88238a No.32796 [Last50 Posts]
No one remembers how the realm was scorched, nor who was responsible. Some elven tribes whisper of a great war against the very weapons that protected the realm, while other long-lived tribes tell tales of a madman that turned the realm's tribes against each other before scorching it himself.
Few souls find time to contemplate such things, as the realm is filled with misery and suffering. In some places Warlords have carved out fiefdoms, holding them together day by day. In others, only doomed souls wander the land. But word spreads that the terrible storms above an ancient city have begun to fade, and that great treasures await any that dare to seek them. Some say the storms scar the land with things from other times or possibly other realms beyond any knowledge. Even as the land is twisted and changed with each flare of the great storm, those that would seek fortune and power, or are simply mad, make their way toward the ruins.
The city itself lies within a great basin, the surrounding wastes towering above from twisted cliffs. The Ogre Crin'tun rules a settlement perched upon a peninsula that juts into the basin's South-Western edge, demanding tribute from any that wish to delve into the city using the nearby passes. Other paths into the basin surely exist, though they are either well kept secrets or all that have found them have perished.
Welcome to the Storm Ruins.
Who are you, and what does your Faction seek in this deadly ruin?
Player Fills Out (Subject to change by GM, depending upon Fluff)
>Faction Name:
>Faction Leader:
>Faction Fluff:
>Race:
>Settlement(s):
Semi-Defensible Camp [Bedrolls] [Barren] [Favorable Terrain: x1.2]
>Population: 20 [Unarmed]
>Resources:
[Food: 10]
[Water: 10/10]
>Military:
Unnamed Wanderer [M/F?] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Unnamed Wanderer [M/F?] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Unnamed Wanderer [M/F?] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
GM Fills Out:
>Bonuses:
____________________________
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88238a No.32797
>>32796
Also please include your preferred color (No black , grays, white, or red) and rough region you'd like to start in. (subject to change if people cluster or pick 100% terrible spots)
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88238a No.32798
>Faction Name: The Nifid Oligarchy
>Faction Leader: Prime Axe Bearer Scott Bartholomew
>Faction Fluff: Long ago, before even our Elders' Elders were alive, we lived in Paradise. And then came the Fire. Accursed element of destruction, it took everything from us. But our ancestors were strong, and there were those who weilded the holy axes and righteous armor you wear and care for to this day. With them, you can save our people, and fight the dangers of this scorched land. To Hell with Fire!
>Race: Human
>Settlement(s):
Semi-Defensible Camp [Bedrolls] [Barren] [Favorable Terrain: x1.2]
>Population: 20 [Unarmed]
>Resources:
[Food: 10]
[Water: 10/10]
>Military:
Unnamed Wanderer [M/F?] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Unnamed Wanderer [M/F?] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Unnamed Wanderer [M/F?] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
GM Fills Out:
>Bonuses:
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88238a No.32799
>Faction Name: 96th United Sweysian Company, Eleventh Battalion, Third Brigade - 'Rudolf's Roses'
>Faction Leader: Major John Rudolf XVII
>Faction Fluff: Legend holds that the great city of the invulnerable Third Brigade is still somewhere within these wastelands, the ancestral home and spiritual progenitor of all the men and women of the 96th. It is said that the Most Commanding Officer issued a command to the first Rudolf, demanding he take control of the city or die trying. His men, the men and women of the 96th, have been fighting tooth and nail for that cause ever since. It's taken a great toll on them, mind and body, with a measly twenty-four bodies total in the ninety-sixth - barely over a fourth of the eighty men the company is supposed to contain. It's to be expected when one fights as much as the 96th does, in the eternal struggle to get a stable foothold over the denizens of the Storm Ruins. After a confrontation with a fresh band of raiders, the 96th were again forced to abandon their base, retreating in a battle that cost the life of John Rudolf XVI and two other soldiers. Major John Rudolf XVII, formerly Lieutenant Olav Grotsk, is a fresh new mind, stating firmly that the 96th would not take one step back lest they found the mystical City of the Third itself - the ruins they'd taken were highly defensible, with multiple defensive positions across a single entrance, with good soil and space. Volunteers and drifters can only do so much, and more losses, Rudolf understood, would end the 96th for good. It was time to step up and accomplish the task that Rudolf the First worked so hard to attain, or to give a fitting end the long-standing tale and hardlined traditions of the Ninety-Sixth. But what the Major refused to accept was a wasting death.
>Race: Nonspecific, mostly Human
>Settlement(s):
Semi-Defensible Camp [Bedrolls] [Barren] [Favorable Terrain: x1.2]
>Population: 20 [Unarmed]
>Resources:
[Food: 10]
[Water: 10/10]
>Military:
Assault Sergeant Hermann Christ [M] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Corporal Justin Schneijder [M] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
PFC Brooke Nordskov [F] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
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88238a No.32800
>>32796
>Faction Name: Draktar Raiders
>Faction Leader: Warchief Bonechewer
>Faction Fluff: The great storm that destroyed this land has not been kind to many. Many who lived in this region have gone mad from the twisting torment that is the world, and those who don't are forced to do unspeakable things in the name of survival. One such band of people are a Draktar raiders. Part bandits, part cannibals all crazy the Raiders make it their lives preying on those weaker than them and stealing their shit.
>Race: Human
>Color:Black, Grey, White, Red, or brown (^:
>Settlement(s):
Semi-Defensible Camp [Bedrolls] [Barren] [Favorable Terrain: x1.2]
>Population: 20 [Unarmed]
>Resources:
[Food: 10]
[Water: 10/10]
>Military:
Unnamed Wanderer [M/F?] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Unnamed Wanderer [M/F?] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Unnamed Wanderer [M/F?] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
GM Fills Out:
>Bonuses:
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88238a No.32801
>Faction Name: Grimwatch Cheifdom
>Faction Leader: Karl Grimwatch
>Faction Fluff: A tyranny ruled by Grimwatch with a heavy hand. Those that please him and serve faithfully are rewarded; while those that go against his authority are removed or worse. Grimwatch gained this poistion by killing the previous leaders of the tribe himself. He is known to be cruel and bloodthirsty towards his enemies, but protect those who serve under him as faithful servants or allies.
>Race: Human
>Settlement(s):
Semi-Defensible Camp [Bedrolls] [Barren] [Favorable Terrain: x1.2]
>Population: 20 [Unarmed]
>Resources:
[Food: 10]
[Water: 10/10]
>Military:
Unnamed Wanderer [M/F?] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Unnamed Wanderer [M/F?] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Unnamed Wanderer [M/F?] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
GM Fills Out:
>Bonuses:
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88238a No.32802
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88238a No.32803
>>32798
Woops lol
Can I get a nice blue, and start somewhere in the South?
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88238a No.32804
>>32796
>>Faction Name: The Soviet Federation
>>Faction Leader: Premier Vyacheslav Molotov
>>Faction Fluff: Formed from the remeains of an eastern empire, the Soviet Federation was originally named "The Eastern Nomads" and were wanderers of the wastes for many years before settling in the Storm Ruins area. Just a while before settling in Storm Ruins, a man name Vyacheslav Molotov began a revolution against the Nomadic government. He won his revolution and purged the population of any people who opposed him. He has now finally found a place to settle and build his government.
Color: Yellow
>>Race: Mostly humans
>>Settlement(s):
>Semi-Defensible Camp [Bedrolls] [Barren] [Favorable Terrain: x1.2]
>>Population: 20 [Unarmed]
>>Resources:
>[Food: 10]
>[Water: 10/10]
>>Military:
>Unnamed Wanderer [M/F?] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
>Unnamed Wanderer [M/F?] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
>Unnamed Wanderer [M/F?] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
>GM Fills Out:
>>Bonuses:
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88238a No.32805
>>32796
Faction Name: The Holy Order of Saint Scruffitius
Faction Fluff: Founded upon the holy rock of the Last church by none other then Saint Scruffitius himself; so the legend goes, the Order, as it is called, is a organization dedicated to protecting the knowledge of the old world and those who stay true to the faith. From their Base they keep watch over the large stores of ancient knowledge in the form of scrolls, book and manuscripts. The Monks keep watch over the place, called the Rock, where they live modest lives tending to the crops and water storage of The Rock while practicing their martial skills to hopefully one day become a Knight Errant. Brave men who wander the wasteland in search of supplies and others who would join the order, and the most sacred knowledge which they are sworn to protect. As the storms over the city disperse and scatter to the horizons the Order makes ready to delve deep into its depths to reclaim and preserve the lost knowledge there.
Race: Humans, and anyone else who wants in, the lord is kind to all of his children so long as they are righteous and pure.
>Settlement(s):
Semi-Defensible Camp [Bedrolls] [Barren] [Favorable Terrain: x1.2]
>Population: 20 [Unarmed]
>Resources:
[Food: 10]
[Water: 10/10]
>Military:
UW "Knight-Errant Lancel" [M] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
UW "Knight-Errant Oceanius" [M] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
UW "Knight-Errant Gawain" [M] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
GM Fills Out:
>Bonuses:
>>Map stuff: Orange Preferably, but I'll take Bronze or some shade of brown either. I'd also like to start in the North
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88238a No.32806
>Faction Name: Warchief Skullsmasher
>Faction Leader: Brax "Skullsmasher"
>Faction Fluff: Brax and a few other men were but a few lonesome raiders eeking out a living in the ruined world. There used to be more but they died on the way. One day Brax and two other mmen came into a glowing forest where they found several mutant women, who looked like they were part tree, and had mutant powers over plants. He and his men stole these women and took them for themselves as slaves, and used thier powers over plants to their advantage. Over years gathered more raiders and bandits interested in pretty mutant women, "Dryads" they called em, if they birthed a girl they planted it into the ground and it grew into another, if they birthed a boy it was just another human. After killed a guy using a giant wooden club, he became known as Warchief Skullsmasher.
>Race: Humans/Mutants
>Settlement(s):
Semi-Defensible Camp [Bedrolls] [Barren] [Favorable Terrain: x1.2]
>Population: 20 [Unarmed]
>Resources:
[Food: 10]
[Water: 10/10]
>Military:
Unnamed Wanderer [M/F?] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Unnamed Wanderer [M/F?] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Unnamed Wanderer [M/F?] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
GM Fills Out:
>Bonuses:
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88238a No.32807
>>32796
Faction Name: The Storm Followers
Faction Leader: High Prophet Luzar
Faction Fluff: The Storm Followers are a band of mutants twisted by the effects of the Great Storm all gathered by the High Prophet Luzar! The High Prophet leads them forward in worship of the Great Storm! The city was the storms gift and only it’s most fervent followers would reap it’s rewards!
Race: Mutants of all races twisted by the storm
Settlement(s): Semi-Defensible Camp [Bedrolls] [Barren] [Favorable Terrain: x1.2]
Population: 20 [Unarmed]
Resources:
[Food: 10]
[Water: 10/10]
Military:
Crusher [M] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Hrol [M] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Mazer [M] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
GM Fills Out:
Bonuses:
Green
On the edge of the city
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88238a No.32808
-Faction Name: The Sanguine
-Faction Leader: The Savior, He Who Shall Give His Flesh and Blood
-Faction Color: Flesh
-Faction Fluff: “We were born incomplete, and only through the flesh and blood of another will we reach heaven,” said The Savior to his disciples, a crown of barbed wire wrapped around his head. Where it pierced his flesh, infection had clearly set in. He was a frail older male, bald and wrinkled. Age had not treated him kindly. He had lead The Sanguine for years now and had seen followers come and seen them go, and while The Sanguine was in decline, The Savior did not give up on them. He knew that they would only receive salvation when The Chalice was found and filled with his blood, for he was God’s son.
The Sanguine were born to a world that did not want them, and they resented it for that. They were raised by The Savior to know only one thing, “Consume thine enemies if you wish to ascend.” So they consumed, and they grew. It was then that The Savior imparted a new revelation unto The Sanguine: If they were to reach heaven, they must drink of his divine blood from a Holy Chalice, lost to the wasteland. The Savior warns that should they fail, they would be cast back to the wasteland, reborn, forced to suffer further.
-Race: Human
-Settlements:
+Semi-Defensible Camp [Bedrolls] [Barren] [Favorable Terrain: x1.2]
-Population: 20 [Unarmed]
-Resources:
+[Food: 10]
+[Water: 10/10]
-Military:
+Sanguine Priest [M] [Rusty Pipe, 1d2] [Lvl: 1]
+Sanguine Nun [F] [Rusty Pipe, 1d2] [Lvl: 1]
+Sanguine Acolyte [M] [Rusty Pipe, 1d2] [Lvl: 1]
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88238a No.32809
>>32796
>Faction Name: Lozenso Family Enclave
>Faction Leader: Edward "Godson" Lozenso
>Race: Humans
>Map Colour: Purple
>Faction Fluff:
The origins of the Lozenso Family has been lost to history, but the myths suggest that they can trace their lineage back to the old utopias of the 'past'. While they maintained some stability, news of the storm slowly lifting from the city reached the younger of the two aspiring sons of the Godfather. Only just agreeing, he allowed Edward to stake his claim eastward, at the cost that he'll have to fend for himself.
With agreement, Edward rounded up those who dare to join him, in order to seek reward deep within the forgotten city…
>Settlement(s):
Semi-Defensible Camp [Bedrolls] [Barren] [Favorable Terrain: x1.2]
>Population: 20 [Unarmed]
>Resources:
[Food: 10]
[Water: 10/10]
>Military:
George "Veni Vidi" Vicin [M] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Austin Lozenso [M] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Santo Fontensi [M] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
GM Fills Out:
>Bonuses:
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88238a No.32810
>>32796
Faction Name: I Thilivern Arnad
Faction Leader: Mithon "The White Fog" Reginaldius Bucksworth
Faction Fluff: They say for every ten men there is one elf but it may be that people are simply blind to what is around them. In a valley of white fog a will is forming to unite the tribes and undo the sundering brought about by the storm. The tempering of this will has taken many years of scavenging and decisions on what is right. Mithon is one of the few bearded elves among his people. If only he could recover the great artifacts known to him and access the Orb Net and use the untold wisdom it once held to unite his people.
Race: Elf
Settlement(s):
Semi-Defensible Camp [Bedrolls] [Barren] [Favorable Terrain: x1.2]
Population: 20 [Unarmed]
Resources:
[Food: 10]
[Water: 10/10]
>Military:
Glichon [M] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water
Lennil [F] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Rochion [M] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
GM Fills Out:
Bonuses:
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88238a No.32812
>>32798
+ Items: [Heirloom Fire Axe, 1d5], [Heirloom Fire Jacket, +1]
+ Bonus: [Wasteland Paladins] - When fire or the evil of others threatens lives, your wanderers gain [Fearless], +10 to actions, and double their attack dice. You must be aware of the lives in danger for this bonus to trigger. In addition, you may roll to recruit humans you have saved as a free action the following turn, unless they can be considered 'evil'.
>>32799
+ Items: [Heirloom Slug Pistol, 1d5], [Old Pair of Binoculars]
+ Bonus: [Order in the Wastes] - The legacies of your forebears still linger, granting your Faction a minor bonus to combat actions, wanderer/guard recruitment and movement in general. On down side, failed rolls to recruit wanderers/guards from your population may result in dishonorable discharges or AWOL recruits.
>>32800
Revise Population to: 20 [Raiders]
+ Items: [Rusty Pipe Pistol, 1d3] x2
+ Bonus:
[Cannibals] - Your people don't think twice about consuming humanoid flesh. You may harvest slain enemy humanoids for 1 food per 2 bodies, or prisoners for 1 food each. No sane persons will join your ranks, forcing you to create or locate cannibals to recruit.
[Raiders] - You may attempt to turn NPC Raiders neutral to your forces via diplomacy, and generally cause distress in the more peaceful folk.
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88238a No.32813
>>32804
Go strait to Gulag, do not pass Moscow, do not collect ₽200.
>>32805
Not sure if you want me to stat you as-is, or if you'd like to change the fluff up. Everyone starts out having moved into the region.
>>32811
I think we need to chat on IRC when you're available.
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88238a No.32814
>>32796
>Faction Name: The Sturnguen Clan Expedition
>Faction Leader: Moloch Sturnguen
>Faction Fluff: Sent by the Sturnguen clan, their young bright-eyed leader Moloch is very excited for the chance of what can be learned discovered and salvaged here. Shame his elders stuck him with the rejects, dregs and irregularities of the clan for this…
>Race: Dwarves
>Settlement(s):
Semi-Defensible Camp [Bedrolls] [Barren] [Favorable Terrain: x1.2]
>Population: 20 [Unarmed]
>Resources:
[Food: 10]
[Water: 10/10]
>Military:
Unnamed Wanderer [M/F?] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Unnamed Wanderer [M/F?] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Unnamed Wanderer [M/F?] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
GM Fills Out:
>Bonuses:
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88238a No.32816
>>32814
Revise all Wanderers: [Dwarven Pickax, 1d3]
+ Bonus: [Dwarven Clan] - Your expedition gains a minor bonus to construction in general, and can fashion simple tools provided you have a source of materials. All Wanderers and Guards begin with a [Dwarven Pickax, 1d3] instead of unarmed. You also gain a bonus to recruiting your fellow dwarves, so long as they are not from a hostile clan.
[Metal Affinity] - Your dwarves gather twice the normal amount of metal, no matter the source.
>>32810
+Items: [Elven Shortbow, 1d4] x3
+Bonus:
[Elven] - Your wanderers have better vision than other races, allowing them to spot dangers before they become a threat. You gain a bonus to all non-combat interactions with elves, and a malus with dwarves.
[Bearded Destiny] - Your beard is proof of your grand destiny, and your followers seem to locate things with greater ease among the ruins.
>>32807
+Item: [Tome of the Storm, Undecipherable]
+Bonus:
[Mutants] - Hated by most, mutants are often shot on sight by wastelanders. Heavy malus to interactions with non-mutants.
[Religion of the Storm] - Your followers are the chosen of the storm, and need not fear the storms that twist the land. They also tend to find useful things more often.
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88238a No.32817
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88238a No.32818
>>32817
Because I'm tired of meme Russians in everything I run.
Please submit something else
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88238a No.32819
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88238a No.32820
>>32796
>Faction Name: The Ogres Of Thunder Point
>Faction Leader: Pappy Gristlegrinder
>Faction Fluff: Tall brutes with a taste for flesh and a propensity towards savagery, only the smartest and strongest of Ogres survived the bloody years following the Scorching. Crin'tun's hegemony is an ironclad testament to this fact, but other ogre tribes managed to scrape out an existence too; Pappy Gristlegrinder and the Ogres of Thunder Point are one such example, one of the few ogre tribes remaining that -aren't- kowtowing to Crin'tun in his peninsula settlement.
The ogres of Thunder Point only begrudgingly give Crin'tun his rightful tribute for entry into the city, and still seethe over slights long forgotten. Pappy Gristlegrinder bides his time and accepts those few ogres that escape Crin'tun's iron grasp to bolster his own ranks, waiting for the day when -he- can hold the peninsula and all the entrances to the basin below.
>Race: Ogres
>Settlement(s):
Semi-Defensible Camp [Bedrolls] [Barren] [Favorable Terrain: x1.2]
>Population: 20 [Unarmed]
>Resources:
[Food: 10]
[Water: 10/10]
>Military:
Unnamed Wanderer [M/F?] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Unnamed Wanderer [M/F?] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Unnamed Wanderer [M/F?] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
GM Fills Out:
>Bonuses:
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88238a No.32821
>>32806
+Bonus:
+ Population: 5 Slaves [Dryad]
+ Items: [ZzZap Stick, 1d4]
[Slavers] - Your men know the value of slaves, and suffer no penalties for attempting to capture slaves during combat, so long as they have superior numbers. Slaves sell for more to NPCs, and you generally have less issues with slaves attempting to escape or rebel.
[Raiders] - You may attempt to turn NPC Raiders neutral to your forces via diplomacy, and generally cause distress in the more peaceful folk
>>32809
+Items: [Rusty Pipe Pistol, 1d3] x2
+Bonus:
[A Language of Subtlety and a Pinch of Violence] - Bonus to diplomacy with sane humanoids. You also gain a bonus to extorting 'protection' tribute from NPCs, where logical.
>>32820
Revise Population to: 20 [Smack Sticks]
Revise all [Rusty Pipe]s to: [Large Rusty Pipe, 1d5]
+Bonus:
[Ogres] - Towering over most other humanoids, Ogres generally are unable to wield weapons meant for smaller creatures. As such, their weaponry is most often takes the form of clubs, made from whatever the ogre fancies to pull out of the ground. This incredible size and strength gives all Ogres a +1 in combat, and a +2 when wielding melee weapons.
[Not Easy Being Big] - Ogres are nearly incapable of stealth, and as such gain massive penalties to such actions. Their large size also means that enemies with larger ranged weapons, such as rifles, will gain an advantage against Ogres in combat.
[Little Gits are Food] - While not technically cannibals (unless they eat their fellow ogres!), Ogres can consume slain humanoid foes or prisoners for 1 food. Often, bones and all.
[Big Guts] - Ogres require large amounts of food to survive. For every 2 food consumed a turn (rounding down), Ogres consume 1 additional food. (e.x. 4 Food/turn = 2 extra consumed; 5 Food/turn = 2 extra; 6 = 3 extra; etc.)
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88238a No.32823
>>32796
>Faction Name: The Longtail Expedition
>Faction Leader: Swiftflow Longtail
>Faction Fluff:
Color: Dark Blue (If that doesn't work, Purple)
The Longtail Expedition is only a small portion of the Kinfolk, from far away. The Kinfolk are descended from survivors of the ancient war that put their faith into the spirits of the old nature, keeping alive the old wildlife in at least tale and memory. The Kinfolk believe that they share their bodies with the spirit of an animal, discovered by the shamans during a rite of adulthood. The Kinfolk do not disdain technology, for their legends and myths about the world before the ancient war spoke of the wondrous abilities to help as well as hurt, but they remain cautious, for the hurts were great as well.
The Kinfolk eke out a hard life far to the South of the ancient city, but even they had heard of the storms fading. Swiftflow Longtail spoke before the council of elders of the Kinfolk, and argued for investigating the city. He was expecting to join said expedition, but was surprised when he was given the task of assembling and leading it.
>Race: Kinfolk. Slightly mutated humans; mostly baseline, some have random animalistic features.
>Settlement(s):
Semi-Defensible Camp [Bedrolls] [Barren] [Favorable Terrain: x1.2]
>Population: 20 [Unarmed]
>Resources:
[Food: 10]
[Water: 10/10]
>Military:
Sharpclaw Longtooth[M] [Wanderer][Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Deadeye Longtooth [F] [Wanderer][Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Jordan Thickpelt [M] [Wanderer][Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
GM Fills Out:
>Bonuses:
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88238a No.32827
>>32796
>Faction Name: Cogs Inc.
>Faction Leader: The Chairman
Faction Fluff: Said to be a descendant of one of the great tribes of old, the Cogs, at least from a distance, would appear to be some type of mutant; their skin unnatural tones of color, their bodies ostensibly humanoid aside from their misshapen heads and distorted figures. Step closer however, and a steady look reveals their "skin" to be a mottled, synthetic substance bleached and distorted by centuries of age, their impossibly clean business suits actually exteriors of metal and rivets painted in a caricature of the masters they once served. Though their mortal leaders did not survive the apocalypse, the Cogs nevertheless remain dedicated to the old-world idea of commerce and business, and it is the dream of themselves and their leader, an inhumanly massive and ancient machine known as "The Chairman", to restore their company into a ruthless well oiled corporate machine, regardless of the fact it no longer serves a purpose after the end.
The Cogs (or "Suits", as outsiders might call them) take little issue with the fact that the Storm Ruins are a wasteland; on the contrary, they wish to see it become a productive wasteland, where what meager resources still remain are completely and ruthlessly exploited.
They appear to have preserved their old masters' religion, occasionally referencing one "VIP" whom is depicted as a winged woman wielding a massive stone coin. They occasionally commit themselves to leisure in imitation of their predecessors, but have no real sense of humor.
>Color: Beige
>Race: Cogs [Robotic Businessmen]
>Population: 20 [Unarmed]
>Resources:
[Food?: 10]
[Water?: 10/10]
>Military:
Nameless Flunky [N/A] [Rusty Suitcase, 1d2] [lvl 1] [2/2 Water?]
Nameless Bottom Feeder [N/A] [Rusty Suitcase, 1d2] [lvl 1] [2/2 Water?]
Nameless Cold Caller [N/A] [Rusty Suitcase, 1d2] [lvl 1] [2/2 Water?]
GM Fills Out:
>Bonuses:
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88238a No.32828
>>32813
For the sake of simplicity just consider them a crusading branch of the order that have moved towards the city in search of the wonders it is sure to possess. Almost like a crusade
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88238a No.32833
>Faction Name: The Hunters
>Faction Leader: Rex
>Faction Fluff:The hunters have been around since the world changed and they changed with it. When the monsters came they hunted us. They were stronger, faster, better in every way. But no longer. Now we hunt them. Only by hunting them can we grow stronger. We kill we consume and then we use their own skins as ours their claws and teeth become ours. With every kill we grow stronger. With every fight we learn. We are the hunters now.
>Race: Humanish
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88238a No.32837
>>32801
+Items: [Rusty Pipe Pistol, 1d3]
+Bonus:
[Tyrant of the Wastes] - Raiders and Slavers may offer you tribute, should you rule an area they pass, and are less likely to attack you if they perceive your holdings as strong. You gain a bonus to intimidation, recruiting captives and slaves, and attempting to enslave non-raiders/slavers.
>>32833
Revise all Wanderers [Rusty Pipe]s to: [Slayer Spears, 1d3]
+Items: [Chitin Chest-piece, +1] x3
+ Bonus:
[Beast Slayers] - Your tribe knows how to hunt and kill the beasts of these wastes. Double your attack dice vs larger opponents and beasts.
[Nothing to Waste] - Your tribe gains a bonus to crafting things out of beast bits, and your wanderers may choose to consume beast flesh after a successful hunt for additional exp. (instead of adding it to your food stocks)
[Natural Equipment] - Your tribe frowns upon items that are not crafted out of beast parts. While they certainly appreciate that structures can be made of things besides beasts, they're not particularly good at it. This also applies to things like guns.
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88238a No.32848
>>32796
>Faction Name: Bazboops meaning: "Those who walk in the Shadow of the Ancients"
>Faction Leader: Ashan meaning: "He who speaks for his People"
>Faction Fluff:
The Bazboops are twisted Creatures created by the violent forces of Magic as they scorched the World. Humanoid in appearance they are divided into various rather loosely defined families. Some Bazboops possess mandibles, some eight eyes, additional mouthes or a scorpio's tail, others harbor poison fangs and claws, stalking the night for unsuspecting prey. They are as various as they are plentyful, usually dwelling in nigh uninhabitable wastelands both blessed and cursed with their nightmarish looks. Many. though not all of them, possess dangerous natural weaponry.
Most Bazboops have leathery skin and only basic intellect. Their complex physical differences make both verbal and non-verbal communication somewhat complicated and prone to misunderstandings, verbal communication almost exclusively being reliable within one's own family. As a result Bazboop society is very much based upon the principle "actions speak louder than words". Though Bazboops understand the basic principle of written language based on a picture-book mentality no standardized form of written Bazboop communication is known.
Practically every Bazboop with a few rare exceptions is religious, worshipping the two greatest Races ever to walk the Soil.
The Ancients, usually referred to as Glitzboops, meaning: "Those who were Before", denominates them as one of the two races who existed long before the events that created the Bazboops. They are believed to be wise, mysterious and above all: Intelligent. The only other Race powerful enough to withstand the Apocalypse brought about by the Creators it was the Glitzboops Wisdom that allowed them to preserve where all others perished.
The Bazboops further worship the Creators, called Belloboops. Arguably the most powerful of all Races it was by their Might that the Old World ended and those within it perished forever. However it was also by their grace that the Bazboops came into existance. While the Ancients still walk the Soil today it is the Belloboops that seem to have disappeared. Small groups of Bazboops devote their lives to finding the last remaining Creators.
A notable peculiarity is that in all of the various complex Bazboop dialects the three words "Bazboop", "Glitzboop" and "Belloboop" are universally understandable as well as strongly articulated.
A Bazboops life expectancy usually lies somewhere around 5 to 8 years with a few notable exceptions. Aging quickly and blessed with high birth rates a Bazboops life usually ends by force though deadly violence among Bazboops is surprisingly not particularly frequent.
Bazboops show different behavioral patterns depending on whom they interact with. While naturally trusting towards other Bazboops they are aggressive towards many of the other mutants, often fighting them for territorial reasons. Sentient meat is often part of a Bazboops diet. When encountering a Glitzboop however even larger groups of Bazboops will scatter keeping a safe distance to observe and track them. Occasionally when brave enough smaller bands will try to approach Ancient camps in the cover of darkness to steal an Artifact of Boundless Wisdom. These rare Artiacts often are a Bazboop Community's most prized possession. The theft of one of these Items by a lesser Race or another Bazboop is nothing short of a Declaration of War, even more so a sign that every barrier has been broken, nothing is sacred and noone off limits.
>Race: Bazboops
>Settlement(s):
Semi-Defensible Camp [Bedrolls] [Barren] [Favorable Terrain: x1.2]
>Population: 20 [Unarmed]
>Resources:
[Food: 10]
[Water: 10/10]
>Military:
Unnamed Wanderer [M/F?] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Unnamed Wanderer [M/F?] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Unnamed Wanderer [M/F?] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
GM Fills Out:
>Bonuses:
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88238a No.32859
>>32823
Revise Population: 20 [Kinfolk]
+Bonus:
[Mutants] - Your people are viewed as mutants by others. You suffer a malus when interacting with non-mutants, and a bonus to interacting with mutants.
[The Hurt is Real] - Kinfolk may not hate technology, but they are even less familiar with it than the average survivor. Kinfolk suffer penalties to using technology, including guns.
[Old Spirits] - The old spirits aid your people in mysterious ways. Or perhaps your people are just a bit better than others at doing some things! Minor bonus to scavenging and peaceful movement actions.
>>32827
+Revise Population: 20 [Robots]
+Revise Food & Water to: [50/50 Oil]
+Revise all Wanderer [M/F] to: [R]
+Revise all Wanderer [2/2 Water] to: [10/10 Oil]
+Bonus:
[Well Oiled Machines] - Instead of food or water, your robots require oil to survive. Oil depletes as if it were both food AND water, and more of it will need to be located.
[Metal Machines] - All of your forces, including population, gain +2 to combat rolls. However, you may not use any weapons that are not 1-handed or over-the-shoulder due to your frames. You also are unable to recruit non-robots, as the fleshbags will fear you.
[Error 404: Blueprints Not Found] - You are unable to construct more of your kind.
>>32805
+Bonus:
[Knowledge is Power] - Your people fiercely guard any relics of knowledge they come to possess. Any units or population carrying or otherwise guarding recovered relics of knowledge (new books, etc. duplicates don't count) gain [Fanatic] & [Fearless]. This bonus never applies to offensive actions if you began the battle. (But would to say, a counter-attack against attackers).
[The Last Crusade] - The order has a strange knack for gathering relics with the aid of those that others loathe. You suffer no diplomatic penalties with neutral forces such as mutants, but Cannibals are still scum that would defile themselves and your people. Dusty hats optional.
[Zealots] - Your people are immune to religious conversion, and gain a minor bonus against infiltration.
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88238a No.32919
>>32808
+Item: [Ritual Dagger, 1d3]
+Bonus:
[Cannibals] - Your people don't think twice about consuming humanoid flesh. You may harvest slain enemy humanoids for 1 food per 2 bodies, or prisoners for 1 food each. No sane persons will join your ranks, forcing you to create or locate cannibals to recruit.
[Consume Thine Foes] - Your cult can take no prisoners from enemies that resisted your attack, or that attacked you. Your Wanderers gain additional exp if they consume the food generated by cannibalizing slain foes, rather than adding it to your stocks. (only whole food units may be consumed for exp)
[Cannibal Zealots] - Your people are immune to religious conversion, and gain a major bonus against infiltration.
>DO NOT POST
>RULES
http://pastebin.com/8vADE9fR
>DO NOT POST
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88238a No.32950
>>32796
>Faction Name: The Mechanists
>Faction Leader: Lord Mechanist Wrenchy*
>Faction Fluff: The Mechanists care about only one thing, robots. Small robots, big robots, armed robots, household robots industrial robots. If it's a machine that can move by its own power without direction then they want it, they want to study it, and they want to improve it. As such, they left on a quest to find a great factory rumoured to exist somewhere in the Storm Ruins where robots were once made, and once they find it construct the greatest robot the world has ever seen!
>Race: Humans
>Colour: Purple
>Location: Some remote coast
>Settlement(s):
Semi-Defensible Camp [Bedrolls] [Barren] [Favorable Terrain: x1.2]
>Population: 20 [Unarmed]
>Resources:
[Food: 10]
[Water: 10/10]
>Military:
Lord Mechanist Wrenchy Wanderer [M] [Leadership] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Dr Bolts Wanderer [F] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Dr Sparks Wanderer [M] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Location: As far into the city as possible
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88238a No.33001
>>32950
+Military:
Salvaged Mr Cogbot [R] [Semi-Functional Clamps, 2d2] [Companion] [Malfunctions]
Salvaged Miss NannyBot [R] [Semi-Functional Clamps, 2d2] [Companion] [Malfunctions]
+Bonus:
[I See Possibility] - Your faction has a crude understanding of how robots and some machines work. You gain a minor chance to locate 'usable' parts for robots when collecting appropriate resources, and very minor bonus to attempts to 'fix' malfunctioning robots. (It is still terribly difficult.)
>Note: [Companion] units act much like Guards, until the rules are updated to reflect them in more detail.
>>32848
+Bonus:
[Tribe of Doctor Moreu] - Your tribe might be some sort of enlightened animal twisted into humanoid form, or it might be inbred and warped humanoids. Regardless, you are viewed with indifference at best by wastelanders, and are only able to recruit your own kind.
[Sentient Meat] - While not technically cannibals (unless they eat their own!), Your tribe can consume slain humanoid foes or prisoners for 1 food.
[Venomous] - Your tribe members sport various mutations that often allow them to inject venom into their prey. All members of your tribe gain +1 to combat rolls, and your kind are dangerous to consume.
[Inbred] - You're not the most intelligent lot, even by mutant standards.
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88238a No.33002
The Tribes gather upon the highlands surrounding the ruins, wondering what awaits them.
The Mechanists, Ogres of Thunder Point and Grimwatch Chiefdom all operate in the shadow of Crin'tun's Tyranny, and must pay tribute to recover any goods from the ruins below.
The Draktar Raiders have set up off the main route that traders, explorers and adventurers use to reach Crin'tun's settlement, seeking easy prey.
>POST
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88238a No.33006
| Rolled 74, 54, 96, 3 = 227 (4d100) |
>>33001
>>33002
>Faction Name: The Mechanists
>Faction Leader: Lord Mechanist Wrenchy*
>Faction Fluff: The Mechanists care about only one thing, robots. Small robots, big robots, armed robots, household robots industrial robots. If it's a machine that can move by its own power without direction then they want it, they want to study it, and they want to improve it. As such, they left on a quest to find a great factory rumoured to exist somewhere in the Storm Ruins where robots were once made, and once they find it construct the greatest robot the world has ever seen!
>Race: Humans
>Colour: Purple
>Settlement(s):
Semi-Defensible Camp [Bedrolls] [Barren] [Favorable Terrain: x1.2]
>Population: 20 [Unarmed]
>Resources:
[Food: 10]
[Water: 10/10]
>Military:
Lord Mechanist Wrenchy Wanderer [M] [Leadership] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Dr Bolts Wanderer [F] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Dr Sparks Wanderer [M] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Salvaged Mr Cogbot [R] [Semi-Functional Clamps, 2d2] [Companion] [Malfunctions]
Salvaged Miss NannyBot [R] [Semi-Functional Clamps, 2d2] [Companion] [Malfunctions]
>Bonus:
[I See Possibility] - Your faction has a crude understanding of how robots and some machines work. You gain a minor chance to locate 'usable' parts for robots when collecting appropriate resources, and very minor bonus to attempts to 'fix' malfunctioning robots. (It is still terribly difficult.)
It's a fine settlement we have here, too bad it won't last with Crin'tun wanting a cut of our findings. Fear not my fellow Mechanists, we will find the promised 'faktori' that the stories tell about. In fact, I will lead the search myself!
1) [Settlement] Set up a small farming area so we won't starve to death.
2) [Wanderer] Lord Mechanist Wrenchy will head north looking for salvage.
3) [Wanderer] Dr Bolts will head north-west looking for a good place to resettle further into the ruins, away from Crin'tun.
4) [Wanderer] Dr Sparks will head north-east looking for something to offer Crin'tun as tribute.
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88238a No.33009
| Rolled 98, 91, 19 = 208 (3d100) |
>>32837
>Faction Name: Grimwatch Cheifdom
>Faction Leader: Karl Grimwatch
>Faction Fluff: A tyranny ruled by Grimwatch with a heavy hand. Those that please him and serve faithfully are rewarded; while those that go against his authority are removed or worse. Grimwatch gained this poistion by killing the previous leaders of the tribe himself. He is known to be cruel and bloodthirsty towards his enemies, but protect those who serve under him as faithful servants or allies.
>Race: Human
>Settlement(s):
Semi-Defensible Camp [Bedrolls] [Barren] [Favorable Terrain: x1.2]
>Population: 20 [Unarmed]
>Resources:
[Food: 10]
[Water: 10/10]
>Military:
Karl Grimwatch [M] [Rusty Pipe, 1d2] [Rusty Pipe Pistol, 1d3] [lvl 1] [Leadership] [2/2 Water]
Rivet Ironfield [M] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Marcus Hillstrum [M] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
GM Fills Out:
>Bonuses:
[Tyrant of the Wastes] - Raiders and Slavers may offer you tribute, should you rule an area they pass, and are less likely to attack you if they perceive your holdings as strong. You gain a bonus to intimidation, recruiting captives and slaves, and attempting to enslave non-raiders/slavers.
1. Karl and Rivet will go exploring into the ruins for anything of interest or use. +5 from Leadership.
2. Marcus will start exploring around the camp for anything. Keep close to the camp.
3. Settlement is to scrounge up something to offer as tribute.
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88238a No.33012
>>33002
>Faction Name: Lozenso Family Enclave
>Faction Leader: Edward "Godson" Lozenso*
>Race: Humans
>Settlement(s):
Semi-Defensible Camp [Bedrolls] [Barren] [Favorable Terrain: x1.2]
>Population: 20 [Unarmed]
>Resources:
[Food: 10]
[Water: 10/10]
[Rusty Pipe, 1d2] x2
>Military:
George "Veni Vidi" Vicin [M] [Rusty Pipe Pistol, 1d3] [lvl 1] [2/2 Water]
Austin Lozenso [M] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Santo Fontensi [M] [Rusty Pipe Pistol, 1d3] [lvl 1] [2/2 Water]
>Bonuses:
[A Language of Subtlety and a Pinch of Violence] - Bonus to diplomacy with sane humanoids. You also gain a bonus to extorting 'protection' tribute from NPCs, where logical.
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88238a No.33015
| Rolled 6, 75 = 81 (2d100) |
>>33002
>Faction Name: The Sturnguen Clan Expedition
>Faction Leader: Moloch Sturnguen
>Faction Fluff: Sent by the Sturnguen clan, their young bright-eyed leader Moloch is very excited for the chance of what can be learned discovered and salvaged here. Shame his elders stuck him with the rejects, dregs and irregularities of the clan for this…
>Race: Dwarves
>Settlement(s):
Semi-Defensible Camp [Bedrolls] [Barren] [Favorable Terrain: x1.2]
>Population: 20 [Unarmed]
>Resources:
[Food: 10]
[Water: 10/10]
>Military:
Einhart Sturngeun [M] [Dwarven Pickax, 1d3][lvl 1] [2/2 Water]
Jor Sturngeun [M] [Dwarven Pickax, 1d3] [lvl 1] [2/2 Water]
Ayla Sturnguen [F] [Dwarven Pickax, 1d3][lvl 1] [2/2 Water]
+ Bonus: [Dwarven Clan] - Your expedition gains a minor bonus to construction in general, and can fashion simple tools provided you have a source of materials. All Wanderers and Guards begin with a [Dwarven Pickax, 1d3] instead of unarmed. You also gain a bonus to recruiting your fellow dwarves, so long as they are not from a hostile clan.
[Metal Affinity] - Your dwarves gather twice the normal amount of metal, no matter the source.
Settlement roll: Build housing
Wanderer roll: All three wanderers go out prospecting for resources and resource sites.
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88238a No.33016
| Rolled 61, 43, 41 = 145 (3d100) |
>>33012
>Settlement Rolls:
1: Due to the city's positioning, it would be a deathwish to just escort the enclave down the cliff. However, there is rumours of a safer passage up north to allow them to enter the city. Taking the less risky option, Edward got the guide to direct the travelling camp north-east and follow the upper path.
>Wanderer Rolls:
George: In order to ensure there wouldn't be any ambushes however, Vicin was sent ahead to ensure there wouldn't be any ambushes ahead. While George didn't have any blood ties to the Family, the way he get shit done made him a honorary Made Man.
Austin+Santo: Until everyone can get settled down, food and supplies would need to be gathered from the land. As Vicin is busy ensuring the path is clear, Austin and Santo were assigned to find such resources.
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88238a No.33019
>>33002
>Faction Name: The Nifid Oligarchy
>Faction Leader: Prime Axe Bearer Scott Bartholomew
>Faction Fluff: Long ago, before even our Elders' Elders were alive, we lived in Paradise. And then came the Fire. Accursed element of destruction, it took everything from us. But our ancestors were strong, and there were those who wielded the holy axes and righteous armor you wear and care for to this day. With them, you can save our people, and fight the dangers of this scorched land. To Hell with Fire!
>Race: Human
>Settlement(s):
Semi-Defensible Camp [Bedrolls] [Barren] [Favorable Terrain: x1.2]
>Population: 20 [Unarmed]
>Resources:
[Food: 10]
[Water: 10/10]
>Military:
Scott Bartholomew [M] Items: [Heirloom Fire Axe, 1d5], [Heirloom Fire Jacket, +1] [lvl 1] [2/2 Water]
Suzy Derkins [F] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Cale Hobbes [M] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
>Bonuses:
+ Bonus: [Wasteland Paladins] - When fire or the evil of others threatens lives, your wanderers gain [Fearless], +10 to actions, and double their attack dice. You must be aware of the lives in danger for this bonus to trigger. In addition, you may roll to recruit humans you have saved as a free action the following turn, unless they can be considered 'evil'.
[Settlement] Construct Shelter
[Wanderer:Scott] Move two hexes SW, Recon/Salvage
[Wanderer: Suzy and Cale] (Two wanderers as a Group, 1 or 2 rolls? If 1, ignore the 4th roll) Move two hexes S, one hex SW, Recon/Salvage
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88238a No.33020
| Rolled 38, 89, 22, 71 = 220 (4d100) |
>>33019
I swear I rolled. Flood detected, Post discarded, whatever that means.
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88238a No.33021
| Rolled 63, 53, 68, 44 = 228 (4d100) |
>>33002
Faction Name: I Thilivern Arnad
Faction Leader: Mithon "The White Fog" Reginaldius Bucksworth
Faction Fluff: They say for every ten men there is one elf but it may be that people are simply blind to what is around them. In a valley of white fog a will is forming to unite the tribes and undo the sundering brought about by the storm. The tempering of this will has taken many years of scavenging and decisions on what is right. Mithon is one of the few bearded elves among his people. If only he could recover the great artifacts known to him and access the Orb Net and use the untold wisdom it once held to unite his people.
Race: Elf
Settlement(s):
Semi-Defensible Camp [Bedrolls] [Barren] [Favorable Terrain: x1.2]
Population: 20 [Unarmed]
Resources:
[Food: 10]
[Water: 10/10]
>Military:
Glichon [M] [Elven Shortbow, 1d4] [lvl 1] [2/2 Water
Lennil [F] [Elven Shortbow, 1d4] [lvl 1] [2/2 Water]
Rochion [M] [Elven Shortbow, 1d4] [lvl 1] [2/2 Water]
Bonuses:[Elven] - Your wanderers have better vision than other races, allowing them to spot dangers before they become a threat. You gain a bonus to all non-combat interactions with elves, and a malus with dwarves.
[Bearded Destiny] - Your beard is proof of your grand destiny, and your followers seem to locate things with greater ease among the ruins.
1 Settlement Farm; some cabbages and carrots and anything that can make good use of the moisture in the air.
234 Glichon, Lennil and Rochion will travel north and then split up with Rochion looking at the hex north -> Northeast. Glichon and Lennil will continue North and investigate .
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88238a No.33022
| Rolled 12, 15, 28, 85 = 140 (4d100) |
>Faction Name: Bazboops meaning: "Those who walk in the Shadow of the Ancients"
>Faction Leader: Ashan meaning: "He who speaks for his People" *
>Faction Fluff:
It's a long story.
>Race: Bazboops
>Settlement(s):
Semi-Defensible Camp [Bedrolls] [Barren] [Favorable Terrain: x1.2]
>Population: 20 [Unarmed]
>Total Population: 23
>Resources:
[Food: 10]
[Water: 10/10]
>Military:
Ashan [M] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water] [Leadership]
Rand [M] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Bazohontas [F] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
>Guards:
>Bonuses:
+ [Tribe of Doctor Moreau] - Your tribe might be some sort of enlightened animal twisted into humanoid form, or it might be inbred and warped humanoids. Regardless, you are viewed with indifference at best by wastelanders, and are only able to recruit your own kind.
+ [Sentient Meat] - While not technically cannibals (unless they eat their own!), Your tribe can consume slain humanoid foes or prisoners for 1 food.
+ [Venomous] - Your tribe members sport various mutations that often allow them to inject venom into their prey. All members of your tribe gain +1 to combat rolls, and your kind are dangerous to consume.
+ [Inbred] - You're not the most intelligent lot, even by mutant standards.
(Settlement) A new dawn begins. A new group of Bazboops rises with the passing of the Moon Father. It is all under the gaze of the burning Mother now. Just as the Moon Father values cunning, the Sun Mother values strength. They are only second to Ancients and Creators themselves, yet their gaze is ever present. Genegrim, largest of the Bazboops, overgrown with the Poison Tailed's black scales would step forward to protect the tribe when others were unable to. The Sun Mother would bestow her favor upon him.
+ Recruit Guards
(Ashan)
Ashan, Leader of Bazboop, had but one large feat to his name. Far in the East where his people came from Eatables were scarce, he had agreed to lead some of them to new lands, a better decision for all. New hunting grounds would hopefully prove generous and it was Ashan's first quest to prove that he had brought the Bazboop somewhere they could live. As all Bazboop Ashan was a natural hunter, he would find an Eatable and slay it, for the good of his people.
(Bazhontas)
The only child of Ashan to join the the large move West Bazhontas had been born weak. Soft skin and weak frame she relied much more on sneakiness and her natural gifts than pure worldly strength, spitting to blind opponents, biting to kill. Bazhontas had a split tongue and reptilian eyes, otherwise looking almost ancient. She would support her father in his hunt for food, after all there would be blood.
(Rand)
Rand needed to be on his feet. Always at all times. Always pushing the boundaries. Advancing further every time. It was time for Rand to go out even further this time. Deeper into the dust. To find more water, more food, more things. Whatever he would find he would bring. As long as the running never stopped.
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88238a No.33023
| Rolled 4, 100, 74, 72 = 250 (4d100) |
>>33002
Faction Name: The Holy Order of Saint Scruffitius
Faction Fluff: Founded upon the holy rock of the Last church by none other then Saint Scruffitius himself; so the legend goes, the Order, as it is called, is a organization dedicated to protecting the knowledge of the old world and those who stay true to the faith. From their Base they keep watch over the large stores of ancient knowledge in the form of scrolls, book and manuscripts. The Monks keep watch over the place, called the Rock, where they live modest lives tending to the crops and water storage of The Rock while practicing their martial skills to hopefully one day become a Knight Errant. Brave men who wander the wasteland in search of supplies and others who would join the order, and the most sacred knowledge which they are sworn to protect. As the storms over the city disperse and scatter to the horizons the Order makes ready to delve deep into its depths to reclaim and preserve the lost knowledge there.
Race: Humans, and anyone else who wants in, the lord is kind to all of his children so long as they are righteous and pure.
>Settlement(s):
Semi-Defensible Camp [Bedrolls] [Barren] [Favorable Terrain: x1.2]
>Population: 20 [Unarmed]
>Resources:
[Food: 10]
[Water: 10/10]
>Military:
UW "Knight-Errant Scruffitius XCV" == * == [M] [Rusty Pipe, 1d2] [lvl 1] [Leader] [2/2 Water]
UW "Knight-Errant Oceanius" [M] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
UW "Knight-Errant Gawain" [M] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
+Bonus:
[Knowledge is Power] - Your people fiercely guard any relics of knowledge they come to possess. Any units or population carrying or otherwise guarding recovered relics of knowledge (new books, etc. duplicates don't count) gain [Fanatic] & [Fearless]. This bonus never applies to offensive actions if you began the battle. (But would to say, a counter-attack against attackers).
[The Last Crusade] - The order has a strange knack for gathering relics with the aid of those that others loathe. You suffer no diplomatic penalties with neutral forces such as mutants, but Cannibals are still scum that would defile themselves and your people. Dusty hats optional.
[Zealots] - Your people are immune to religious conversion, and gain a minor bonus against infiltration.
Settlement actions
1. The people of the Order shall see to it that a small water purifier is constructed. Most of the advanced technology that we've gained lies only in the hand of its highest ranking members, but very basic technology such as simple water purification systems and raised greenhouses were known to all. All that was needed was a container, filled first with charcoal, then with a fine sand, and finally topped with some loose rocks. Elevated so that it may drain, it shall have a small hole in the bottom with a piece of thick cloth placed upon said opening. This shall drain into a storage barrel that shall hold the now clean water. 20 people should be able to accomplish this task
Wanderer Actions
2. This scarred land is marred by the wrath of the Flame Deluge, but until we obtain and preserve the sacred lost technology in the monument to the sins of man that is that city, it shall be our home. We must learn as much about it as we can, lest the sullen ash that litters the ground covers us in its grey embrace. Have Knight Errant Oceanius scout around our camp looking for anything of note, be it a boon or a bane.
3. Water, the blood of the modern society, money having long lost it value, and water replacing it as the main form of currency much like salt was to the ancients. If the Order was to thrive in this land and achieve its goals in this hostile land, it would need water, and lots of it. Have Knight Errant Scruffitius, leader of the group and 95th of his name, be charged with this most important and noble of task.
4. Of the last Knight Errant, Sir Gawain, the most crucial task of finding sustenance shall fall to him. Our people require food, and it shall fall to him to find it.
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88238a No.33024
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88238a No.33026
| Rolled 19, 87, 85 = 191 (3d100) |
>>32837
>Faction Name: The Hunters
>Faction Leader: Rex"*"
>Race: Humanish
>Settlement(s):
Semi-Defensible Camp [Bedrolls] [Barren] [Favorable Terrain: x1.2]
>Population: 20 [Unarmed]
>Resources:
[Food: 8]
[Water: 10/10]
>Military:
Walker [M] [Slayer Spears, 1d3] [Chitin Chest-piece, +1] [lvl 1] [2/2 Water]
Leviathan [M] [Slayer Spears, 1d3] [Chitin Chest-piece, +1] [lvl 1] [2/2 Water]
Tink [F] [Slayer Spears, 1d3] [Chitin Chest-piece, +1] [lvl 1] [2/2 Water]
GM Fills Out:
>Bonuses:
>+ Bonus:
>[Beast Slayers] - Your tribe knows how to hunt and kill the beasts of these wastes. Double your attack dice vs larger opponents and beasts.
>[Nothing to Waste] - Your tribe gains a bonus to crafting things out of beast bits, and your wanderers may choose to consume beast flesh after a successful hunt for additional exp. (instead of adding it to your food stocks)
>[Natural Equipment] - Your tribe frowns upon items that are not crafted out of beast parts. While they certainly appreciate that structures can be made of things besides beasts, they're not particularly good at it. This also applies to things like guns.
1. Settlement: Begin recruiting guards for the settlement
2. Leviathan and Tink will scout south west. Looking for the best beasts to hunt and for any good land to make a more permanent settlement of.
3. Walker will walk north east doing much the same.
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88238a No.33027
| Rolled 10, 76, 18, 13 = 117 (4d100) |
>>33002
>Faction Name: The Longtail Expedition
>Faction Leader: Swiftflow Longtail
>Color: Purple
>Race: Kinfolk. Slightly mutated humans; mostly baseline, some have random animalistic features.
>Settlement(s):
Semi-Defensible Camp [Bedrolls] [Barren] [Favorable Terrain: x1.2]
>Population: 20 [Kinfolk] [Unarmed]
>Resources:
[Food: 10] [20 pop, -2 food/turn]
[Water: 10/10]
>Military:
Sharpclaw Longtooth[M] [Wanderer][Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Deadeye Longtooth [F] [Wanderer][Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Jordan Thickpelt [M] [Wanderer][Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
+Bonus:
[Mutants] - Your people are viewed as mutants by others. You suffer a malus when interacting with non-mutants, and a bonus to interacting with mutants.
[The Hurt is Real] - Kinfolk may not hate technology, but they are even less familiar with it than the average survivor. Kinfolk suffer penalties to using technology, including guns.
[Old Spirits] - The old spirits aid your people in mysterious ways. Or perhaps your people are just a bit better than others at doing some things! Minor bonus to scavenging and peaceful movement actions.
————————-
Swiftflow looked at the assembled Kinfolk of the expedition. 20 of the folk, far away from home. Some looks apprehensive, the terrain around the ruined city being strange and unfamiliar, desolate and hostile, so very unlike the Homeland Folkdoms back home. They've used most of their supplies getting here - more than Swiftflow had thought they would use, and he was the most pessimistic of the expedition.
"Or the biggest realist", he thought to himself, which could be why the Council of Elders put him in charge. A sobering thought, considering the hostility that many of the Elders showed towards the expedition. And reluctance among others to send even volunteers on what may be a one way journey. All the Council agreed, though: There would be no additional support from the Homeland Folkdoms. The City was too far away, and the Expedition would use up many resources just to get there.
The Longtail Expedition was on it's own, Swiftflow thought, but then he looked upon the other kinfolk. Some looked apprehensive, yes - but most looked excited, and every face showed the determination that they would bring back something to help the Kinfolk, and maybe even rekindle the Spirits. Swiftflow grinned, then spoke.
"Allright, Kinfolk, listen up! I'm going to say… we're here." A ragged cheer went up, but Swiftflow waved his hand and continued. "We've got a lot of work ahead of us, though! The ancient maps say that we're close enough to the city that we should be able to operate from this base camp, but this isn't the Homelands; this place still feels the pain of the Great Hurt. It'll be a tough job, but we've come this far, we'll get the rest of the way AND back home!"
A cheer went up again, and Longtail grinned, waiting until it died down to continue. "Now rememeber everyone - one person is alone-"
"Two are a Folk!" the gathered Kinfolk shouted back, "And more people are a stronger Folk!"
That saying had held the Kinfolk together through the Great Hurt, and through times of tension built of plenty. It will do to continue to keep the Kinfolk of the Longtail Expedition together. Swiftflow grinned.
"Allright, let's get to work!"
1) "Sharpclaw, I want you scouting out the wider area. We're here for the long haul; that means knowing what's around us. Don't go poking around in anything, just note if there's something to poke around and come back. You're picking targets, not hunting."
>(Wanderer: Survey area for ruins/landmarks)
2) "Deadeye, not so fast. I'm splitting you and your brother up - don't look at me like that, he'll be fine. I want you searching for another water source. We've got enough here that we'll be fine if we sit here at camp, but if we have people scouting around we'll need more. You know what I mean."
>(Wanderer: Search for nearby sources of water)
3) "Jordan, you're probably one of the better hunters we've got, and I'm not just buttering you up, though Deadeye might." Deadeye glares at Swiftflow while her brother laughs, and Jordan shifts uncomfortably. "Joking aside, we've got food for a short while, but we'll need more. I want you out there looking for any game nearby we can hunt and add to our foodstocks, as well as spot if there's any plants growing we could use. I don't want us going hungry."
>(Wanderer: Search for nearby sources of food.)
4) "Prongs, you and Sable have experience with some construction if I recall, right? Good! Organize everyone else in getting a shelter up, I don't like being sleeping exposed to the elements out here. I'll pitch in - I might not know how to build a building, but I can carry stuff just fine, eh?"
>(Settlement Roll: Construct a Longhouse/Communal Shelter)
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88238a No.33028
| Rolled 23, 62, 78 = 163 (3d100) |
>>32812
>>32799
Faction Name: 96th United Sweysian Company, Eleventh Battalion, Third Brigade - 'Rudolf's Roses'
Faction Leader: Major John Rudolf XVII
Faction Fluff: Legend holds that the great city of the invulnerable Third Brigade is still somewhere within these wastelands, the ancestral home and spiritual progenitor of all the men and women of the 96th. It is said that the Most Commanding Officer issued a command to the first Rudolf, demanding he take control of the city or die trying. His men, the men and women of the 96th, have been fighting tooth and nail for that cause ever since. It's taken a great toll on them, mind and body, with a measly twenty-four bodies total in the ninety-sixth - barely over a fourth of the eighty men the company is supposed to contain. It's to be expected when one fights as much as the 96th does, in the eternal struggle to get a stable foothold over the denizens of the Storm Ruins. After a confrontation with a fresh band of raiders, the 96th were again forced to abandon their base, retreating in a battle that cost the life of John Rudolf XVI and two other soldiers. Major John Rudolf XVII, formerly Lieutenant Olav Grotsk, is a fresh new mind, stating firmly that the 96th would not take one step back lest they found the mystical City of the Third itself - the ruins they'd taken were highly defensible, with multiple defensive positions across a single entrance, with good soil and space. Volunteers and drifters can only do so much, and more losses, Rudolf understood, would end the 96th for good. It was time to step up and accomplish the task that Rudolf the First worked so hard to attain, or to give a fitting end the long-standing tale and hardlined traditions of the Ninety-Sixth. But what the Major refused to accept was a wasting death.
Race: Nonspecific, mostly Human
Settlement(s):
- Semi-Defensible Camp [Bedrolls] [Barren] [Favorable Terrain: x1.2] (Population: 20 [Unarmed])
Resources:
- [Food: 10]
- [Water: 10/10]
Military:
- Assault Sergeant Hermann Christ [M] [Heirloom Slug Pistol, 1d5] [lvl 1] [2/2 Water]
- Corporal Justin Schneijder [M] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
- PFC Brooke Nordskov [F] [Rusty Pipe, 1d2] [lvl 1] [Old Binoculars] [2/2 Water]
Bonus: [Order in the Wastes] - The legacies of your forebears still linger, granting your Faction a minor bonus to combat actions, wanderer/guard recruitment and movement in general. On down side, failed rolls to recruit wanderers/guards from your population may result in dishonorable discharges or AWOL recruits.
SETTLEMENT ACTION: All non-active soldiers will begin the construction of a camp. I want basic tents up, defensive fortifications dug out, and a basic greenhouse area marked for construction. Stop standing around, you lazy bastards! Get to work!
HERMANN: Hermann's going to be looking to scavenge a bit, attempting to find, in the immediate area, sources or supplies of food, precious materials, or useful tools.
BROOKE + JUSTIN: Using our old watchy-lookers, Brooke and Justin are to go out scouting for positions of interest around our location, and to get a better handle on this section of the city.
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88238a No.33029
| Rolled 95, 100 = 195 (2d100) |
-Faction Name: The Sanguine
-Faction Leader: The Savior, He Who Shall Give His Flesh and Blood
-Faction Color: Flesh
-Faction Fluff: “We were born incomplete, and only through the flesh and blood of another will we reach heaven,” said The Savior to his disciples, a crown of barbed wire wrapped around his head. Where it pierced his flesh, infection had clearly set in. He was a frail older male, bald and wrinkled. Age had not treated him kindly. He had lead The Sanguine for years now and had seen followers come and seen them go, and while The Sanguine was in decline, The Savior did not give up on them. He knew that they would only receive salvation when The Chalice was found and filled with his blood, for he was God’s son.
The Sanguine were born to a world that did not want them, and they resented it for that. They were raised by The Savior to know only one thing, “Consume thine enemies if you wish to ascend.” So they consumed, and they grew. It was then that The Savior imparted a new revelation unto The Sanguine: If they were to reach heaven, they must drink of his divine blood from a Holy Chalice, lost to the wasteland. The Savior warns that should they fail, they would be cast back to the wasteland, reborn, forced to suffer further.
-Race: Human
-Settlements:
+Semi-Defensible Camp [Bedrolls] [Barren] [Favorable Terrain: x1.2]
-Population: 20 [Unarmed]
-Resources:
+[Food: 10]
+[Water: 10/10]
-Military:
+Sanguine Priest [M] [Ritual Dagger, 1d3] [Lvl: 1] [2/2 Water]
+Sanguine Nun [F] [Rusty Pipe, 1d2] [Lvl: 1] [2/2 Water]
+Sanguine Acolyte [M] [Rusty Pipe, 1d2] [Lvl: 1] [2/2 Water]
-Item:
+[Rusty Pipe, 1d2]
-Bonus:
+[Cannibals] - Your people don't think twice about consuming humanoid flesh. You may harvest slain enemy humanoids for 1 food per 2 bodies, or prisoners for 1 food each. No sane persons will join your ranks, forcing you to create or locate cannibals to recruit.
+[Consume Thine Foes] - Your cult can take no prisoners from enemies that resisted your attack, or that attacked you. Your Wanderers gain additional exp if they consume the food generated by cannibalizing slain foes, rather than adding it to your stocks. (only whole food units may be consumed for exp)
+[Cannibal Zealots] - Your people are immune to religious conversion, and gain a major bonus against infiltration.
1. The Prophet shook his staff at his disciples, the three hunters soon to be sent into the wastes. He wheezed as he spoke in his raspy voice, it had been exhausted from having given this bit so many times before. These were not the first three he had sent to their death. The wasteland was unforgiving, and it was their holy goal to escape this hellscape. “I expect great things from each of you. So young and spry.”
He paused for a moment, looking them up and down. A rare batch. These three were actually capable of traversing the wastes much like The Prophet had in his younger days. Before the visions, before the pain. “You will do well,” he finished.
So they set off, three members of the church in search of The Chalice, an ancient tool capable of allowing salvation. This was the goal of The Sanguine, so escape their suffering. To ascend.
2. The three now into the distance, The Prophet turned to the others, gathered to see their champions off on the search for salvation. The Prophet gave a warm smile, “My brothers and sisters, I have much hope for this bounty. Yes, I am sure of it, we are close to being saved. We have consumed many men and now we are oh so close to ascension! This does not mean we shal stagnate though my friends. We must continue to work. I would like you all to begin construction of housing and shelter. I wish for us to love our new home as I love all of you. Yes, this cursed wasteland is not a place of kindness to us, but it is our home, and we must respect it as such.”
A cheer, then the followers set to work, inspired by The Prophet as they always were. They would begin to build the foundations of their town. Small shelters out of whatever materials could be located.
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88238a No.33030
| Rolled 59, 43, 24 = 126 (3d100) |
>Faction Name: Draktar Raiders
>Faction Leader: Warchief Bonechewer
>Faction Fluff: The great storm that destroyed this land has not been kind to many. Many who lived in this region have gone mad from the twisting torment that is the world, and those who don't are forced to do unspeakable things in the name of survival. One such band of people are a Draktar raiders. Part bandits, part cannibals all crazy the Raiders make it their lives preying on those weaker than them and stealing their shit.
>Race: Human
>Color:Black, Grey, White, Red, or brown (^:
>Settlement(s):
Semi-Defensible Camp [Bedrolls] [Barren] [Favorable Terrain: x1.2]
>Population: 20 [Raiders]
>Resources:
[Food: 10]
[Water: 10/10]
+ Items: [Rusty Pipe Pistol, 1d3] x2
>Military:
Mire Painmaker Wanderer [M/F?] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Alick The Toad Wanderer [M/F?] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Broth Spinebreaker Wanderer [M/F?] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Bonus:
[Cannibals] - Your people don't think twice about consuming humanoid flesh. You may harvest slain enemy humanoids for 1 food per 2 bodies, or prisoners for 1 food each. No sane persons will join your ranks, forcing you to create or locate cannibals to recruit.
[Raiders] - You may attempt to turn NPC Raiders neutral to your forces via diplomacy, and generally cause distress in the more peaceful folk.
Settlement: "Oi ya cunt sniffers. Ya fags ave been slackin on making this place legit. I don't want the other gangs thinkin they can walk in here and fuck with us. Take the extra bones from dinner last night and make this place as fucking scary as possible.
2: "Oi toad, I want you to take sum of the boys and go over the Crin'cunts's place. Take sum torches and throw em at anything flammable let em know we ain't gonna take any bullshit from em! The Draktar don't take shit from anybody!"
3: "Brock you n me are goin huntin. Let's hit some merchants heading to the dumb ogre's place and hit em in the wallet!"
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88238a No.33035
| Rolled 41, 59, 20 = 120 (3d100) |
>>32821
>Faction Name: The Ogres Of Thunder Point
>Faction Leader: Pappy Gristlegrinder
>Faction Fluff: Tall brutes with a taste for flesh and a propensity towards savagery, only the smartest and strongest of Ogres survived the bloody years following the Scorching. Crin'tun's hegemony is an ironclad testament to this fact, but other ogre tribes managed to scrape out an existence too; Pappy Gristlegrinder and the Ogres of Thunder Point are one such example, one of the few ogre tribes remaining that -aren't- kowtowing to Crin'tun in his peninsula settlement.
The ogres of Thunder Point only begrudgingly give Crin'tun his rightful tribute for entry into the city, and still seethe over slights long forgotten. Pappy Gristlegrinder bides his time and accepts those few ogres that escape Crin'tun's iron grasp to bolster his own ranks, waiting for the day when -he- can hold the peninsula and all the entrances to the basin below.
>Race: Ogres
>Settlement(s):
Thunder Point [Bedrolls] [Barren] [Favorable Terrain: x1.2]
>Population: 20 [Smack Sticks]
>Resources:
[Food: 10]
[Water: 10/10]
>Military:
Mig-a-Mug [M] [Large Rusty Pipe, 1d5] [lvl 1] [2/2 Water]
Gor'tur [M] [Large Rusty Pipe, 1d5] [lvl 1] [2/2 Water]
Brickjaw [M] [Large Rusty Pipe, 1d5] [lvl 1] [2/2 Water]
>Bonuses: [Ogres] - Towering over most other humanoids, Ogres generally are unable to wield weapons meant for smaller creatures. As such, their weaponry is most often takes the form of clubs, made from whatever the ogre fancies to pull out of the ground. This incredible size and strength gives all Ogres a +1 in combat, and a +2 when wielding melee weapons.
[Not Easy Being Big] - Ogres are nearly incapable of stealth, and as such gain massive penalties to such actions. Their large size also means that enemies with larger ranged weapons, such as rifles, will gain an advantage against Ogres in combat.
[Little Gits are Food] - While not technically cannibals (unless they eat their fellow ogres!), Ogres can consume slain humanoid foes or prisoners for 1 food. Often, bones and all.
[Big Guts] - Ogres require large amounts of food to survive. For every 2 food consumed a turn (rounding down), Ogres consume 1 additional food. (e.x. 4 Food/turn = 2 extra consumed; 5 Food/turn = 2 extra; 6 = 3 extra; etc.)
SETTLEMENT: Thunder Point has served the ogres well. We'll see how long that lasts: scour the surrounding area and the Point itself for water sources, fertile land, et cetera.
2. Mig-a-Mug and Gor'tur are tasked with finding scrap metal, without having to delve into the city.
3. Brickjaw, Pappy's third least favorite son, has a special job: find food. Any food. Don't matter where it came from, just don't get caught taking it.
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88238a No.33036
| Rolled 1, 30, 71 = 102 (3d100) |
>>33002
Faction Name: The Storm Followers
Faction Leader: High Prophet Luzar
Faction Fluff: The Storm Followers are a band of mutants twisted by the effects of the Great Storm all gathered by the High Prophet Luzar! The High Prophet leads them forward in worship of the Great Storm! The city was the storms gift and only it’s most fervent followers would reap it’s rewards!
Race: Mutants of all races twisted by the storm
Settlement(s): Semi-Defensible Camp [Bedrolls] [Barren] [Favorable Terrain: x1.2]
Population: 20 [Unarmed]
Resources:
[Food: 10]
[Water: 10/10]
Item: [Tome of the Storm, Undecipherable]
Military:
Crusher [M] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Hrol [M] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Mazer [M] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Bonuses:
Item: [Tome of the Storm, Undecipherable]
[Mutants] - Hated by most, mutants are often shot on sight by wastelanders. Heavy malus to interactions with non-mutants.
[Religion of the Storm] - Your followers are the chosen of the storm, and need not fear the storms that twist the land. They also tend to find useful things more often.
——
[Crusher and Mazer] Crusher and Mazer are a pair of follower who are often seen together. Crusher being of amazing strength but slow of wit and Mazer being weak of Body and ample in wit. Before they joined the Storm followers they were but outcasts but under Luzar they have been shown how their mutations are gifts not curses. They search for a way deeper into the basin without have to go by the dread ogre, if not they would simply gather what they can of interest
[Hrol] Hrol was a bounty hunter a long time back before getting caught in a freak storm burst. The development of a mutation in the form of a third eye saw him cast out of any “civilized” company. He wandered a long time before joining up with the Storm Followers, though he doesn’t really buy into the religion he is glad to call somewhere home again. He has been tasked with find some better weapons to defend the camp with.
[Settlement] The Settlement works on digging a large pit so they may gather the waters of the storm
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88238a No.33039
>>33036
Give me 2d20 for that 1
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88238a No.33040
>Faction Name: Cogs Inc.
>Faction Leader: The Chairman
>Faction Fluff: Said to be a descendant of one of the great tribes of old, the Cogs, at least from a distance, would appear to be some type of mutant; their skin unnatural tones of color, their bodies ostensibly humanoid aside from their misshapen heads and distorted figures. Step closer however, and a steady look reveals their "skin" to be a mottled, synthetic substance bleached and distorted by centuries of age, their impossibly clean business suits actually exteriors of metal and rivets painted in a caricature of the masters they once served. Though their mortal leaders did not survive the apocalypse, the Cogs nevertheless remain dedicated to the old-world idea of commerce and business, and it is the dream of themselves and their leader, an inhumanly massive and ancient machine known as "The Chairman", to restore their company into a ruthless well oiled corporate machine, regardless of the fact it no longer serves a purpose after the end. (Extended Fluff: >>32827)
>Color: Beige
>Race: Cogs [Animatronic Businessmen]
>Settlement(s):
Semi-Defensible Camp [Barren] [Favorable Terrain: x1.2]
>Population: 20 [Robots]
>Resources:
[50/50 Oil]
[Bedrolls (Useless)]
>Human? Resources:
Bossbot, Flunky v1.0 [R] [Rusty Suitcase, 1d2][+2] [lvl 1] [10/10 Oil]
Lawbot, Bottom Feeder v1.0 [R] [Rusty Suitcase, 1d2][+2] [lvl 1] [10/10 Oil]
Sellbot, Cold Caller v1.0 [R] [Rusty Suitcase, 1d2][+2] [lvl 1] [10/10 Oil]
GM Fills Out:
>Bonuses:
[Well Oiled Machines] - Instead of food or water, your robots require oil to survive. Oil depletes as if it were both food AND water, and more of it will need to be located.
[Metal Machines] - All of your forces, including population, gain +2 to combat rolls. However, you may not use any weapons that are not 1-handed or over-the-shoulder due to your frames. You also are unable to recruit non-robots, as the fleshbags will fear you.
[Error 404: Blueprints Not Found] - You are unable to construct more of your kind.
https://www.youtube.com/watch?v=qHz8_rdsEqU
Near the central eastern region lied a camp unlike all the others in construction. No living soul stirred about in its grey, oddly cubicle tents, yet there were motions all the same. A large, solemn statue of marble stood in the center of the area, depicting a pretty angelic figure in an informal yet functional two-piece, a rai stone by her side and a goose at the other, followed by a small, dirtied altar at her feet. Next to this curious structure stood the shattered remains of a tenement, little more than a gutted set of walls hardly fit for the most wreched mutant, only a few dented up signs signifying what the area's purpose could once possibly be - the remains of a company town.
Within this building stood a more menacing figure of metal, depicting what was clearly an important buisnessperson, yet something was altogether off with it. The head was a few sizes too big, caricatured like it were a mask fitting over a road cone. The body too was of anatomically incorrect, painted to resemble a sharp buisness suit yet stretched out over a frame that was of inhuman proportions including overly broad shoulders. This second structure was not a statue at all, but the paralyzed form of the self-apointed Chairman, who had been dragged to his current position by what few subordinates he could muster. In front of him stood a short humanoid wearing a thick pair of glasses, quivering and subdued by his superior in spite of the latter's apparent immobility, speaking in a fittingly submissive tone.
"I have ran a rollcall of all our active employed, Boss. Current figures are…remarkably below company standards: our closest HQ is unrecognizable, the Cashbot department has been gutted and no units of that model line remain online, our fuel supplies remain dangerously low, and potential customers seem to be spurned by our quote "freak" unqoute appearance. Worst of all, our stocks no longer mean anything in this post-apocalyptic environment, and from second-hand accounts the natives occupying this region do not appear to partake in a free market economic system."
The Chairman's head swiveled to meet the dimunitive lacky before him, a permanent frown afixed onto his dirt-caked face as motors and gears whined in a futile effort to properly represent his disappointment in motion, his voice nevertheless remaining authorative and collected.
"I see. Call our remaining employees for a meeting, these most unusual circumstances call for a realignment of interests. You are dismissed."
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88238a No.33041
| Rolled 64, 13, 80, 61 = 218 (4d100) |
>>33040
1. [Settlement-Wide] "In compliance with the new modus operandi drafted up by the Chairmen, the Cashbot department of our company shall be reinstated. You there, you are the new CFO - or will be if you can prove your worth to me. Ready yourself for buisness!" [Converting x1 Robot into Wanderer.]
2/3/4. [Flunky] [Bottom Feeder] [Cold Caller] "Through calculation of your serial numbers, you are through fortune and circumstance the highest-ranked functional units of your respective departments. Our current priorities entail a ready source of fuel from which to remain in operational conditon: we are entering the petrolium industry, and without any competition or federal oversight to hamper us! Fulfil these basic tasks successfully and I shall have you promoted into my new chief executives. Fail and suffer imminent termination - of employment. Get back to work!" [Sending out HR to search for possible oil and/or oil deposits.]
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88238a No.33064
| Rolled 4, 8 = 12 (2d20) |
>>33039
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88238a No.33347
| Rolled 3, 76, 36 = 115 (3d100) |
>Faction Name: Warchief Skullsmasher
>Faction Leader: Brax "Skullsmasher"
>Faction Fluff: Brax and a few other men were but a few lonesome raiders eeking out a living in the ruined world. There used to be more but they died on the way. One day Brax and two other mmen came into a glowing forest where they found several mutant women, who looked like they were part tree, and had mutant powers over plants. He and his men stole these women and took them for themselves as slaves, and used thier powers over plants to their advantage. Over years gathered more raiders and bandits interested in pretty mutant women, "Dryads" they called em, if they birthed a girl they planted it into the ground and it grew into another, if they birthed a boy it was just another human. After killed a guy using a giant wooden club, he became known as Warchief Skullsmasher.
>Race: Humans/Mutants
>Settlement(s):
Semi-Defensible Camp [Bedrolls] [Barren] [Favorable Terrain: x1.2]
>Population: 20 [Unarmed]
>Resources:
[Food: 10]
[Water: 10/10]
>Military:
Unnamed Wanderer [M/F?] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Unnamed Wanderer [M/F?] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Unnamed Wanderer [M/F?] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
GM Fills Out:
+Bonus:
+ Population: 5 Slaves [Dryad]
+ Items: [ZzZap Stick, 1d4]
[Slavers] - Your men know the value of slaves, and suffer no penalties for attempting to capture slaves during combat, so long as they have superior numbers. Slaves sell for more to NPCs, and you generally have less issues with slaves attempting to escape or rebel.
[Raiders] - You may attempt to turn NPC Raiders neutral to your forces via diplomacy, and generally cause distress in the more peaceful folk
1-2. One of the first things we need to do is find a proper place to live. Not this place for sure, let's see if we can't find that place with the glow in the dark plant life. MIght be some good eats there.
3. Let's see if any of our population is good wanderer material.
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88238a No.33348
| Rolled 1 (1d20) |
>>33347
Rolling cause you said so Generic
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88238a No.33349
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88238a No.33353
>>33347
>Skullsmasher
1. Unnamed Wanderer #1 ventures to the South-West and vanishes. Some wonder if he should be left to the wastes, or a search mounted.
-1 Unnamed Wanderer
2. Unnamed Wanderers #2 & #3 venture to the East of camp. They stumble across what seems to have once been a trade caravan, or perhaps a group that just happened to have pack beetles. Most of their things have been taken or torn to shreds by wasteland critters, but the wanderers manage to break up some of the more usable beetle corpses into usable chitin chunks, and even find a pipe rifle that someone didn't pick up earlier.
+[3 Rad-Beetle Chitin Plates] [Sandy Pipe Rifle, 1d6]
3. Few seem willing to wander the wastes after one of your own seems to vanish…
>>33023
>Holy Order
1. A rather minor retelling of the Legend of Pure Water and Houses of Green turns into a worrying debate, as some of the expedition claim Sister Althea is a heretic for suggesting that Houses of Green once needed no soil, only water! Camp quickly turns into a rather messy philosophical fight.
-5 to next settlement roll
2. Knight Oceanius' attention is drawn to the South-East, where the land seems to descend between two rocky outcroppings. Bravely, he ventures forward alone toward something in the distance. Across the dunes lies a massive, yet low structure. His instincts to avoid approaching are proven correct shortly after he spots the structure, as several figures soon approach, dragging another that clearly does not belong. Oceanius looks away as the occupants hoist what he believes to be a man up by their feet and begin preparing him for a meal.
Oceanius notices a strange glint beside him, and after a moment reveals a long dead skeleton in strange, rotted garb. He takes the few items still held by the skeleton, then steels himself for the journey back to camp. The others must be warned!
+[Sandy Bolt-Action Rifle, 1d8] [Good Knife, 1d3] [Binoculars]
+Oceanius: [Lone Wanderer]
+Discovered: Large Ruin [Raiders!] [Fortress] [??? Qualities]
3. Scruffitius searches for signs of water, but has little luck in his goal. He believes he has located a ravine that descends to the basin rumored to hold the ruins, though! To the North-East of camp, he even spots a small ruin among the dunes of the wasteland.
+Discovered: Small, Broken Ruin [Barren] [Cramped Shelter]
4. Knight Gawain manages to find some good in the misfortune of others. A tamed Rad-Beetle loaded with food is wandering the wastes West of Camp, and a small amount of water and food has the creature following Gawain!
+Tamed Rad-Beetle [Saddle-Bag] [Armored] [Companion] (Counts toward population for food consumption)
+2 Food
>>33028
>Rudolf's Roses
1. What tents your people possess are already up, and this damned sand fills in everything you attempt to dig! Without Materials, you have no luck building anything, and a whole lot of nothing gets done!
2. Sergeant Hermann scours the area for supplies, but the wastelands refuse to surrender any. Eventually Hermann does locate a tool after displacing part of a dune. It appears to be a very good shovel, and almost seems to cut right through any soil the Sergeant can drive it into!
+ [Mono Shovel, 1d5]
3. The Cpl and PFC manage to spot a few points of interest. Due North is a small, twisted ruin. To the East, another small ruin seems to guard the start of a valley. Both sites have a handful of Rad-Roaches crawling about them.
+Discovered: Small, Twisted Ruin [Rad-Roaches] [Barren] [Cramped Shelter] [Unsound] (North)
+Discovered: Small, Twisted Ruin [Rad-Roaches] [Barren] [Cramped Shelter]
>>33015
>Sturnguen Clan
1. With no materials and the damned wandering sands of these wastes poorly suited for excavation, the Clan makes no progress.
2. Your wanderers explore the wastes East of your camp and spot a small ruin twisted by the region's storms. While not large enough to provide the clan with living space, this site could provide limited shelter and resources as the clan moves toward the city. Jor even locates a small stash of food within the site.
+1 Food
+Discovered: Small, Twisted Ruin [Barren] [Cramped Shelter] [Unsound]
>>33016
>Lozenso Enclave
1-3. The wastelands can be a cruel place, and the Lozenso Enclave finds little in the way of food and supplies as it moves. However, they also do not find danger or death. If this luck bodes ill or favorable, only the wastelands know.
>DO NOT POST
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88238a No.33360
>>33353
*GM Note
The first few turns I'll be doing tweaks to the tables I've got for loot and site generation. Shoot me a PM in the IRC if you think there is a major difference for a similar roll/action between you and someone else. I may have tried to fix something mid-turn and not applied it retroactively.
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88238a No.33367
| Rolled 19, 43 = 62 (2d100) |
>>33353
Faction Name: 96th United Sweysian Company, Eleventh Battalion, Third Brigade - 'Rudolf's Roses'
Faction Leader: Major John Rudolf XVII
Faction Fluff: Legend holds that the great city of the invulnerable Third Brigade is still somewhere within these wastelands, the ancestral home and spiritual progenitor of all the men and women of the 96th. It is said that the Most Commanding Officer issued a command to the first Rudolf, demanding he take control of the city or die trying. His men, the men and women of the 96th, have been fighting tooth and nail for that cause ever since. It's taken a great toll on them, mind and body, with a measly twenty-four bodies total in the ninety-sixth - barely over a fourth of the eighty men the company is supposed to contain. It's to be expected when one fights as much as the 96th does, in the eternal struggle to get a stable foothold over the denizens of the Storm Ruins. After a confrontation with a fresh band of raiders, the 96th were again forced to abandon their base, retreating in a battle that cost the life of John Rudolf XVI and two other soldiers. Major John Rudolf XVII, formerly Lieutenant Olav Grotsk, is a fresh new mind, stating firmly that the 96th would not take one step back lest they found the mystical City of the Third itself - the ruins they'd taken were highly defensible, with multiple defensive positions across a single entrance, with good soil and space. Volunteers and drifters can only do so much, and more losses, Rudolf understood, would end the 96th for good. It was time to step up and accomplish the task that Rudolf the First worked so hard to attain, or to give a fitting end the long-standing tale and hardlined traditions of the Ninety-Sixth. But what the Major refused to accept was a wasting death.
Race: Nonspecific, mostly Human
Settlement(s):
- Semi-Defensible Camp [Bedrolls] [Barren] [Favorable Terrain: x1.2] (Population: 20 [Unarmed])
Resources:
- [Food: 10]
- [Water: 10/10]
Military:
- Assault Sergeant Hermann Christ [M] [Heirloom Slug Pistol, 1d5] [lvl 1] [2/2 Water]
- Corporal Justin Schneijder [M] [Mono Shovel, 1d5] [lvl 1] [2/2 Water]
- PFC Brooke Nordskov [F] [Rusty Pipe, 1d2] [lvl 1] [Old Binoculars] [2/2 Water]
Equipment: [Rusty Pipe, 1d2]
Bonus: [Order in the Wastes] - The legacies of your forebears still linger, granting your Faction a minor bonus to combat actions, wanderer/guard recruitment and movement in general. On down side, failed rolls to recruit wanderers/guards from your population may result in dishonorable discharges or AWOL recruits.
SETTLEMENT ACTION: Damnable sand. We should be ready to move if a better spot pops up; I don't like how unyielding this soil is. But when has some worthless dirt ever stopped RUDOLF'S ROSES, EH!? Put some backbone into it, you lazy saps! Someone get Engineer Richards over here to draw up some defenses that work around this sand, or else we'll be sitting ducks out here!
2. Good work, all three of you - a productive day out there in the wastes. Group together under Sergeant Hermann and move to clear out the Northern ruin. Clean it of supplies and bring them back to base, and once it's totally free of radroach infestation and any useful supplies, draft me up a report on its suitability as a shelter over our current location. GET TO IT, SOLDIERS.
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88238a No.33368
>>33367
GOD FUCKING DAMN SAND
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88238a No.33390
>>33367
>>33368
I'm not even going to penalize you, as the sand does this for me.
>CONTINUED DO NOT POST
>DO NOT POST
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88238a No.33455
>>33006
>Mechanists
1. The Barren wastes of your temporary encampment are ill-suited to farming, and you've no real knowledge of how to even grow things, let alone seeds. Someone does locate what is left of an unfortunate soul, and your people claim what food survived.
+1 Food
2. Lord Mechanist Wrenchy climbs the broken lands north of the encampment, but only finds an impressive view of the city below. There is no way for your people to descend the cliffs into the city below. Unless you don't mind a rather long last step.
3. Dr Bolts follows the land's natural slope down into the city's basin, though it takes her South-West. As she reaches the end of the canyon, she discovers a rather friendly group of Crin'tun's goons have set up a checkpoint. They guard a well that all can use, but to pass out of the city you'll have to offer tribute to Crin'tun. In all, Bolts counts a mixture of 12 guards and an Ogre, and a half dozen unaffiliated wanderers nearby at any given time.
+Refilled Water
+Contact with 'Karl Grimwatch'
4.
>See Combat Phase post!
>>33035
>Thunder Point
1. The wastelands surrounding the city are just that, wastelands. The shifting sands offer neither water nor living plants. A long dead tree of some sort is located among the dunes, and dragged back to camp. It isn't good for much besides burning or using as a barricade against smaller foes, however.
+2 Wood
2. Mig-a-Mug and Gor'tur avoid the switchback below Thunder Point, leading into the city. Crin'tun's goons control the path and would demand tribute upon their return. The wastelands South of camp are barren of scrap metal, but the pair of ogres locate a small ruin among the sands. Mig-a-Mug thinks that the small trader caravan's members are sleeping, but soon discovers that the smaller humanoids are dead and what is left of them spoiled in the harsh sun. Judging by the looks of them, this group was killed and butchered recently.
+Discovered: Small Ruin [Barren]
3.
>See Combat Phase Post!
>>33030
>Draktar Raiders
1. The few bones and skulls from your last humanoid meal are lashed together around camp, making it clear that you're cannibals! Let all be warned!
+ [Cannibal Totems] to Settlement
2. Toad heads off toward Crin'tun's place, looking for some supplies for torches.
3.
>See Combat Phase Post!
>>33019
>Nifid Oligarchy
1. With no material and only barren wastes around camp, no shelters are made. At least the weather is good, though.
2. Scott searches the wastes South-West of camp. Nothing stands out, until he comes across a pair of long dead wastelanders. Among their things, he finds some supplies and signs that wasteland wildlife had likely killed them.
+1 Food
3.
>See Combat Phase post!
>When Wanderers are acting as a group, roll once for the group as a whole during normal turns.
>Cont DO NOT POST
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88238a No.33569
>>33027
>Longtail Expedition
1. Sharpclaw heads North, scouting the area…
>See Combat Phase post!
2.
Deadeye wanders to the North-West, searching for water. The wastelands are mostly full of nothing, and a ridge forces her further to the West. Though she does not find water, Deadeye does stumble across a skeleton in the dunes. The poor soul seems to have been picked clean by animals, but the odd helmet and empty metal canteen find their new home among Deadeye's things.
+[Sandy Pith Helmet], [+2 to Maximum Water Capacity]
3. Jordan sets off to the North-East…
>See Combat Phase post!
4. Try as they might, the Kinfolk are unable to build structures out of thin air. There are grumbles about Longtail's leadership…
-5 to next turn's Settlement Action
>>33029
>Sanguine
1. To the West the three travel, in search of the Chalice. The wastes are harsh, but the rocky ridge to the South of their path keeps the worst of the dunes at bay. Further in the distance, the trio spy something unnatural. A strange, skeletal construct seems to rise from the ridge to their North West, jutting out over the Northern side. Still far beyond their reach, the Priest suggests that this is a sign from the heavens and must be investigated! Acolyte believes he spotted figures moving about the distant site, and urges caution.
+Discovered: [???]
2. With nothing but sand and the barren stocks of the camp, the Sanguine set to work. When the Prophet returns from his meditations, he discovers strange, low hovels have been built! With no supplies, the Sanguine ingeniously turned to what they could produce themselves, mixed it with water and the abundant sand, and crafted shelters. Amazing!
+[Dungy Shelters]
-4 Water
>>33036
>Storm Followers
1. Crusher and Mazer venture to the East…
>See Combat Phase post!
2. Hrol ventures South-West, but finds nothing among the sandy dunes.
3. The Storm Followers remove the sand from atop a rather large rock, revealing a crude pit to collect rain water!
+ [Crude Collection Pit: +10 Settlement Water Cap]
>>33040
>Cogs
1. A new Wanderer is recruited!
- 1 population
Unnamed Bot [R] [Unarmed] [+2] [lvl 1] [10/10 Oil]
2. Flunky heads North…
>See Combat Phase post!
3. Bottom Feeder scours the dunes to the West, coming upon a great ridge that plummets into the valley below! A crumbling ruin guards the way, with an old tower still standing beside it. The view from up there would certainly be quite good. There are some organic odds and ends that could be boiled for crude oils.
+ 2 [unrefined organics]
+Discovered: Crumbling Ruin [Barren] [Vantage Point] [Crumbling Shelter]
4.
Cold Caller explores the South, finding an ancient humanoid robot that does not seem to be powered. While not a proper Cog, there must be some use for this bot.
+ [Unpowered, Sandy Humanoid Robot]
>CONT DO NOT POST
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88238a No.33570
>>33026
>Hunters
1. Little gets done in camp as the tribe swap stories of great hunts! The excitement isn't very productive.
2. Leviathan and Tink scout the South-West. While the shifting sands quickly erase beast track, a few signs of rad-beetles and rad-scorpions are spotted. As they near a great, rocky ridge, the pair of hunters spy a crumbling ruin and a rather large rad scorpion that seems to be building a nest in the structure. The creature could be hunted now, and the ruin claimed, or the tribe could leave the beast to nest and possibly enlarge the ruin.
+Discovered: Crumbling Ruin [Barren] [Defensible Terrain] [Crumbling Shelter] [Large Rad-Scorpion]
3. Walker scouts the North-East. Endless sand dunes are broken by a rocky ridge in the distance. A Rad-Beetle carcass rests among the dunes, and Walker harvests the useful chitin plates of the creature's back. He should probably bring these back to the tribe.
+[2 Rad-Beetle Chitin Plates]
>>33021
>Arnad Elves
1. While Elves may almost be considered naturally talented with plants, the barren wastes and lack of things to actually plant thwart your decree to start a farm. Someone does find a bit of extra food in an unused bedroll, however.
+1 Food
2. Rochion investigates the North-East side of the broken ridge. There seems to be nothing of note, until Rochion spots an Iron-Strand Beetle following him. Knee-high and with a sand-worn carapace, the creature doesn't seem hostile.
+Iron-Strand Beetle [+.1 Iron-Strand Silk/turn if added to a settlement as 'population'] (counts toward your food consumption per turn]
3. Glichon and Lennil investigate the broken ridge North of camp. A broken structure is twisted into the outcropping, positioned poorly for defense but still solid enough to provide shelter. The wastelands are still barren, and the site is farther from the city to the South. Rad Roaches can be seen moving about the site, perhaps a half dozen of them.
+Discovered: Broken Ruin [Barren] [Shelter] [Unfavorable Terrain] [Rad Roach Infestation]
>>33022
> WhiteDeath
1. Squabbles among the tribe cripple recruitment efforts.
2. Ashan and Bazhontas travel north from camp…
>See Combat Phase post!
3. Rand runs and runs toward the West, coming upon a great ridge of stone and sand. Below, the great ruin of the city! Beyond what Rand could see, and beyond where he could run! What was that?
>See Combat Phase post!
>When Wanderers are acting as a group, roll once for the group as a whole during normal turns.
>>33009
>Grimwatch
1. Karl and Rivet locate a small shortcut into the canyon North of camp, and follow it down toward the city. As they reach the end of the canyon, they discover a rather friendly group of Crin'tun's goons have set up a checkpoint. They guard a well that all can use, but to pass out of the city you'll have to offer tribute to Crin'tun. Karl counts a mixture of 12 guards and an Ogre, and a half dozen unaffiliated wanderers nearby at any given time. A rather strange wanderer also seems to be present, by the name of 'Dr. Bolts'. What an odd first name.
+ Water Refilled
+Contact with 'Mechanists' Dr. Bolts
2.
>See Combat Phase Post!
3. The settlement gets little done, as the number of strangers passing by your encampment put them on edge.
>CONT DO NOT POST
>Please verify that you have been updated at this point, and contact me on IRC if you have been missed.
>CONT DO NOT POST
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88238a No.33572
>Combat Phase!
Please provide at least a brief description of your character's combat actions (Fight, Flee, Capture Enemies, Sacrifice X so others can flee, etc)
>Skullsmasher
No Combat
>Holy Order
No Combat
>Rudolf's Roses
No Combat
>Sturnguen Clan
No Combat
>Lozenso Enclave
No Combat
>Mechanists
4.
Dr Sparks curses the damned sands. It was getting into EVERYTHING, even his water. He barely had time to register the pair of Rad-Roaches that were flying at him!
Opponents: [Rad-Roach, .5][Rad-Roach, .5]; [Ambush!: x1.2]
>Thunder Point
3.
Brickjaw finds food! Unfortunately that food is still alive and possessess a rather nasty sting! Should the ogre withdraw, it is unlikely the tasty scorpion will give chase to the larger creature.
Opponents: [Small Rad-Scorpion, 1d5] [Venemous][Armored]
>Draktar Raiders
3. Mire and Brock head out in search of a caravan to raid! As they wait for a caravan to wander into their ambush point, they find themselves spotted! They could likely withdraw without being spotted, or press their attack against an alert target.
Opponents: [Trader, Blade: 1d2] [Guard, Blade: 1d2]
>Nifid Oligarchy
3.
Suzy and Cale stumble upon a pair of humans picking over a prone humanoid's things. The pair are dressed like bandits, but it wouldn't be the first time innocents had worn such clothing simply to survive. One of them seems to have noticed the pair, and shouts. "Fuck off! This murdering fuck is getting what he deserves! Turn around and fuck off!"
Suzy and Cale could disengage without incident, or attack.
Opponents: [Wastelander, Pipe: 1d2][Wastelander, Pipe: 1d2]
>Longtail Expedition
1. Sharpclaw realizes too late that he has stumbled into an ambush! "Take 't alive! Crin'tun'll pay nicely for 'is ears!"
Opponents: [Slaver, Club: 1d2] [Slaver, Club: 1d2] [Ambush: x1.2] [Capture Alive]
3. Jordan tracks a rather large Rad-Roach through the dunes, intent to add the creature to the KinFolk's supplies. Cresting a sand dune, he finds himself unexpectedly caught in a sand-slide! With a start, Jordan sees his prey charging at him!
Opponent: [Large Rad-Roach: 1]
>Sanguine
No Combat
>Storm Followers
1. Crusher and Mazer stumble across a rather irrate Rad-Scorpion! In moments, it is upon them!
Opponents: [Small Rad-Scorpion, 1d5] [Venemous] [Armored] [Ambush: x1.2]
>Cogs
2. Flunky notes a bullet whiz by! A bandit is attacking this unit!
Opponents: [Bandit, Pistol: 1d3] [Range Advantage: +1]
>Hunters
No Combat
>Arnad Elves
No Combat
> WhiteDeath
2. Ashan and Bazhontas travel north from camp…
Three Rad-Roaches have noticed the pair, and seem intent to make them a meal!
Opponents: [Rad-Roach, .5] [Rad-Roach, .5] ] [Rad-Roach, .5]
3.
Rand crawls among the rocks, slowly reaching the commotion that had startled him! A pair of young Rad-Mutts have cornered a Rad-Beetle. A third Rad-Mutt lies dead, while the Beetle appears to be wounded. A broken set of straps still cling to the Beetle's carapace. Rand could leave without incident, or put himself in danger to provide the tribe with food!
Rad-Mutts: [Young Rad-Mutt: 1d2] [Young Rad-Mutt: 1d2]
Rad-Beetle: [Rad-Beetle: 1d4] [Armored] [Wounded]
>Grimwatch
2.
Marcus is exploring the edges of the rocky outcropping just South of camp when he hears a fight! A group of bandits are attacking a small caravan headed toward the Grimwatch Camp and Crin'tun's fortress. Marcus could easily avoid the combat and retreat back to camp, or he could choose to aid either side with a hefty advantage to his effort.
Marcus: [Flanking: x1.2][The Cavalry: x1.2]
Bandits: [Bandit, Pipe: 1d2] [Bandit, Pipe: 1d2] [Bandit, Pistol: 1d3]; [Ambush: x1.2]
Caravan: [Trader, Unarmed: 1] [Trader, Pistol: 1d2] [Guard, Pistol: 1d3+1]
>COMBAT POSTS ONLY
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88238a No.33573
| Rolled 99, 86, 95 = 280 (3d100) |
>>33455
>>Faction Name: Draktar Raiders
>>Faction Leader: Warchief Bonechewer
>>Faction Fluff: The great storm that destroyed this land has not been kind to many. Many who lived in this region have gone mad from the twisting torment that is the world, and those who don't are forced to do unspeakable things in the name of survival. One such band of people are a Draktar raiders. Part bandits, part cannibals all crazy the Raiders make it their lives preying on those weaker than them and stealing their shit.
>>Race: Human
>>Color:Black, Grey, White, Red, or brown (^:
>>Settlement(s):
>Semi-Defensible Camp [Bedrolls] [Barren] [Favorable Terrain: x1.2]
>>Population: 20 [Raiders]
>>Resources:
>[Food: 10]
>[Water: 10/10]
>+ Items: [Rusty Pipe Pistol, 1d3] x2
>>Military:
>Mire Painmaker Wanderer [M/F?] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
>Alick The Toad Wanderer [M/F?] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
>Broth Spinebreaker Wanderer [M/F?] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
>
>Bonus:
>[Cannibals] - Your people don't think twice about consuming humanoid flesh. You may harvest slain enemy humanoids for 1 food per 2 bodies, or prisoners for 1 food each. No sane persons will join your ranks, forcing you to create or locate cannibals to recruit.
>[Raiders] - You may attempt to turn NPC Raiders neutral to your forces via diplomacy, and generally cause distress in the more peaceful folk.
1: "Oi get them torches ready already. Before I make them myself and shove em up your ass."
2: "Run away? WHAT ARE WE COWARDS? RAWWWWW"
Attack the traders
3: "Go out hunting boys. Don't care what kind of meat you find just find something good"
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88238a No.33574
>>33573
Thank you for a lovely example of what IS NOT A COMBAT POST, Glits.
Do not pass go, do not get awesome rolls counted!
>COMBAT POSTS ONLY
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88238a No.33576
| Rolled 2 (1d2) |
>>33572
Marcus Hillstrum [M] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Marcus [Flanking: x1.2][The Cavalry: x1.2]
Marcus cracks the bandit with the pistol over the back of the head with his Pipe.
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88238a No.33577
| Rolled 86 (1d100) |
>>33572
Suzy Derkins [F] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Cale Hobbes [M] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Rush them, and apprehend the two! We must rescue their victim, and then we can give them all a proper trial once we drag them back to camp!
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88238a No.33578
| Rolled 2, 2 = 4 (2d2) |
>>33577
There's no rules on what a "combat post" is, btw. Sorry about the wrong dice roll. Hope this fixes everything.
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88238a No.33580
| Rolled 2 (1d2) |
>>33572
Dr Sparks Wanderer [M] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Bugs? BUGS! Stinking bugs always causing trouble.
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88238a No.33581
| Rolled 1, 2, 1, 2, 2 = 8 (5d2) |
>>33576
Oh god I shouldn't have mixed dice rolls. I regret everything!
Bandits 1, 2 ; Trader 3.
>>33577
>>33578
Wastelander 4, 5
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88238a No.33582
| Rolled 1, 1 = 2 (2d3) |
>>33578
Yeah, I'm stumbling through the combat. But thankfully people seem to be getting that you roll your wanderer's weapon die.
And no missed actions due to combat! (unless you die)
>>33576
and the d3's
Bandit 1, Guard 2
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88238a No.33583
>>33582
>>33581
>>33576
Bandits: 1+2+1 = 4*1.2 = 4.8
Caravan: 1+1+2 = 4
Marcus: 2*1.44 = 2.88
Caravan + Marcus = 6.88 vs Bandits = 4.8
The bandits' ambush is sloppy, and Marcus' arrival quickly turns the tide as he bashes the pistol-armed bandit's skull open. Though one of the bandits escapes, only one of the traders is injured.
Marcus quickly claims what little his kill had.
+ [Rusty Pipe Pistol, 1d3]
+ 1 Food
+ 5 Shards [Currency]
Marcus: +[Exp: 4]
The traders are thankful for the assistance, and decide to return to the Grimwatch camp with Marcus instead of camp in the wastes for the night.
[Travelers are visiting the Grimwatch Camp next turn!]
>Combat Resolved!
>>33580
Roaches = 1.2 vs Sparks = 2
Dr Sparks dives out of the path of the Rad-Roaches, then applies RUSTY PIPE to the problem.
Rad-Roach may not be the tastiest thing, but waste not in the wasteland.
+1 Food
Sparks: +[Exp: 4]
>>33578
>>33581
Wastelanders: 4 vs Nifid: 4
All four combatants circle, seeking an advantage over the other side. When they finally clash, pipe meets pipe and everyone yells like some sort of rad monkey fight.
In the end, neither side manages to bring down an opponent, but both sides manage to take a beating. The Wastelanders deliver a vicious blow to the murderer's head before retreating under the cover of a barrage of curses.
Suzy and Cale find themselves with a corpse and battered bodies and egos.
+ [Canteen: 1/2 Water]
Suzy & Cale: +[Exp: 2] (apply to each of them); [Wounded]
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88238a No.33584
| Rolled 2 + 2 (1d2) |
>>33572
https://www.youtube.com/watch?v=R5kGR_dbqPI
"You're going to look good on my resume."
Undaunted, the Flunky methodically closes into the bandit, ducking and weaving in order to make locking onto it less than trivial.
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88238a No.33587
>>33572
>Combat Posts ONLY
We'll move to the next turn proper late Monday night, EST.
Anyone that has not posted combat actions/rolls by then will forfeit the rolls associated with any involved Wanderers.
I'm trying to prevent combat being a punishment due to lost actions, but that can't be allowed to slow the game further than I do already.
>Combat Posts Only!
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88238a No.33602
| Rolled 1, 2 = 3 (2d2) |
>>33572
Crusher attacks head on while Mazer flanks it trying to cut off it's tail.
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88238a No.33611
| Rolled 2 (1d3) |
>>33584
Bandit
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88238a No.33612
| Rolled 2 (1d5) |
>>33602
Rather irate rad scorpion
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88238a No.33614
| Rolled 2 + 3 (1d5) |
>>33587
Brickjaw goes for breaking the tail and bashing the scorpion's head in once the stinger is nice and safe.
Brickjaw [M] [Large Rusty Pipe, 1d5] [lvl 1] [2/2 Water]
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88238a No.33615
| Rolled 4 (1d5) |
>>33614
Rad Scorpion
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88238a No.33621
| Rolled 1, 2 = 3 (2d2) |
>>33572
Rolling
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88238a No.33626
| Rolled 1, 2, 2 = 5 (3d2) |
>>33572
1-2. Ashchan and Bazhontas both engage the Rad-Roaches using their experience to make swift work of the resistant critters. +1 for [Venomous]
3. Rand will attack! Food for the Bazboops will be plentyful this day! + 1 for [Venomous]
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88238a No.33684
| Rolled 31, 48 = 79 (2d100) |
-Faction Name: The Sanguine
-Faction Leader: The Savior, He Who Shall Give His Flesh and Blood
-Faction Color: Flesh
-Faction Fluff: “We were born incomplete, and only through the flesh and blood of another will we reach heaven,” said The Savior to his disciples, a crown of barbed wire wrapped around his head. Where it pierced his flesh, infection had clearly set in. He was a frail older male, bald and wrinkled. Age had not treated him kindly. He had lead The Sanguine for years now and had seen followers come and seen them go, and while The Sanguine was in decline, The Savior did not give up on them. He knew that they would only receive salvation when The Chalice was found and filled with his blood, for he was God’s son.
The Sanguine were born to a world that did not want them, and they resented it for that. They were raised by The Savior to know only one thing, “Consume thine enemies if you wish to ascend.” So they consumed, and they grew. It was then that The Savior imparted a new revelation unto The Sanguine: If they were to reach heaven, they must drink of his divine blood from a Holy Chalice, lost to the wasteland. The Savior warns that should they fail, they would be cast back to the wasteland, reborn, forced to suffer further.
-Race: Human
-Settlements:
+Semi-Defensible Camp [Bedrolls] [Barren] [Favorable Terrain: x1.2]
-Population: 20 [Unarmed]
-Resources:
+[Food: 10]
+[Water: 6/10]
-Military:
+Sanguine Priest [M] [Ritual Dagger, 1d3] [Lvl: 1] [2/2 Water]
+Sanguine Nun [F] [Rusty Pipe, 1d2] [Lvl: 1] [2/2 Water]
+Sanguine Acolyte [M] [Rusty Pipe, 1d2] [Lvl: 1] [2/2 Water]
-Item:
+[Rusty Pipe, 1d2]
-Bonus:
+[Cannibals] - Your people don't think twice about consuming humanoid flesh. You may harvest slain enemy humanoids for 1 food per 2 bodies, or prisoners for 1 food each. No sane persons will join your ranks, forcing you to create or locate cannibals to recruit.
+[Consume Thine Foes] - Your cult can take no prisoners from enemies that resisted your attack, or that attacked you. Your Wanderers gain additional exp if they consume the food generated by cannibalizing slain foes, rather than adding it to your stocks. (only whole food units may be consumed for exp)
+[Cannibal Zealots] - Your people are immune to religious conversion, and gain a major bonus against infiltration.
+Discovered: [???]
+[Dungy Shelters]
1. Investigate [???].
2. See about finding water in the area. The settlers seem to have expended most of their supply.
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88238a No.33687
| Rolled 2, 2 = 4 (2d2) |
>>33584
3 vs 4 (Flunky)
Flunky's chassis gains a few new dents as the Bandit desperately attempts to bring the Cog down. With a prolonged series of blows, the bandit is added to Flunky's resume. In blood.
+ [Bloody Pipe Pistol, 1d3] [1 unrefined organics]
Flunky: +[Exp: 4]
>Combat Resolved!
>>33602
>>33612
2 x 1.2 = 2.4
2.4 (Scorpion) vs 3 (Storm)
Crusher and Mazer work as a team to flank the beast, Mazer attempting to flank the scorpion and cut off it's tail!
Assailed more by the annoyance of the pipes rather than their effectiveness against it's [Armored] carapace, the scorpion is driven off after delivering a sting to Crusher's arm. Mazer finds himself in the wastes with a quickly sickening companion, and a scorpion that most certainly will be back.
Crusher: +[2 Exp], [ill, Degrading]
Mazer: +[2 Exp]
>Combat Resolved?
>>33614
>>33615
4 vs 5 (Brickjaw)
Brickjaw's mighty, crushing blows bring the Scorpion low, crushing the [Armored] carapace. But the critter's carapaced stinger and tail still twitched with life when Brickjaw made to claim his prize, delivering a rather painful act of final defiance.
+4 Food
Brickjaw: +[5 Exp], [ill, Stable]
>Combat Resolved!
>>33626
Rad Mutts, 1 & 2
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88238a No.33688
| Rolled 2 (1d4) |
>>33626
>>33687
Beetle
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88238a No.33689
| Rolled 1, 2 = 3 (2d2) |
>>33621
Right, need to roll for your combat.
Trader, Guard
>>33626
>>33688
>Ash & Baz: 5 vs 1.5
Ash & Baz make short work of the Rad Roaches! Foolish creatures underestimated the power of the tribe!
+2 Food
Ash: +[3 Exp]
Baz: +[3 Exp]
>Combat Resolved!
>Mutts: 4
>Beetle: 2*.75 = 1.5
>Rand: 3
The Rad-Beetle fights for its life, but can not overcome the Mutts that bite into it's legs. Worse still, Rand leaps upon the beetle's back and bites into an exposed joint!
As the Beetle dies, the Rad-Mutts growl at the tribe member standing upon it's carapace. Will the victors now battle over the spoils?
Rand: +[5 Exp]
>Combat Resolved?
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88238a No.33690
| Rolled 90 (1d100) |
>>33621
>>33689
3 vs 3
Mire and Brock whoop and holler as they charge! The fight quickly turns into a protracted affair as neither side can gain an advantage. Eventually, both sides are simply battered and exhausted, and the Draktar Raiders retreat under the cover of a barrage of curses.
Mire & Brock: +[2 Exp], [Wounded]
>Combat Resolved?
>As Longtail Expedition has not posted combat actions or rolls, neither Sharpclaw or Jordan may take wanderer actions this turn.
>POST NORMAL TURNS!
World roll
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88238a No.33691
| Rolled 70, 17, 88 = 175 (3d100) |
>>33687
Faction Name: The Storm Followers
Faction Leader: High Prophet Luzar
Faction Fluff: The Storm Followers are a band of mutants twisted by the effects of the Great Storm all gathered by the High Prophet Luzar! The High Prophet leads them forward in worship of the Great Storm! The city was the storms gift and only it’s most fervent followers would reap it’s rewards!
Race: Mutants of all races twisted by the storm
Settlement(s): Semi-Defensible Camp [Bedrolls] [Barren][Crude Collection Pit] [Favorable Terrain: x1.2]
Population: 20 [Unarmed]
Resources:
[Food: 10]
[Water: 20/20]
Item: [Tome of the Storm, Undecipherable]
Military:
Crusher [M] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Hrol [M] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Mazer [M] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Bonuses:
Item: [Tome of the Storm, Undecipherable]
[Mutants] - Hated by most, mutants are often shot on sight by wastelanders. Heavy malus to interactions with non-mutants.
[Religion of the Storm] - Your followers are the chosen of the storm, and need not fear the storms that twist the land. They also tend to find useful things more often.
——
[Crusher and Mazer] Mazer shall suck the poison from Crushers wound and then begin looking from somewhere to rest.
[Hrol] Shall continue his search for interesting things and a way deeper into the crater.
[Settlement]
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88238a No.33692
>>33691
[Settlement] Is to begin building fortifications around the camp.
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88238a No.33693
| Rolled 5, 46, 26 = 77 (3d100) |
>>33570
>Faction Name: Bazboops meaning: "Those who walk in the Shadow of the Ancients"
>Faction Leader: Ashan meaning: "He who speaks for his People"
>Faction Fluff:
It's a long story.
>Race: Bazboops
>Settlement(s):
Semi-Defensible Camp [Bedrolls] [Barren] [Favorable Terrain: x1.2]
>Population: 20 [Unarmed]
>Total Population: 23
>Resources:
[Food: 9]
[Water: 10/10]
>Military:
Ashan [M] [Rusty Pipe, 1d2] [lvl 1] (3 XP) [2/2 Water] [Leadership]
Rand [M] [Rusty Pipe, 1d2] [lvl 1] (5 XP) [2/2 Water]
Bazohontas [F] [Rusty Pipe, 1d2] [lvl 1] (3 XP) [2/2 Water]
>Guards:
>Bonuses:
+ [Tribe of Doctor Moreau] - Your tribe might be some sort of enlightened animal twisted into humanoid form, or it might be inbred and warped humanoids. Regardless, you are viewed with indifference at best by wastelanders, and are only able to recruit your own kind.
+ [Sentient Meat] - While not technically cannibals (unless they eat their own!), Your tribe can consume slain humanoid foes or prisoners for 1 food.
+ [Venomous] - Your tribe members sport various mutations that often allow them to inject venom into their prey. All members of your tribe gain +1 to combat rolls, and your kind are dangerous to consume.
+ [Inbred] - You're not the most intelligent lot, even by mutant standards.
(Settlement) Large Carpace Scorpion Man must take up his responsibility as Guardian of the Tribe!
- Recruit Guard
(Rand) There was little point to fight over such an ample feast! Each of the hunters should receive a share. Rand would toss some of the Rad-Beetle to the Mutts, after all they had played an important part. If they got greedy however they would find themselves on the menu rather quickly.
(Ashan and Bazohontas) Unfortunately the food would not suffice for the Tribe and while there were some reserves they would run out eventually. Bazboops were a hungry people and needed to be fed regularly. They would have to return the food and go on yet another hunt.
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88238a No.33714
| Rolled 16, 84 = 100 (2d100) |
>>33583
>Faction Name: The Nifid Oligarchy
>Faction Leader: Prime Axe Bearer Scott Bartholomew
>Faction Fluff: Long ago, before even our Elders' Elders were alive, we lived in Paradise. And then came the Fire. Accursed element of destruction, it took everything from us. But our ancestors were strong, and there were those who wielded the holy axes and righteous armor you wear and care for to this day. With them, you can save our people, and fight the dangers of this scorched land. To Hell with Fire!
>Race: Human
>Settlement(s):
Semi-Defensible Camp [Bedrolls] [Barren] [Favorable Terrain: x1.2]
>Population: 20 [Unarmed]
>Resources:
[Food: 9]
[Water: 10/10]
>Military:
Scott Bartholomew [M] Items: [Heirloom Fire Axe, 1d5], [Heirloom Fire Jacket, +1] [lvl 1] [1/2 Water]
Suzy Derkins [F] [Rusty Pipe, 1d2] [lvl 1][Exp:2] [2/2 Water][Wounded]
Cale Hobbes [M] [Rusty Pipe, 1d2] [lvl 1][Exp:2] [1/2 Water]
[Wounded]
>Bonuses:
+ Bonus: [Wasteland Paladins] - When fire or the evil of others threatens lives, your wanderers gain [Fearless], +10 to actions, and double their attack dice. You must be aware of the lives in danger for this bonus to trigger. In addition, you may roll to recruit humans you have saved as a free action the following turn, unless they can be considered 'evil'.
[Settlement]Recruit a Guard! This will bring my Guard/Wanderer to Population ratio to maximum! Then, if we can still do stuff, send the Guards and the Population out to scout for resources! We need stuff to build shelters!
[Wanderer] Scott, move South to meet up with Suzy and Cale. Search that Hex again for more resources.
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88238a No.33719
| Rolled 79, 16, 84, 72 = 251 (4d100) |
>>33690
Faction Name: The Holy Order of Saint Scruffitius
Faction Fluff: Founded upon the holy rock of the Last church by none other then Saint Scruffitius himself; so the legend goes, the Order, as it is called, is a organization dedicated to protecting the knowledge of the old world and those who stay true to the faith. From their Base they keep watch over the large stores of ancient knowledge in the form of scrolls, book and manuscripts. The Monks keep watch over the place, called the Rock, where they live modest lives tending to the crops and water storage of The Rock while practicing their martial skills to hopefully one day become a Knight Errant. Brave men who wander the wasteland in search of supplies and others who would join the order, and the most sacred knowledge which they are sworn to protect. As the storms over the city disperse and scatter to the horizons the Order makes ready to delve deep into its depths to reclaim and preserve the lost knowledge there.
Race: Humans, and anyone else who wants in, the lord is kind to all of his children so long as they are righteous and pure.
>Settlement(s):
Semi-Defensible Camp [Bedrolls] [Barren] [Favorable Terrain: x1.2]
>Population: 21 [Unarmed]
>Resources:
[Food: 11]
[Water: 10/10]
>Military:
UW "Knight-Errant Scruffitius XCV" [M] [Rusty Pipe, 1d2] [lvl 1] [Leader] [2/2 Water]
UW "Knight-Errant Oceanius" [M][Sandy Bolt-Action Rifle, 1d8] [Good Knife, 1d3] [Binoculars] [ [lvl 1] [Lone Wanderer] [2/2 Water]
UW "Knight-Errant Gawain" [M] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
+ Tamed Rad-Beetle [Saddle-Bag] [Armored] [Companion]
+Bonus:
[Knowledge is Power] - Your people fiercely guard any relics of knowledge they come to possess. Any units or population carrying or otherwise guarding recovered relics of knowledge (new books, etc. duplicates don't count) gain [Fanatic] & [Fearless]. This bonus never applies to offensive actions if you began the battle. (But would to say, a counter-attack against attackers).
[The Last Crusade] - The order has a strange knack for gathering relics with the aid of those that others loathe. You suffer no diplomatic penalties with neutral forces such as mutants, but Cannibals are still scum that would defile themselves and your people. Dusty hats optional.
[Zealots] - Your people are immune to religious conversion, and gain a minor bonus against infiltration.
+Discovered: Large Ruin [Raiders!] [Fortress] [??? Qualities]
Small, Broken Ruin [Barren] [Cramped Shelter]
>Settlement Actions:
1. We can debate the canonocity of the scriptures later, for now it would please the lord the best if we had water to both drink and offer up to him as tribute! Continue the work on the water purifier!
>Wander Actions:
2. Knight Oceanius is to scout out the enemy fortress more, from sneaky vantage points around it with his new binoculars.
+[Lone Wanderer]
3. Knight Scruffitius, always the curious one, decides to explore the small ruins he found, ever careful.
4. Knight Gawain is to return to camp with his new companion and aid in the construction of the Water Purifier.
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88238a No.33726
| Rolled 62, 48, 46, 69 = 225 (4d100) |
>>33353
>Faction Name: The Sturnguen Clan Expedition
>Faction Leader: Moloch Sturnguen
>Faction Fluff: Sent by the Sturnguen clan, their young bright-eyed leader Moloch is very excited for the chance of what can be learned discovered and salvaged here. Shame his elders stuck him with the rejects, dregs and irregularities of the clan for this…
>Race: Dwarves
>Settlement(s):
Semi-Defensible Camp [Bedrolls] [Barren] [Favorable Terrain: x1.2]
>Population: 20 [Unarmed]
>Resources:
[Food: 9]
[Water: 10/10]
>Military:
Einhart Sturngeun [M] [Dwarven Pickax, 1d3][lvl 1] [2/2 Water]
Jor Sturngeun [M] [Dwarven Pickax, 1d3] [lvl 1] [2/2 Water]
Ayla Sturnguen [F] [Dwarven Pickax, 1d3][lvl 1] [2/2 Water]
+ Bonus: [Dwarven Clan] - Your expedition gains a minor bonus to construction in general, and can fashion simple tools provided you have a source of materials. All Wanderers and Guards begin with a [Dwarven Pickax, 1d3] instead of unarmed. You also gain a bonus to recruiting your fellow dwarves, so long as they are not from a hostile clan.
[Metal Affinity] - Your dwarves gather twice the normal amount of metal, no matter the source.
Settlement roll: Move to the ruins weve found and shore them up.
Wander1 roll Scout for more resources
Wanderer2 rolls scout around for better shelter
wanderer3 roll look for water
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88238a No.33734
| Rolled 27, 60, 91 = 178 (3d100) |
>>33570
>Faction Name: Grimwatch Cheifdom
>Faction Leader: Karl Grimwatch
>Faction Fluff: A tyranny ruled by Grimwatch with a heavy hand. Those that please him and serve faithfully are rewarded; while those that go against his authority are removed or worse. Grimwatch gained this poistion by killing the previous leaders of the tribe himself. He is known to be cruel and bloodthirsty towards his enemies, but protect those who serve under him as faithful servants or allies.
>Race: Human
>Settlement(s):
Semi-Defensible Camp [Bedrolls] [Barren] [Favorable Terrain: x1.2]
>Population: 20 [Unarmed]
>Resources:
[Food: 10]
[Water: 10/10]
[Shards: 4]
>Military:
Karl Grimwatch [M] [Rusty Pipe, 1d2] [Rusty Pipe Pistol, 1d3] [lvl 1] [Leadership] [2/2 Water]
Rivet Ironfield [M] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Marcus Hillstrum [M] [Rusty Pipe Pistol, 1d3] [lvl 1] [2/2 Water] [Exp: 4]
GM Fills Out:
>Bonuses:
[Tyrant of the Wastes] - Raiders and Slavers may offer you tribute, should you rule an area they pass, and are less likely to attack you if they perceive your holdings as strong. You gain a bonus to intimidation, recruiting captives and slaves, and attempting to enslave non-raiders/slavers.
1. Grimwatch presents the now unused [Rusty Pipe, 1d2], and 1 shard as tribute so that he and Ironfield may go explore and loot the ruins.
+5 from leadership.
2. The settlers aid the traders in any way they can.
3. Hillstrum searches around the camp once again for anything of use.
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88238a No.33738
| Rolled 28, 96, 75 = 199 (3d100) |
>Faction Name: Cogs Inc.
>Faction Leader: The Chairman
>Faction Fluff: Said to be a descendant of one of the great tribes of old, the Cogs, at least from a distance, would appear to be some type of mutant; their skin unnatural tones of color, their bodies ostensibly humanoid aside from their misshapen heads and distorted figures. Step closer however, and a steady look reveals their "skin" to be a mottled, synthetic substance bleached and distorted by centuries of age, their impossibly clean business suits actually exteriors of metal and rivets painted in a caricature of the masters they once served. Though their mortal leaders did not survive the apocalypse, the Cogs nevertheless remain dedicated to the old-world idea of commerce and business, and it is the dream of themselves and their leader, an inhumanly massive and ancient machine known as "The Chairman", to restore their company into a ruthless well oiled corporate machine, regardless of the fact it no longer serves a purpose after the end. (Extended Fluff: >>32827)
>Color: Beige
>Race: Cogs [Animatronic Businessmen]
>Settlement(s):
Semi-Defensible Camp [Barren] [Favorable Terrain: x1.2]
>Population: 19 [Robots]
>Resources:
[48/50 Oil]
[Bedrolls (Useless)]
[Rusty Suitcase, 1d2]*
[3 Unrefined Organics]*
[Unpowered, Sandy Humanoid Robot]*
>Human? Resources:
Bossbot, Flunky v1.0 [R] [Bloody Pipe Pistol, 1d3][+2] [lvl 1 (Exp 4)] [9/10 Oil]
-[Rusty Suitcase, 1d2]
-[1 Unrefined Organics]
Lawbot, Bottom Feeder v1.0 [R] [Rusty Suitcase, 1d2][+2] [lvl 1] [9/10 Oil]
-[2 Unrefined Organics]
Sellbot, Cold Caller v1.0 [R] [Rusty Suitcase, 1d2][+2] [lvl 1] [9/10 Oil]
-[Unpowered, Sandy Humanoid Robot*]
Cashbot, Short Change v1.0 [R] [+2] [10/10 Oil] (HOME)
>Discoveries:
Crumbling Ruin [Barren] [Vantage Point] [Crumbling Shelter]
>Bonuses:
[Well Oiled Machines] - Instead of food or water, your robots require oil to survive. Oil depletes as if it were both food AND water, and more of it will need to be located.
[Metal Machines] - All of your forces, including population, gain +2 to combat rolls. However, you may not use any weapons that are not 1-handed or over-the-shoulder due to your frames. You also are unable to recruit non-robots, as the fleshbags will fear you.
[Error 404: Blueprints Not Found] - You are unable to construct more of your kind.
1. [Settlement-Wide] "We have the beginnings of progress in our hands: do not delay, the time for progress is now!" [Seek out raw materials to begin constructing an oil refinery.]
2. [Flunky/Bottom Feeder/Cold Caller] "Report back to corporate headquarters for now and deposit your resources, you have a new initiate to ease into position. Come chat by the oil cooler, speak of your exploits, and discuss what you have discovered. While you're at it, hand the Cashbot a proper tool to do his job!" [Reporting back to HQ to deposit resources and refill on oil.]
3. [Short Change] "Now that you're on the job, make yourself look like you're doing something important!" [Aid in finding construction materials around HQ.]
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88238a No.33803
Still waiting on 7 players to post…
If you haven't posted by Wednesday, no makeup turns will be allowed.
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88238a No.33806
| Rolled 96, 46 = 142 (2d100) |
>Faction Name: The Hunters
>Faction Leader: Rex"*"
>Race: Humanish
>Settlement(s):
Semi-Defensible Camp [Bedrolls] [Barren] [Favorable Terrain: x1.2]
>Population: 20 [Unarmed]
>Resources:
[Food: 8]
[Water: 10/10]
[2 Rad-Beetle Chitin Plates]
>Military:
Walker [M] [Slayer Spears, 1d3] [Chitin Chest-piece, +1] [lvl 1] [2/2 Water]
Leviathan [M] [Slayer Spears, 1d3] [Chitin Chest-piece, +1] [lvl 1] [2/2 Water]
Tink [F] [Slayer Spears, 1d3] [Chitin Chest-piece, +1] [lvl 1] [2/2 Water]
GM Fills Out:
>Bonuses:
>+ Bonus:
>[Beast Slayers] - Your tribe knows how to hunt and kill the beasts of these wastes. Double your attack dice vs larger opponents and beasts.
>[Nothing to Waste] - Your tribe gains a bonus to crafting things out of beast bits, and your wanderers may choose to consume beast flesh after a successful hunt for additional exp. (instead of adding it to your food stocks)
>[Natural Equipment] - Your tribe frowns upon items that are not crafted out of beast parts. While they certainly appreciate that structures can be made of things besides beasts, they're not particularly good at it. This also applies to things like guns.
1. Settlement: Begin recruiting guards for the settlement
2. All three people return home to resupply hunting and scavenging along the way.
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88238a No.33808
| Rolled 6, 17, 32, 19 = 74 (4d100) |
>>33570
Faction Name: I Thilivern Arnad
Faction Leader: Mithon "The White Fog" Reginaldius Bucksworth
Faction Fluff: They say for every ten men there is one elf but it may be that people are simply blind to what is around them. In a valley of white fog a will is forming to unite the tribes and undo the sundering brought about by the storm. The tempering of this will has taken many years of scavenging and decisions on what is right. Mithon is one of the few bearded elves among his people. If only he could recover the great artifacts known to him and access the Orb Net and use the untold wisdom it once held to unite his people.
Race: Elf
Settlement(s):
Semi-Defensible Camp Mithon's Rest [Bedrolls] [Barren] [Favorable Terrain: x1.2]
Population: 20 [Unarmed], Dirt Iron-Strand Beetle [+.1 Iron-Strand Silk/turn]
Resources:
[Iron-Strand Silk: .1]
[Food: 11]
[Water: 10/10]
>Military:
Glichon [M] [Elven Shortbow, 1d4] [lvl 1] [2/2 Water
Lennil [F] [Elven Shortbow, 1d4] [lvl 1] [2/2 Water]
Rochion [M] [Elven Shortbow, 1d4] [lvl 1] [2/2 Water]
Bonuses:[Elven] - Your wanderers have better vision than other races, allowing them to spot dangers before they become a threat. You gain a bonus to all non-combat interactions with elves, and a malus with dwarves.
[Bearded Destiny] - Your beard is proof of your grand destiny, and your followers seem to locate things with greater ease among the ruins.
+Discovered: Broken Ruin [Barren] [Shelter] [Unfavorable Terrain] [Rad Roach Infestation]
1 Settlement. Recruit
23 Glichon and Lennil cleanse the interior of the Broken Ruin from these Rad Roaches.
4 Rochion is to explore westwards.
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88238a No.33818
| Rolled 50 (1d100) |
And here we go rolling rolling rolling
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88238a No.33856
| Rolled 91, 14, 100 = 205 (3d100) |
>>33803
>Faction Name: The Mechanists
>Faction Leader: Lord Mechanist Wrenchy*
>Faction Fluff: The Mechanists care about only one thing, robots. Small robots, big robots, armed robots, household robots industrial robots. If it's a machine that can move by its own power without direction then they want it, they want to study it, and they want to improve it. As such, they left on a quest to find a great factory rumoured to exist somewhere in the Storm Ruins where robots were once made, and once they find it construct the greatest robot the world has ever seen!
>Race: Humans
>Colour: Purple
>Settlement(s):
Semi-Defensible Camp [Bedrolls] [Barren] [Favorable Terrain: x1.2]
>Population: 20 [Unarmed]
>Resources:
[Food: 11]
[Water: 10/10]
>Military:
Lord Mechanist Wrenchy Wanderer [M] [Leadership] [Rusty Pipe, 1d2] [lvl 1] [1/2 Water]
Dr Bolts Wanderer [F] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Dr Sparks Wanderer [M] [Rusty Pipe, 1d2] [lvl 1][Exp: 4] [1/2 Water]
Salvaged Mr Cogbot [R] [Semi-Functional Clamps, 2d2] [Companion] [Malfunctions]
Salvaged Miss NannyBot [R] [Semi-Functional Clamps, 2d2] [Companion] [Malfunctions]
>Bonus:
[I See Possibility] - Your faction has a crude understanding of how robots and some machines work. You gain a minor chance to locate 'usable' parts for robots when collecting appropriate resources, and very minor bonus to attempts to 'fix' malfunctioning robots. (It is still terribly difficult.)
1) [Settlement] Scavenge for food around the camp
2) [Wanderer] Dr Bolts will ask the Crin'tun guards at the checkpoint if there is any trouble in the area that she needs to be careful of, or that she can help with
3) [Wanderer] Lord Mechanist Wrenchy and Dr Sparks will go join forces and go looking for more bugs to whack, these roaches must DIE!
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88238a No.34113
Sorry for the lack of update. Swamped by snowballing list of things a client wants and family health.
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88238a No.34211
| Rolled 73, 72, 8 = 153 (3d100) |
>>33353
>Faction Name: Lozenso Family Enclave
>Faction Leader: Edward "Godson" Lozenso*
>Race: Humans
>Settlement(s):
Semi-Defensible Camp [Bedrolls] [Barren] [Favorable Terrain: x1.2]
>Population: 20 [Unarmed]
>Resources:
[Food: 8]
[Water: 7/10]
[Rusty Pipe, 1d2] x2
>Military:
George "Veni Vidi" Vicin [M] [Rusty Pipe Pistol, 1d3] [lvl 1] [2/2 Water]
Austin Lozenso [M] [Rusty Pipe, 1d2] [lvl 1] [2/2 Water]
Santo Fontensi [M] [Rusty Pipe Pistol, 1d3] [lvl 1] [2/2 Water]
>Bonuses:
[A Language of Subtlety and a Pinch of Violence] - Bonus to diplomacy with sane humanoids. You also gain a bonus to extorting 'protection' tribute from NPCs, where logical.
Settlement: Continue travelling north-east-ish in order to find a path through into the basin-based city.
George: Continuing scouting forward, ensuring the path is clear for the settlement.
Austin+Santo: Search the surrounding wastes for any source of food, as it is dwindles down slowly.
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