six shooters from a corpse on the lonesome trail and headed north, hearing tales of the riches to be made in the region of Fort McCornick.
Color: Black
Race: Dwarf
Belongings: Clothes, Rucksack
Health: Healthy
Money: $100
Belongings: Clothes, Rucksack
Level: 0
Fame/Infamy:
Combat Skill:
Misk Skill:
+[Weak Healing]
+[Simple Clanker Tinkering]
+[Basic Clanker Skill]
+[Weak Clanker Tinkering]
Equipment:
+[Sword]
+[Average Revolver]
+[Booze]
+[Bullet Resistant Charm]
+[Average Steel Armor ]
+[Enchanted Luck Charms]
+[Average Clockwork-Chain Gun]
+[Average Battle-Axe]
Location: Fort Nucky
Party:
+5 Dwarf Companions
["Pincers" the clanker scorpion]
1/10 [Weak Anti-magic charm]
White Phospherous 1/7
2/5 Dwarf Hill Home
+[Large Stockpile of Weapon Parts and Explosives]
+[Control Spell]
+1 [Small Horde of Scorpions]
3/7 [Average Healing]
[100 Barrels of Ale]
[200 Boxes of assorted alcohol]
+1000 Gold Coins
+100 Precious Jewels
+20 Gold Statuets
1/2. Thorgrad turns to the Icy Citadel, a giant cloud looming over it.
"By the gods, would you look at the size of it! We could use this thing as a damned fortress once we learn to deal with the cold!"
Thorgrad apologizes to the new dwarves, giving them all a bit of the gold that he found earlier as a token of his sincerity
"We usually never have stuff this bad happen folks, Stone's word. Now you all are welcome to help us dig our equipment out, and all the gold and ores underneath it, or you're welcome to stay here. I'm going to go look for my clanker."
Thorgrad is off into the fortess, carving a wide path through the ice while returning outside periodically to warm back up, all the while looking for pincer, calling his name ever so often.
"Oh pincer! Pincer lad, where are ye? You're starting to have pappa worried!"
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c6179c No.33107
| Rolled 21, 57 = 78 (2d100) |
>>33078
>Name: Corey "Singer" Williams
>Color: Black
>Race: Human
>Fluff: Corey's Grandpa was a preacher, his Pa was a preacher, and he's a preacher as well - or he was, anyway. Ordained and educated, Williams spent his life tending to a small but faithful flock in a small town of the CSA, and his voice against injustices grew louder as he got gray. One day, he spoke a bit too loud and proud, and some of his faithful staged a little coup of their very own. In three days, nearly the whole town was in a grave. With enough faithful to count on one hand, Williams has picked up an old rifle and left town, vowing to make good on the words that got good folks killed, and right what's wrong down south at the tip of a barrel. Corey quickly picked up the nickname 'Singer' for the church hymns he constantly hums.
>Health: [Healthy]
>Money: $5
>Belongings: Preacher's Robe, Rucksack
>Level: 0
>Fame/Infamy:
>Combat Skill: [Good Accuracy]
>Misc Skill: [Synergy: Emily the Crazy]
>Equipment: [Good Rifle inscribed with John 14:6]
>Followers: [Emily, Cured Crazy], [+3 Friendly Rebel Soldier Prisoners], [Slave Town Garrison]
>Bonus: [Praise the Lord, and Pass the Ammunition] Increased combat skill, especially against certain evils and persons.
>Location: Danielsville
1.
"You will. One day." The legitimacy in Corey's tone is striking. There's decent enough care facilities here, and I can afford to take this child under my direct supervision. This is a dangerous life, and not one I would wish upon a child. But what else is there to do? Regardless, as I'm caring for the child, I ought to continue Emily's education. As disgraceful as the idea is, I've reasoned that at present, she is too distracted and obstinate to maintain a fully coherent schedule. As a result, I intend to extend the offer of, ah, lying with her, should she pay close attention in her studies for this week and show a marked improvement at the week's end. As a priest I've never exactly - and, ah, the claws present a serious danger regardless, but the current rate of progress is simply too slow, and it's clear Emily will not make the improvement needed if I do not raise the stakes. I hope she'll take the offer well.
2. Seems we've no real option, then. I refuse to let any innocents die, so the only option is to divert as many men as we need to put out this fire before it can claim a single good man's life. At the same time, this route underground needs to be finished to make good on Corey's promise; both to the CSA and the slaves here. These tunnels won't be abandoned, but until this route is finished we can't close off the entrances to Danielsville. The only way to finish it in time for that to happen is to allow this John to work the road, despite the fact it'll likely kill him. If he's willing to do so, then he can open up the route not only to freedom for those men who want it, but give life to a new hope, to revitalize the CSA and make it a country every man can be proud to be a part of. One where anyone can hoist the flag high, as a man who's earned his stake in the world, not had it given or directed by man or machine. Proud like I can only hope John will be, breaking rock and stone for his brothers as they save the lives of innocent men, women and children. If he's willing to do that, the route's got to cross under New Richards and Billiamsburg as well; that's the only way we can allow for this railroad to serve not only as a tunnel north, but a connection across the CSA, allowing for men to be placed where they're needed and influence exerted where it needs be.
If he agrees, I plan to honor his memory by making the CSA that great nation it sure as hell can be. And if not - well, the dream was fine while it lasted.
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c6179c No.33111
| Rolled 21, 51 = 72 (2d100) |
>>33070
>Name: Happy “handfuls” Mcgrew
>Race: 1/4-ish Minotaur
>Fluff: Happy Mcgrew was born on april the 1st, to Belinda Montague Pruit “Taffy” Mcgrew, and an unknown passer-by (who is definitely still alive at present) named John Jameson Dollar, who met Belinda while rescuing her from the Bickle-Barton horse-thief gang. Happy grew up in the misleadingly named Mansions, Wisconsin. Happy lived on a small family farm called Applewood, but always longed for a life of fame. As she grew in beauty and stature, she grew tired of the irksome narrowness of the town, and she traveled south-east looking for work. She found it when she met a slick big city huckster named Nedrick Tavenby, who used her as eye candy and as a girl to walk through the crowds he attracted, Happy selling already rolled cigarettes. Tavenby wasn’t a total dickhead, but his conduct towards her was misogynistic to say the least. Tavenby was sentenced to spend 6 months in prison for “selling medicine without a license” eventually, this happening in ohio. After he got packed off to the jailhouse, Happy sold his cart, horses, and all his remaining product, and drifted from town to town surviving as best she could. Eventually she hit the big time when she became a singer/dancer at a hotel in Borderville, Kansas, which is on the border with Nebraska & Colorado. She got so big in showbiz that she began to travel, but her flash-in-the-pan fame really took off when she added to her singing/dancing the ability to shoot corks out of upright bottles from the stage via a pair of pistols, which she had been quietly training herself to do in the hope of avoiding unwanted “attention” from drunk men. Her moment of triumph performing in Indianapolis, Indiana, turned out to be the start of the end of her showbiz career. During her travels, a laundry accident caused her usual outfit to be much to small, and, with only hours left before her next show, Happy was forced to invent a very early version of the 2 piece bikini, Happy working steadily now and making her outfits steadily more glamorous. At first, she was sensational. But soon, much to soon for Happy, it all ended. A string of complaints from butthurt very jealous women resulted in happy being found guilty of obscenity, and banned from performing in the state of Michigan for life. The “obscenity” charges were “bull”, there was nothing pornographic or obscene about her act, it was simply to sexy for the time period. It was mostly simply jealous women mad they couldn’t compete with her in looks. Frustrated to learn that fame changes nothing and that people are pretty much the same a lot of the time, she went west, this time going off to the wild lands where judgemental old men and massively jealous women wouldn’t wreck things for her all over again. Note that Happy isn’t the bull-headed type of minotaur, as neither belinda or john were full minotaur, Happy is more the tiny horns and a tail attached to a very, very pretty girl.
>Health: Good
>Money: $5
>Belongings: Clothes, Rucksack
>Level: 0
>Fame/Infamy: (You earn this in game)
>Combat Skill: (you didn't tell me what to put in this field)
>Misk Skill: (you didn't tell me what to put in this field)
>Equipment:
Bonus: A workin' gal – Your experiences in the city as a showgal has given you good abilities in persuasion, dance, and no small bit of self defense. Gain bonuses to persuading the opposite sex
Location: outpost 38
===========
Actions
1. Get the lay of the land, study the town.
2. Seek employment.
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c6179c No.33121
| Rolled 10, 3 = 13 (2d100) |
>>32838
>Name: "Sunny Sanchez"
>Color: Light Blue/Teal
>Race: Mexican
>Fluff: Sunny Sanchez the sleeping gun! This Mexican spends all his time sleeping in the sun covered by his large sombrero, drawing faster than he can wake up. His goal in life is one day becoming a famous ex gunslinger who runs a bar. And occasionally slacks off in the sun.
>Health: Boozed out of your skull. Alcohol poisoning
>Money: $5
>Belongings: Clothes, Rucksack, [Siesta], [Weak Body Armor]
>Level: 2
>Fame/Infamy:
+ Hero of the Rebellion (dat 100)
>Combat Skill:
+[Gunsliger +5]
+[Accuracy]
+[Great Gunslinger]
>Misc Skill:
+[Ladiesman]
>Equipment:
[+Sombrero, fluff bonus and you stay healthy a bit better]
[+Golden Pocket Watch]
[+2 Good Revolvers]
[+1 Enchanted Spanish Imperial Armor]
[+Box of Dynamite]
[+Wooden Wand]
>Contact:
+Father Leandro
>Bonus: Something of a gunslinger!
[A True Spaniard] You can get away with 'most' anything in Spain and always find a place to stay and eat
+Companion [Thief Companion]
has [Good Thievery], [Rápido Gonzales- Hard to hit and a fast runner]
has Fame: [Sombrerod Forajido]
+[The Holy Grail] - Unlocked, and here to cure the world of its ills
+[Lazy Donkey]
+[Loyal Banditos]
+[Allegiance of the Order]
1-2. "Eh.", Sanchez said, sitting up and fixing his Sombrero, "The Muertos walk the land?", shaking his head the Mexican hero looked around for a drink, "That's loco Rápido.", a crooked grin began to broaden on the Mexican's face, "But loco in a good way.".
Slowly he got up, considering to dust himself off for a second but with an "Eh.", he just left the sand where it was. Idiotas, both Spaniards and CSA, what did they know about the dead? Mexicans celebrated the dead, infierno, Mexicans even slept like they were dead. The way he saw it the dead were Mexicano. Or maybe the other way around? Mierda, who cared? It all meant the same.
"Ah, trabajo, trabajo, trabajo amigos y amigas!", Sunny shook his head, checking his pockets for that golden pocket watch of his. "We must find our Hermanos quickly before the idiotas find out what they have done!". After a heavy night of drinking he was not all too familiar with the concept of an inside and an outside voice. "Vamos! It is all part of my plan!".
It was time for Sunny to do the only sensible thing. The dead wanted to sleep. The Mexicans wanted to sleep. Sunny wanted to sleep. He would unificar all the sleepy Parties and beat both CSA and Spaniards to make sure Mexico remained a free estado, an estado where everyone could sleep wherever he wanted, whenever he wanted to! After all, all the Muertos wanted to do was rest.
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c6179c No.33122
| Rolled 79, 23 = 102 (2d100) |
>>32547
Name: Питер железа медведь (Peter Iron Bear)
Race: Dwarf
Fluff: Peter Is son of Ivan Iron bear. The fifth son to be exact, (Ivan is strong man with strong see like all Russian men should be!). Peter is young and headstrong like all fine young Russians men(and dwarves) and there is not much left for him at home, as his father is apprenticing two of his older brothers and cannot take more and the others are in the church or army respectively. So taking a Warg Rifle his father made (with his da's blessing) he went to a place where much ahs been happening, The American west. Much to do, many jobs, good place for a young man and a gun. Those who look at Peter and see a barely bearded callow youth will be in for a surprise. He has lived in the cold embrace of Mother Russia's wilderness for all his life. She has made him strong, and tough and he knows how to survive in it, and how to shoot his Warg rifle with the best of them.
Health: Good
Money: $5
Belongings: Clothes, Rucksack
Level: 0
Fame/Infamy: (You earn this in game)
Combat Skill: Skills or Equip that pertain to combat
Misk Skill: (Skills or Equip that don't pertain to combat)
>Equipment:
+[Great Dwarven Warg-Rifle]
>[Bonus: The Huntsman – You are a man of the hunt. You gain a natural bonus to all things regarding hunting, tracking, finding, and ranged fire]
What's zis? A Bird? A Big bird at zat. Good vurk Brozzer.
1-2. Zat is a big feazzer. Look for spot where big bird vould live.
+Huntsman
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c6179c No.33125
| Rolled 90, 86 = 176 (2d100) |
>>33074
1) Explore the nearby monster ranch
2) Use my oratory and leadership skills to bring together bandits and scoundrels who will do me and Gerhard's bidding.
Name: Jason Timothy Boudreaux
Race: Rougarou (Acadian Werewolf)
Fluff: A former officer of the Louisiana Tigers of the Confederate Army, Jason T. Boudreaux was once a fairly wealthy Plantation owner living on the western side of the Atchafalaya basin, his ancestry dating back to the french colonists on both sides, from Canada on his mother's side, and from the Louisiana Colonization on his Father's. He was disillusioned with the Confederate cause when Louisiana was the first state to fall so early into the war, and the refusal of the Confederate Army to seriously attempt to take it back. He returned to his own lands, and proceeded to ready for what he was sure would eventually come. He freed his slaves, and began to take up the cause of racial equality, knowing that with the Union's capture of the Mouth of the Mississippi, the Confederate Cause was doomed, and the abolitionists of the North would, inevitably, win the long fight over the economic basis of the south. No matter how long it played out. He devoted his efforts to being a demagouge and working to insure his family would be well seated for the eventual transfer of power that the Union would precipitate.
Unfortunately, his efforts, while far sighted, would win him no immediate friends. Marked as a traitor to the cause, he found his business drying up, his plantation too far away to benefit from anything but the most cursory Union attention due to it's distance from the staging grounds in New Orleans. His own family would eventually turn on him out of necessity, and force him to travel west in exile to lands his forefathers had bought in the western territories, south of the Mason Dixon Line, in the infertile grounds that were useless to chattle slavery plantations. He eventually fell in with Gerhard Wolfgang in his travels, and speaking with him, has come to the belief that the only true way forward is Racial Unity, TRUE racial unity, to mix the blood lines of races into a single group, so that divisions of species, race, color, and similar will never again darken the doors of their kind. He is responsible, in many ways, for discounting Gerhard's own theories on human supremacy, except in that humanity is key towards the mixing of the races, as only humanity is capable of interbreeding with all other species. He has only refined his abilities as a politician and public speaker since then, as the skills that allowed him to turn what was likely to be a lynching into merely social exile also allowed him to turn angry mobs into adoring supporters of both hum and Gerhard in their travels together. "What? A pillar of the community? Did you have any idea what he was truly doing? Really? Well let me tell you, and here's why it was awful" a rousing speech later on the need to come together, and to punish those who hide their vile actions from justice, and the necessities and wonders of science? And the lynch mob turns into a bar crowd.
Don't fill this this:
>Health: Good
>Money: $5
>Belongings: Clothes, Rucksack
>Level: 0
>Fame/Infamy: (You earn this in game)
>Combat Skill: Skills or Equip that pertain to combat
>Misk Skill: (Skills or Equip that don't pertain to combat)
>Equipment:
>[Bonus: Werewolf – Thanks to your influence, you were able to hide this secret from the authorities, who would have branded you an abhuman and that would have devastated your standing society. Not that that matters anymore. As a werewolf, you can activate your powers at night so long as there is a moon of any kind, but at the full moon you are forced into an almost feral like state of madness that drives. As a human, you are particularly strong.]
>Location: The Great Rockies, starting with Gerhard, we were briefly separated but I'll be returning to him.
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c6179c No.33126
| Rolled 91, 21 = 112 (2d100) |
>>32608
>Name: Otto the sandworm
>Color: Sandy yellow
>Race: Sand Worm
>Fluff: Giant sentient sand worm, with flame jets.
>Health: Healthy
>Money: 0$
>Belongings:
>Level: 0
>Fame/Infamy: King Worm
>Combat Skill: [Good Vibration Sight], [Avg Stealth Tracking], [Carapace - Weak], [Paralysis Breath - Weak]
>Misk Skill: [+You'll see them coming], +[Genetic Memory], [FLAME JETS!], [Chemical Adaptation]
>Equipment
>Size: Large 150/150
>Bonus: [It's underground!]
>Follower [Salina the American Witch]
>Bug Army:
7 Titan Worms
1,000 Huge Worms
5,000 Elite Royal Vanguard Worms
10,000 Medium Worms
80,000 Tiny Wormlings
>Union Army:
1 Salina the Witch
2 Union Mages
5 Union Elite Spies
100 Protonic-Packed Soldiers
50 Para-Clockworkmen
10 Protonic-Cannon Steam Tanks
1 Small Airship
>Location: Different Temple.
+[Malus: Visions of Dread]
1-2.
Otto feels the fear and dread inspired by the Titan, his alien mind struggling to find a solution to counteract the terror, and do he does. Emotions, fear, anger, happiness, rage, terror all of these are simply chemical reactions in the brain, Otto is no exception to them, until now that is. Otto utilizes his [Chemical Adaptation] to counteract the fear and terror he has experiences, hopefully rendering him immune to the gods fear attack. With his new found composure Otto uses his link to Selina to try and aid her affliction by projecting his own clarity to her, hoping to restore leadership.
Afterwards, Otto decides to make use of one of his hidden weapons and with a mighty and alien roar gives the order for all of the worms, including himself and his royal vanguard to charge forward. They move in an arrow formation with the smallest worms at the front up to the largest worms near himself and his vanguard. They attempt to pierce through the demons and to the avatar, Otto charges towards the avatar at his top speed, making a motion that he will attempt to lunge at the god. But, at the last moment, Otto instead activates his Flame Jets that he had kept hidden up to this point and charges straight into one of the god’s legs.
The worm’s hope is to topple the god with his gambit, allowing Otto and his worms to smother, and assault the divine being. Otto’s Vanguard shall cover and restrain the blood deity’s arms and legs while Otto himself surrounds the neck and, while using his flame jets for additional power, begins to constrict with all of his might, hoping to either crush the god there or cause some damage.
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c6179c No.33127
| Rolled 24, 78 = 102 (2d100) |
>>33126
Roll
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c6179c No.33132
| Rolled 75, 73 = 148 (2d100) |
Name: Gerhard Wolfgang
Race: Human
Fluff: A Union deserter now bandit, Gerhard Wolfgang is an engineer with interests largely involving the advancement of clanker technologies and science as a whole. From a young age, Gerhard was greatly inspired by the concept of weapons dwarfing that of even the largest Union clanker machines. Some questions towards the legitimacy and ethics of such have been questioned however, as a number of smaller devices and equipment for soldiers suggested by Gerhard utilized certain biological components that would require either slaves or willing donors and/or subjects.
During his time as an engineer for the Union army, many frowned upon certain experiments Gerhard attempted to conduct on prisoners, ultimately leading to his desertion. Gerhard absconded with what equipment and supplies he could as he made his way westward.
On his journey west, Gerhard shot down any that crossed his path. What appeared to be a frail older male was a ruthless killer and parts collector who wished for nothing more than to conduct his experiments and gather men under his army. Gerhard has been noted as believing in human supremacy, preferring to conduct his inhumane experiments on non-humans, but has been seen working with those of other races if it is beneficial to achieving his goals.
Health: Good
Money: $5
Belongings:
-Clothes
-Rucksack
-Stolen Blueprints
-Prototype Hybrid Tesla/Bioplasm Rifle
-Standard Union Pistol
-Surgeon Kit
-[Great Medical Supplies]
-[Standard Union Soldiers Backpack/Tent]
-Binoculars
Level: 0
Fame/Infamy: (You earn this in game)
Combat Skill: Skills or Equip that pertain to combat
Misk Skill: (Skills or Equip that don't pertain to combat)
Equipment:
Bonus: It's Alive! IT'S ALIVE! - You have a natural talent and experience in matters relating to Cyborg and Biomechanical sciences! You also have an affinity to communicating and conversing with other bandits and psycho's who share similar scientific and amoralistic tastes.]
Location: The Great Rockies
Companions:
-Jason
1. Bandits. Scum. They will serve their purpose in my grander plan. I need manpower. Perhaps a few of them are malleable minds who wish for the same experimentation I do. While I trust in my ally, two men does not an army make.
+It's Alive! IT'S ALIVE!
2. My partner, Jason, has left to explore the abandoned ranch. I would hope that he will bring back samples for experimentation, though whatever he recovers will be a pleasant tool in future experiments. I will be exploring the scrapyard, looking for any salvageable machinery. Perhaps even a vehicle in only mild disarray. Nothing I wouldn't be able to fix with time. That would certainly attract some men to fight for me.
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c6179c No.33143
| Rolled 65, 1 = 66 (2d100) |
>>32547
Name: Джон Железный медведь
[John Iron Bear]
Race: Dwarf
Fluff: John is son of Ivan Iron Bear. The first of son of many to be exact, (Ivan is strong man with strong see like all Russian men should be!). John is young and headstrong like all fine young Russians men(and dwarves) and there is not much left for him at home, as his father is apprenticing two of his older brothers and cannot take more and the others are in the church or army respectively. John was trained at an early age to channel the family’s Spirit animal, the DREADED IRON BEAR! Forged in the Siberian wastes off a diet of raw meant and turnips John is a creature of pure muscle and resolve. He has a dislike for guns and chides preferring fist and cudgel imbued with spirit power. He has come to the American west, tagging along his brother journey of self discovery, to complete a mission for the Iron Bear which commands him to feast upon the Blood of the Earth!
Health: Good
Money: $5
Belongings: Clothes, Rucksack
Level: 0
Fame/Infamy: (You earn this in game)
Combat Skill: Skills or Equip that pertain to combat
Misk Skill: (Skills or Equip that don't pertain to combat)
Equipment: Great Dwarven Steel Mace
[Blessing of the Bear Spirit - Through channeling the spirit of your families ancestral animal, you have a natural magical affinity to powers and abilities associated with BEARS, as well as other spirit abilities. Also you're really strong.]
—–
1-2. "Brother come, I sense good hunting ahead" [Track the giant bird]
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c6179c No.33146
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c6179c No.33174
| Rolled 77, 30 = 107 (2d100) |
>>33068
>>Name:Andrew Johnson
>>>>>Color:Brown
>>>>>Race:Human
>>>>>Fluff:tldr
>>>>>Health: slightly Injured
>>>>>Money: 475
>>>>>Level: 1
>>>>>>>Fame/Infamy: Custer's Survivor
>>>>>>Combat Skill: Officer Pistol Training +3, Weak Accuracy
>>>>>>>Misc Skill:
>>>>>>>Equipment:Flashy Officers Low-Caliber Range Revolver, Officer's Rifle, Union Shotgun, 1st Aid Kit, Canteen of Water, Bag of Hardtrack, Union knife, Indian Charm, Honorable Discharge Papers, Cheap Clanker Truck, Union Soldiers Outfit, Fine Clothes
>>>>>>>Party :Alicia the Centaur Indian [Deathly Loyal], George Buster Johnson [Centaur Son], Cam Rose Johnson [Human Daughter], Calfuray Diane Johnson [Human Daughter], Indian Inlaws
>>>>>bonus:Runs with centaurs, Brawler Reputaitom, Secluded Cave with Water, With your Officer riding skills and Alici's expertise in such equestrian matters, you find a great job training riding horses.
>>>>>Location: Great Plains]
>>>+[Blessing of the Horse Spirit]
>Average non-euclidian teepee making
1: With the new corn field spirits in the tribe are extremely high. The miracle of the new source of food is praised high and low. Thus to accommodate for this Andrew decides to hold a festival in order to hopefully push the high spirits forward.
2: After the festivities come to a close Andrew decides to take a walk by himself. He lets the wind of the land sweep over him. Ever sense returning from his trial in the woods he's felt more in touch with the world around him then ever before. He lets the spirits of the land wash over him and listen to what advice they have for the tribe.
2:
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c6179c No.33296
| Rolled 153 (1d1000) |
>>33107
Let's see who's lucky today
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c6179c No.33304
>>33296
>hyper-advanced genetic engineering
>able to intensely condition pseudo-cyberzombies
>literal developing type-2 civilization-tier mind control networks
>lmao checking for syphilis is hard
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c6179c No.33335
>>33304
>spending valuable resources on half retarded slave girls
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c6179c No.33338
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c6179c No.33339
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c6179c No.33521
| Rolled 14, 17 = 31 (2d20) |
>>32605
>>32606
Blood thundered down onto the slaughter below, hell being made on earth, if only for this longest day. Tec'lo'pin focused on the rivalling giant approaching the front lines. With the command from Wendigo, she knows what must be done.
1: To her, only the blood of the yankee filth will be spilt out of their will, ordering most of the titans and warriors to turn their focus forwards the mass slaughter of the Union soldiers. Every drop of their mortal liquid will tip the scales evermore forward the Injun cause.
2: All the while, the titans who stood back and the flying stone-fishes are ordered to continue their rain of mystic firepower against not only the Outpost, but also the incoming giant, to make Paul bleed to fuel the War Fortress to allow it to deal with the landships that plague shells against the Titans.
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c6179c No.33555
| Rolled 55, 72 = 127 (2d100) |
>Name: Amelia 'Rider' Dixie
>Color: Pink (or whatever is available)
>Race: Human
>Fluff: A young Texas witch, Amelia was raised on cattle drives before her magical gifts were discovered by a group of Texas Rangers passing by. 'Recruited' to the Rangers, she received training and helped bring justice to a number of Spanish bandits that plagued the territory before the Confederate States of America sought to bolster their own forces at the expense of the Rangers. The independent spirit of the young witch has chaffed at her superiors and her tendency to borrow horses to sneak away for rides has resulted in quite a few soldiers 'gifting' her a lecherous nickname. The scum.
>Health: Healthy
>Money: $5
>Belongings: Clothing
>Level: 0
>Fame/Infamy:
>Combat Skill:
>Misc Skill: [Pockets of Holding]
>Equipment:[Average Wand] [Average CSA Uniform] [Rare Union M.A.T.S. Rifle] [Good Union Witch Uniform] [Good Union Salem Wand]
>Bonus:[Witch] - You have a strong aptitude and knowledge of magic and the magical arts
>Location: Barren Mounds
1.
Rider favors her left flank, pulling her elbow close against her aching her ribs. That crash was catching up with her.
"Send that truck to get me a flying broom and whatever supplies they'll let your man collect. And report a Confederate witch downed. Bugs got the girl's body."
"I'll need good line of sight and a rundown of the position, Captain. Any hills around?"
2.
Rider offers what support she can to the Union line, focusing more upon control of her spell rather than raw damage. Bruised, battered and nearing exhaustion, her contribution would be more like training than true combat, lest she aid the bugs by allowing a spell to go out of control.
Above her, Amelia formed a lonely star and raised it as high as she dared. The Confederate line and her unit were out there, and she hoped that the Captain would be able to see the lone star in the distance and know that she was still alive.
Content that the Captain had seen her signal, she picked out the largest concentration of bugs she could locate, and began to cast down fragments of her star upon them.
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c6179c No.34449
>>33079
>Name:AZOK THE DEFILER
>Color:purple
>Race: HiveKing(hive insect)
>Fluff: being thrown out of the previus hive, azok now seek a new place to call home
>Health:Good
>Money: $5
>Belongings: lots of food
>Level: 1
>Fame - Emperor of the Ants
>Combat Skill: [Weak Firespitting], [strong exploding, flying minions]
>Misk Skill: Indium language
>Mutations: [firebreath],[strong legs], [Exploding Bug Pods], [Carbonite Exoskeleton], [Great Regeneration].
>Bonus:The Insect Awakening
>[You literally didn't read the first post at all] Non calculated Fuff bonus to findign shelter and finding food, thanks to your ability to speak with the little critters. Use it well.
>evolve 0/?(next evolution is hand blades like a praying mantis)
>followers: 1 royal ant guard.
[Kozuma, the Mantis Mage] skill: [Mantis Martial Arts]
AZOK RETURNS TO CONQUER THE LANDS ONCE AGAIN!!!
After the long hibernation that took away my power i now look forward to see what has happned
1.look at the remains of the army
2. see what the conditions of my body is in.
1. Find out where i am
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c6179c No.34450
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c6179c No.34451
| Rolled 83, 47 = 130 (2d100) |
>>34449
ignore the bottom option
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c6179c No.34458
>>34449
Welcome back. Will be updating soon (tm)
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