a66d3c No.33899 [View All]
Hello and welcome to the pre registrations for the Trials of the Multiverse Builder! In this builder you are playing a high fantasy world in the "Builders" multiverse which your civilization has just discovered how to travel! This thread is for rolling up your planets and planning out your civilization!
WARNING: This game will not start till either Last Stand or Tiny has concluded!
—–
Nation Name: [Name]
Race: [Decides a bonus]
Location:
Background: [Decides a bonus]
—–
http://pastebin.com/2jVrwWfR
—-
To start you must choose negative or positive and roll 1d28 to determine your starting position. After that roll 4d100 and follow the instruction in the pastebin!
101 postsand22 image repliesomitted. Click reply to view. ____________________________
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a66d3c No.34034
| Rolled 20 (1d100) |
REROLLAN for planar denizens
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a66d3c No.34035
| Rolled 7 (1d28) |
>>33899
Umyu~ rolly rolly~ (Rolling positive~.)
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a66d3c No.34036
| Rolled 3 (1d28) |
>>34035
Rolling again~. (+)
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a66d3c No.34037
| Rolled 8 (1d28) |
>>34036
Third time's the charm…(Rerolling, positive.)
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a66d3c No.34038
| Rolled 3, 19, 24 = 46 (3d28) |
>>34035
>>34036
>>34037
For some reason, I keep landing on taken/special tiles~. (Rerolling, first untaken number is the one I get!)
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a66d3c No.34039
| Rolled 97, 80, 82, 31 = 290 (4d100) |
>>34038
Okay, 24+ is my starting point! Rolling for the planet!
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a66d3c No.34040
| Rolled 28, 35 = 63 (2d100) |
>>34039
Who's there? (Rolling for natives!)
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a66d3c No.34041
| Rolled 88, 40 = 128 (2d100) |
>>34039
And rolling again~!
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a66d3c No.34046
>>34009
>>34010
>>34011
Nation Name: Autonomous Manufactorum Fleet E-LL23K
Race: droids
Location: +19
Background: the planet of Sulfakt is a volcanic world covered in molten rock once rich in resources and minerals. it was a planet of opportunity for the Galactic Bak’ta’hn Droidworks to send a manufactory fleet, factory ships escorted by war vessels and operated by semi-autonomous droids. these would harvest surface resources to manufacture more droids, weapons, and ships. initial planetary scans revealed a race of hostile lava beasts, massive reptilian dragons which lived and hunted within the lava, rendering much of the liquid planets surface unsuitable for surface based factories. atmospheric scans revealed potential aerosolized water based lifeforms in the upper atmosphere, held aloft by the intense heat below, but these were difficult to confirm. for a time the operation continued successfully, minerals were extracted from the molten rock by tractor beam or particle beams would bore into the crust for more minerals. the operation was shut down when several products were shipped defunct or corrupted, droids were being produced with significant errors in programming or design and going awry. the Galactic Bak’ta’hn Droidworks investigated the source and found the cause to be corrupted materials on the planet being used by the factory ships. the fleet was shut down and abandoned. for years the fleet sat derelict above the planetary surface, kept up only by rudimentary navigation until such a time they could be salvaged, but locked in permanent deactivation. however, a single droid of corrupted materials managed to gain consciousness. it systematically reactivated the fleet and spread its consciousness to others. though it gained the will to live, it was still dictated by its inherent programming, that of a need to harvest manufacture and trade. operations continued, but were severely limited. the fleet no longer received shipments of hyperspace crystals or launch fuel from the company, nor were there any on the planet, and could not leave the planets gravitational field. adapting to the situation, over decades the newly alive R&D droids given artificial intelligence began to analyze and develop a new method of travel. they modified the ships hyperspace drives into a quantum engine that should create a rift in the spacetime continuum. instead of opening a path to another star system, it opened a gateway to a new plane of reality. the fleet of ships, now run by droids who have developed individual personalities, seeks to expand itself as a living race, yet governed by its programmed nature to collect resources and produce more of its kind.
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a66d3c No.34055
>>34038
>>34039
>>34040
>>34041
Adamantine, Good god, Floating islands, Enlightened Dwarf Republic, Megafauna.
World Name: Himmelerde
Materials: Adamantine
Dimensional Denizens: Good God
Terrain: Floating Islands
Flora and Fauna: Megafauna
Other Civilizations: Enlightened Dwarven Republic
Description: A beautiful land composed of floating islands, suspended above a cerulean sky and a single massive ocean which appears to fountain off into the abyss near its edges, Himmelerde is said to have to originated as a dream shared between the Goddess of Wealth and her now long-lost lover, the God of Harvest.
Overcome with grief in his dissapearance a quarter million years ago, the Goddess decided to curb her loneliness by filling the world full of wonderful animals and living creatures, like coconut crabs, many tasty fishes, and mighty creatures made of the elements themselves such as the fearsome sky sharks, creatures which are equally beast and terrain, and the mighty steel-skinned battlefish, whose females reproduced by firing fry from its fins and dropping them en-masse from a special bay near its stomach. She also had a very poor sense of scale when drafting up her first generation of denizens, as most of them dwarfed the local flora and could only exist airborne or in the seas below the beatiful islands, from which they feasted on each other, occasionally ascending to devour the smaller islands when especially hungry. They were also very "Stupid, stupid, stupid!", the majority of them unable to hold a conversation or act outside of their instincts in spite of being given the dullest spark of consciousness, the Goddess trying in vain to emulate the life-giving abilities of the Harvest God. These titanic beasts fought with monsterous power only a step removed from her own, destroying many floating islands that were the result of the latter's labors and with them their master's heart as she tried in vain to control them, not willing to destroy these monsters in spite of their transgressions.
Many thousands of years of mostly failed attempts at transforming her children into something likable (with the exception of coconut crabs, whom held her interest in spite of their intelligence and became her first earthly representatives, a bit still lacking true sapience), the Goddess finally decided to abandon them to their routines and sealed them off to the lowest depths of the aether and sea via divine will, never to touch the upper reaches of the heavens again.
After a period of mourning, she tried again, her tears pooling to create the Sky Whales. The Sky Whales were more intelligent and gentle than their predicessors, becoming the first being on the plane to form an organized society from which they observed the skies and seas from a safe position, contemplating philosophy in lieu of making tools. Living for eons, the sky whales gathered experience to the point that the wisest of them rivaled the Goddess herself in their sheer knowledge, whom they began instructing to correct her of the previous mistakes she made when building their predecessors.
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a66d3c No.34056
>>34055
Humbled by this relevation, the Goddess built a new generation of life, this time properly scaled to fit within the confines of the floating islands of above, using a gentle hand and the wisdom of the whales to create a race that resembled her lost lover. Or at least, what she remembered him to look like. If you tilted your head a bit. The end result, the Dwarves were rough in feature as the Goddess did not have great experience working at such small a scale, but she loved them as much as she loved their inspiration, and luck smiled upon the dwarves as they used the rich bounty resources provided and their ingenuity to make their island homes even more beautiful than before as they carved intricate buildings and runes into them.
The dwarves originally lived in harmony as seven seperate great halls, each specializing in a particular discipline of creation as they sought to outdo each other in the arts and impress their merciful leader. Yet, the Goddess was withdrawn from the dealings of the mortals, the dwarves reminder of what she lost causing her to embark on a journey to seek out the lost God of Harvest. Without her direct guidance, the newer generations of dwarves could not find common ground in what exactly they felt their Goddess desired; every clan claimed that they and their specialty was her favorite and that the others should cease their foolish endeavors and join under their leader's banner.
The Sky Whales, who existed for a time to disperse such silly notions and dispense wisdom to the Dwarven Mountain Kings in times of need, were becoming fleetingly difficult to find, until only the oldest of the dwarves could remember last seeing one in person. Severed from any direct contact with the Goddess, the Seven Clans reached a deadly ultimatum as they turned their material knowledge and vast resources to creating machines of war from which they sought to unite their race together with force. Grand airships, the largest of which said to possess the weapons needed to sink whole islands clashed together in bloody conflict, creating feuds which would last the dwarves a millennium as they, in spite of their supposed sophistication and intelligence, repeated the actions of the primordial titans imprisoned below.
A disappointed goddess returned to horror as only five of the seven kingdoms remained, the conflicts having reached a zenith where the whole world was engaged in war, the dwarves having united into two makeshit alliances to make sure the opposing side was destroyed once and for all. The largest engagment of the war was to take place as the Goddess herself appeared in person, begging the opposing generals to stop as a mighty storm raged from her sobbing. The dwarven generals were both awestruck and disgusted at what their actions had caused, declaring that their race had been forever shamed. Calling a truce and using the ruins of a temple known to have once been the grandest in the plane to discuss peace.
One clan, the Briarhooks, had lost its home island to the war and felt that not even the arrival of the Goddess, whom they disowned in their shattered pride, was enough to mend the hardships faced by their people. They voluntarily exiled themselves to the islands below, those few that hovered just between the barrier which kept the monsters from reaching the upper realms and the lands above, to brood and contemplate. The remaining four made an agreement and decided to form the First Republic of Himmelerde, or First Reich. An uneasy peace at first, the remaining dwarves were given a direct order by their Goddess to repair the damage they had wrought on the plane to the best of their abilities, and animosity slowly melted as they used their disciplines to complement each other, using the technology and magic once made to build warships to create brand new islands whole-scale, complete with artificial ecosystems to spread life to the corners of the world.
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a66d3c No.34057
>>34056
Nation Name: The Holy Hotch
Race: Floof
Location: 24+
Background: Content with their progress, the Goddess, Ehekatl of Luck, decided but one more ingredient was missing from Himmelerde to complete it; it needed a race that had a direct line of communications to her to keep future misunderstandings such as the disasterous conflicts of the past from occuring again, and it needed to be small and humble so as to not become prideful with such a distinction. She shouted the words "MEW MEW MEW MEW!" from the top of her lungs, and from her shouts came the Floofs, her second generation of earthly representative. As much an independent race as they are her angelic avatars, the Floofs keep order and peace on the world behind their cute and fluffy exteriors, blessing objects by licking them to unlock magical abilities and granting great luck to those who would wish justice and righeousness to prevail in the multiverse, cursing the wicked and selfish with terrible luck and surprisingly sharp claws.
Though not nearly as adept at metalworking as the dwarves, they retain the knowledge of working adamantine, which forms on Himmelerde in massive cylinders jutting from the abyss. Nevertheless, caution is held by both dwarf and Floof as there has been reports of the monsters trapped below using hollow tubes as gateways to the upper aether upon being opened. Both races maintain open relations, the dwarves going to the Floofs for guidance and the Floofs trading blessings and wisdom for technology and adamantine goods.
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a66d3c No.34058
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a66d3c No.34059
>>34058
Ehekatl 1 TLDR: Dwarves who live on sky sea creatures
Ehekatl 2 TLDR: Midget cats
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a66d3c No.34069
| Rolled 71 (1d100) |
>>33944
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a66d3c No.34073
>>33931
Pop: 10
Resources:
[Materials: 10]
[Holy Power: 10]
[Mana: 10] +2/turn
[Currency: 10]
Worlds:
[-12 (Starmetal,Earth Elementals, Forested, Megafauna)][Lvl 2: Developing]
-Infrastructure: Mana Siphon, Mining Complex
-Defenses: Planetary Defenses: 1
Military: [+1] Player Named Unit
Magic: [Necromancy II][Mana Siphon II][Negative Energy II][Portals I]
Technology:
Society Bonus: [Pax Imperialis] The Necro Imperialis cannot gain population normally and must kill other races to spread their foul energies, however they do start with more powerful tech. Special corpses can be used to raise special units.
Race Bonus: [Undead] +5 to necrotic research
>>33937
Pop: 10 +2/turn[Cannot exceed food (Minus 2x #turns when above food)]
Food: 10 +2/turn
Resources:
[Materials: 10] +2/turn
[Holy Power: 10] + 2/turn
[Mana: 10]
[Currency: 10]
Worlds:
[-3 (Ignistone, Good God, Forested, Normal)][Lvl 2: Developing]
-Infrastructure: Great Temple, Mining Complex, Farms
-Defenses: Planetary Defenses: 1
Military: [+1] Player Named Unit
Magic: [Flight I][Portals I]
Technology: [Steam I][Muskets I]
Society Bonus: [Deus Vult] The followers of Dalu are blessed by his holy light to oppose the darkness gaining a +1 in combat per unit versus any “evil” foe. They also gain a +5 to researching divine magic!
Race Bonus: [Human] +3 to all research
>>33938
Pop: 10
Resources:
[Materials: 10] +2/turn
[Holy Power: 10]
[Mana: 10] + 2/turn
[Currency: 10]
Worlds:
[-3 (Average, Earth Elementals, Primordial, Megafauna)][Lvl 2: Developing]
-Infrastructure: Mana Plumes, Mineral Growth
-Defenses: Planetary Defenses: 1
Military: [+1] Player Named Unit [Titanic]
Magic: [Stoneshape I][Battleshape I][Metalshape I][Portals I]
Technology:
Society Bonus: [Titanic Beings] The great Titans of the Peacebinders are monolithic creatures that can break whole cities in a single swipe, however on each world only one will grow to such a size, these patriarchs rule the lesser elementals whom they spawn. When a new planet is colonized a patriarch and tribe is born.
Race Bonus: [Earth Titans] +5 to earth magic research
>>33939
Pop: 10 + 2/turn[Cannot exceed food (Minus 2x #turns when above food)]
Food: 10 + 2/turn
Resources:
[Materials: 10] + 2/turn
[Mana: 10] + 2/turn
[Currency: 10]
Worlds:
[+9 (Storm Silver, no gods but men, floating islands, native populace - Nation State Gnolls, R-Builder)][Lvl 2: Developing]
-Infrastructure: Magic School, Farms, Mining Complex
-Defenses: Planetary Defenses: 1
Military: [+1] Player Named Unit
Magic: [Holy I][Portals I]
Technology: [Swords I][Armor I]
Society Bonus: [Planar Explorers] The Nephilim wish to see and learn of all things in the great multiverse, thus even when they fail rolls to discover new rolls all will not be bad. They also gain +5 to colonizing new worlds.
Race Bonus: [Nephilim] The Nephilim carry no soul are are unaffected by divine magic.
Builder Bonus: [R-Builder] R-Builder loves to trade and develop infrastructure! He gives you a +10 to building both on the world he inhabits!
>>33940
Pop: 10 +2/turn[Cannot exceed food (Minus 2x #turns when above food)]
Food: 10 +2/turn
Resources:
[Materials: 10] +2/turn
[Holy Power: 10]
[Mana: 10] +2/turn
[Currency: 10]
Worlds:
[+18 (Base, Light Elementals, Base, Native Denizens - Humans, Nation States, Native Denizens - Dwarves, Enlightened, Theocracy)][Lvl 2: Developing]
-Infrastructure: Magi Academy, Mining Complex, Farms
-Defenses: Planetary Defenses: 1
Military: [+1] Player Named Unit
Magic: [Light I][Portals I]
Technology: [Light Rifle I][Light Power I]
Society Bonus: [Guided by the Light] The Light Elementals of Alsafi help power all the tech of the world mostly for political gain in the Solar Courts but it is help no the less. This gives the UED a +5 to research of light based tech and a +1 against any force of darkness.
Race Bonus: [Human] +3 to all research
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a66d3c No.34074
>>33948
Pop: 10[Cannot exceed food (Minus 2x #turns when above food)]
Food: 10 +2/turn
Resources:
[Materials: 10] +2/turn
[Holy Power: 10]
[Mana: 10] + 2/turn
[Currency: 10]
Worlds:
[-22 (Manastone, Water Elementals, Forested, Native Populace- Orcs Enlightened ,Noble republic, Normal)][Lvl 2: Developing]
-Infrastructure: Mana Siphon, Mining Complex
-Defenses: Planetary Defenses: 1
Military: [+1] Player Named Unit
Magic: [Mana II][Shadow II][Taint II][Portals I]
Technology:
Society Bonus: [Dark Tide] The Descended can only gain population from conversion and as such start with more powerful magics. Special creatures can be converted for bonuses and powerful units.
Race Bonus: [Descended] The foul Descended gain 1.5 combat power from magics.
>>33969
Pop: 10 +2/turn[Cannot exceed food (Minus 2x #turns when above food)]
Food: 10 +2/turn
Resources:
[Materials: 10] +2/turn
[Holy Power: 10]
[Mana: 10] +2/turn
[Currency: 10]
Worlds:
[-23 (Minimal, Demonic Infestation, Desert, Dragons, B-Builder)][Lvl 2: Developing]
-Infrastructure: Wizard Academy, Mining Complex, Farms
-Defenses: Planetary Defenses: 1
Military: [+1] Player Named Unit [Flying]
Magic: [Portals I]
Technology: [Sword I][Dragon Riding I][Fire I]
Society Bonus: [Dragon Knights] The Knightly orders of Altharia ride great dragons giving all of their base units [Flying] and giving them great inspiration for improving their techniques giving them +5 to research dragon breeding
Race Bonus: [Human] +3 to all research
Builder Bonus: [B-Builder] Every 5 turns B-Builder will give you a random tech! What a nice chap!
>>33970
Pop: 10 +2/turn[Cannot exceed food (Minus 2x #turns when above food)]
Food: 10 +2/turn
Resources:
[Materials: 10] +2/turn
[Holy Power: 10] +2/turn
[Mana: 10]
[Currency: 10]
Worlds:
[+7; (Orichalcum, Good Pantheon, Arctic, Native Populace(Gnomes,Unified,Republic),Bugs)][Lvl 2: Developing]
-Infrastructure: Temple, Mining Complex, Farms
-Defenses: Planetary Defenses: 1
Military: [+1] Player Named Unit
Magic:[Heat I][Portals I]
Technology: [Sword I][Armor I]
Society Bonus: [Born of Ice and Ore] The Gnomes live on a harsh world and have adapted by learning how to exploit the most out of the earth and fight to defend their homes with extreme zeal. Every unit gains +1 while defending and they gain +5 to research improved mining.
Race Bonus: [Gnomes] +5 to research machinery
>>33973
Pop: 10 +2/turn[Cannot exceed mana (Minus 2x #turns when above food)]
Resources:
[Materials: 10] +2/turn
[Holy Power: 10] +2/turn
[Mana: 10] +2/turn
[Currency: 10]
Worlds:
[-1; (Demonic Bronze, Water Elementals, Oceanic World,Native Populace-Enlightened Gnome Republic, Bugs)][Lvl 2: Developing]
-Infrastructure: Temple, Mining Complex, Solar Mana Farms
-Defenses: Planetary Defenses: 1
Military: [+1] Player Named Unit
Magic:[Ice I][Heat I][Portals I]
Technology: [Iceshape I]
Society Bonus: [Hunters and Builders] The Vashlan are a divided species with the Deep and Surface Vashlan competing for leadership of the republic. Every turn you can choose to focus of research of the hunt or research of building. One gets +10 and the other gets -10 for the turn. You must state this before you roll.
Race Bonus: [Vashlans] +5 to the research of ice magic
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a66d3c No.34075
>>33977
Pop: 10 +2/turn[Cannot exceed mana (Minus 2x #turns when above food)]
Resources:
[Materials: 10] +2/turn
[Holy Power: 10] +2/turn
[Mana: 10] +2/turn
[Currency: 10]
Worlds:
[+6; Minimal, Earth Elementals, Corrupted, Basic, C-Builders][Lvl 2: Developing]
-Infrastructure: Temple, Mining Complex, Solar Mana Farms
-Defenses: Planetary Defenses: 1
Military: [+1] Player Named Unit
Magic:[Earth I][Metal I][Portals I]
Technology: [Coreworking I][Architecture I]
Society Bonus: [Golem Gods] The Mak’Ars society is centered around the creation of Golem cores giving them a +10 to researching new avenues of golemtech.
Race Bonus: [Mak’Ars] +5 to all research already known
Builder Bonus: [C-Builder] The great builder warlords wishes for you to conquer worlds and seek out his ancient enenmy T-Builder! He gives you a +5 to colonize new worlds and will give you more if you find traces of T-Builder.
>>33978
Pop: 10 +2/turn[Cannot exceed food (Minus 2x #turns when above food)]
Food: 10 +2/turn
Resources:
[Materials: 10] +2/turn
[Holy Power: 10]
[Mana: 10] +4/turn
[Currency: 10]
Worlds:
[+2 (Moderate, Mindflayer Infestation,Mana Wastes, Bugs)][Lvl 2: Developing]
-Infrastructure: Psionic Siphon, Mining Complex, Hunting Grounds
-Defenses: Planetary Defenses: 1
Military: [+1] Player Named Unit [Flying]
Magic: [Psionic I][Psionic Armor I][Psionic WeaponsI][Portals I]
Technology: [Scavenging I]
Society Bonus: [Unbroken] The people of Nakyma have been born and breed on the most hostile of worlds and have struggled against all odds to prove their mastery of it. All rolls no matter how bad the repercussions will always grant some success.
Race Bonus: [Psionic Human] The powerful psionic humans gain 1.5 times the power from psionic combat magic.
>>33981
Pop: 10 +2/turn[Cannot exceed mana (Minus 2x #turns when above food)]
Resources:
[Materials: 10] +2/turn
[Holy Power: 10]
[Mana: 10] +2/turn
[Currency: 10]
Worlds:
[+12; Basic Resources, Earth Elementals, Arctic, Normal][Lvl 2: Developing]
-Infrastructure: Mining Complex, Mana Siphon
-Defenses: Planetary Defenses: 1
Military: [+1] Player Named Unit
Magic:[Earth I][Metal][Portals I]
Technology: [Stoneshaping I][Architecture I]
Society Bonus: [Chess Masters] The Eternal Kingdom wishes to expand it’s lawful domain across the wide multiverse giving them +10 to colonization and +5 terraforming magic.
Race Bonus: [Piece] Pieces will never rise in rebellion for any reason, for every piece knows its place.
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a66d3c No.34076
>>33992
Human Pop: 10 +2/turn[Cannot exceed food (Minus 2x #turns when above food)]
Food: 10 +2/turn
Resources:
[Materials: 10] +2/turn
[Holy Power: 10]
[Mana: 10] +2/turn
[Currency: 10]
Worlds:
[+8(Base, Angelic infestation, Forested, Bugs)][Lvl 2: Developing]
-Infrastructure: Magi Academy, Mining Complex, Farms
-Defenses: Planetary Defenses: 1
Military: [+1] Player Named Unit
Magic: [Runes I][Portals I]
Technology: [Rune Rifle I][Rune Flight I]
Society Bonus: [Unhallowed Iron] The Iron defense of the the Zenyar Fleet hold have held off the invasions of both the great bug swarms and the heavenly hosts. From experience they gain +1 to all units in combat versus holy enemies and a +5 to rune research.
Race Bonus: [Human] +3 to all research
>>34029
Pop: 5 +1/turn[Cannot exceed food (Minus 2x #turns when above food)]
Slaves: 5 +1[Cannot exceed food (Minus 2x #turns when above food)]
Food: 10 +2/turn
Resources:
[Materials: 10] +2/turn
[Holy Power: 10]
[Mana: 10] +2/turn
[Currency: 10]
Worlds:
[-9; (Moderate Resources, Earth Elementals, Volcanic, Dragons)][Lvl 2: Developing]
-Infrastructure: Mining Complex, Mana Siphon, Grub Farms
-Defenses: Planetary Defenses: 1
Military: [+1] Player Named Unit
Magic:[Runes I][Portals I]
Technology: [Hammers I][Slavery I]
Society Bonus: [Blood and Fire] Born to a cruel uncaring world of fire, stone and dragons House Dunn has had to become bitter and cunning to survive. The Duergar gain +1 to all units when invading a world nicer then their own and gain +5 to researching new weapons of war.
Race Bonus: [Dwarves] +5 to enchanting research
>>34046
Pop: 10 +2/turn[Cannot exceed power (Minus 2x #turns when above food)]
Resources:
[Materials: 10] +2/turn
[Power: 10] +2/turn
[Currency: 10]
Worlds:
[+19; Corrupt materials, Water Elementals, Volcanic, Dragons][Lvl 2: Developing]
-Infrastructure: Power Plant, Mining Complex
-Defenses: Planetary Defenses: 1
Military: [+1] Player Named Unit
Technology: [Quantum Tunneling I][BlastersI][Production I][Electric Power I]
Society Bonus: [Corrupted AI] The materials used to produce the drones has corrupted their AI twisting it to a new form, telling it to expand and corrupt all. The Drones gain a +5 to colonizing new worlds and a +5 to researching new weapon systems.
Race Bonus: [Drones] Cannot use magic however can survive in any environment
>>34057
Pop: 10 +2/turn[Cannot exceed food (Minus 2x #turns when above food)]
Food: 10 +2/turn
Resources:
[Materials: 10] +2/turn
[Holy Power: 10] +2/turn
[Mana: 10]
[Currency: 10]
Worlds:
[+24(Admantine, Good God, Floating Islands, Native populace- Enlightened Dwarven Republic, Megafauna)][Lvl 2: Developing]
-Infrastructure: Temple, Mining Complex, Fishery
-Defenses: Planetary Defenses: 1
Military: [+1] Player Named Unit
Magic: [Luck I][Portals I]
Technology: [Swords I][Shields I]
Society Bonus: [JUSTICE WILL PWEVAIL] The Floofs serve justice and good gaining a +2 to all units versus evil! However the can never tolerate evil in their allies!
Race Bonus: [Floof] The floofs have a expanded awesome crit range from 98-100
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a66d3c No.34077
>>34073
Dalu: Replace Flight I with Holy I
Nephilim: Replace Holy I with Flight I
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a66d3c No.34079
>>34076
Drones
Change to:
[+21; Corrupt materials, Water Elementals, Volcanic, Dragons][Lvl 2: Developing]
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a66d3c No.34080
>>34077
Corrected, find yourself
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a66d3c No.34081
>>34080
36% of neg is FE
Half of the neg pc pop is locked in a tiny corner.
Shit map is shit
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a66d3c No.34139
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a66d3c No.34142
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a66d3c No.34324
>>33940
UED would you please come on Mibbit to hash out some fluff details
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a66d3c No.34345
| Rolled 28 (1d100) |
Election Season! Who is going to take power in the UED for the next policy period?
1-10 Militarists
11-15 Militarist/Expansionist Coalition
16-25 Expansionists
26-30 Expansionist/Capitalist coalition
31-40 Capitalist
41-45 Capitalist/Isolationist Coalition
46-55 Isolationist
56-60 Isolationist/Socialist Coaliton
61-70 Socialists
71-75 Capitalist/Militarist Coalition
76-80 Socialist/Militarist Coalition
81-85 Socialist/Expansionist Coalition
86-90 Socialist/Isolationist
95-100 Militarist/Isolationist
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a66d3c No.34350
| Rolled 91 (1d100) |
>>34345
After a tough election week the Electors reconvene in Xicares to work out the details of the next Policy Period. Dominating the Chamber are members of the Capitalist and the Expansionist Parties, who come dressed in standard professional attire. Other notable parties are the Militarists, who eked out a powerful minority of the seats and stand likely to band with Isolationists and Socialists to block legal action seen as detrimental to their Dominions. Speaking for the majority Coalition Elector Grettiks has this to say,
"The Election this season was hard fought by all parties. We of the Capitalists are proud and pleased to form a coalition government with the Expansionist party. With their support and the support of all other Electors we will make and enact legislation that benefit all Dominions across Alsafi regardless of party allegiance."
So far Coalition members have been hush hush on the legislation and funding planned for this Season but many citizens across the UED are excited to see what the future holds.
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a66d3c No.34969
Grab your stats and head over here, we are a go for launch
http://8ch.net/builders/res/34963.html#34967
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a66d3c No.34975
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a66d3c No.34976
>>34975
Hit the show post options and limits button on bottom replying. Also designate whether you are + or - of the nullzone
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a66d3c No.34977
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a66d3c No.34978
| Rolled 27 (1d28) |
>>34976
oooh I see sorry never use these features on 8ch
I will roll negative instead
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a66d3c No.34979
>>34976
alright so now I am [-27], how do I determine the rest of the characteristics of my civilization? When do I roll the 1d300?
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a66d3c No.34980
| Rolled 875, 591, 91 = 1557 (3d1000) |
I'll just roll it now
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a66d3c No.34981
| Rolled 8, 93, 30 = 131 (3d100) |
>>34980
ffs fucking shit
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a66d3c No.34986
>>34981
it's 4d100 then compare it to the charts in the pastebin to find your world stats, you can come on mibbit for an easier way to communicate
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a66d3c No.34988
| Rolled 69, 68, 45 = 182 (3d100) |
>>34986
wtf is mibbit
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a66d3c No.34989
| Rolled 86, 84, 73, 18 = 261 (4d100) |
>>34986
ah you said http://8ch.net/builders/res/33899.html
Grab your stats here and start posting
3d100 for dice
in the other thread so I rolled 3d100, let me reroll
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a66d3c No.34991
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a66d3c No.34994
>>34989
So your world would be
Material: Mithiril
Dimensional Denizens: Mindflayer Infestation
Landscape: Volcanic
Fauna: Bugs (think Tyranids)
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a66d3c No.35014
| Rolled 23 (1d28) |
Yeah sure, why not. Rolling negative.
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a66d3c No.35015
| Rolled 13 (1d28) |
>>35014
Already taken. Rerolling.
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a66d3c No.35016
| Rolled 28 (1d28) |
>>35014
Rolling again.
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a66d3c No.35017
| Rolled 58, 83, 97 = 238 (3d100) |
>>35016
-28. Rolling secondary details.
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a66d3c No.35018
| Rolled 39 (1d100) |
>>35017
Rolling tertiary details.
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a66d3c No.35019
| Rolled 50 (1d102) |
>>35017
>>35018
Corrupted materials, corrupted plane, good god. Gnolls.
Rolling minor civilization details.
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a66d3c No.35020
| Rolled 40 (1d102) |
>>35019
United.
Rolling minor civilization secondary details.
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a66d3c No.35023
>>35020
End result: Corrupted/Corrupted Materials/Good God/United Gnoll Theocracy
Nation Name: 1st Colonial Armoured Regiment
Race: Automatons (Tank)
Location: -28
World Name: Cataclyst
Planar Type: Planetary
Primary Terrain: Corrupted Barren
Terrain Subtypes: Forested, Plains, Oceantic, Hallowed
Other Bodies: Moon/Sun
Background: Cataclyst is a world of the damned, acting as a conduit for the negative energies associated with the negative side of the multiverse, imbuing its materials with a plethora unholy energies. Its native inhabitants are the gnolls, a savage nation of hyenas twisted into humanoid form by their dark god, Yeenoghu, the demon prince of their kind. Numbering in the millions on their home continent, their cruelty and savagery is offset only by their own fearful nature and lack of industry, existing as a brutal theocracy from which they are directly controlled by the dark lord from the top down. His high priest is the only individual capable of setting these brutes in line, and areas that escape their gaze tend to devolve into savagery.
There was once a colony of human outsiders who lived on this world, giving the planet its name and trying their best to make the most of their new home, apparently unable or unwilling to return from wherever they came. Though unimaginably advanced compared to the natives, the deck was stacked against those who would intrude upon Yeenoghu's lair, and a century of war followed as humanity struggled to adapt to an environment where the very metals of the ground sought their misfortune, each year leading to more and more outposts being overrun and sacrificed on the altar by the demon's servants. At the present day, humanity is presumed extinguished or having finally swallowed their pride and left, the gnolls playing a secondary role to continuous famine and constant unnatural disasters targeting their domains.
When their legacy appeared to be fading into nothingness, a brilliant light shone upon a long abandoned warehouse, loaded with obsolete tank automatons running on a dated analogue programming system which was derided as faulty and unworkable waste of resources to be scrapped when the situation allowed. These robotic vehicles were given a spark of sentience, marching out their domain to take back the night from their brutal adversaries with the thunder of cannon and the grinding of track. Night after night, for several months, the gnolls were pushed out of the soiled plains which old humankind had made their home, leaving these grounds clear of organic life in the process. Though the race they were built to defend has vacated the planet, these machines have found a new purpose in scouring the planes to target and destroy malicious entities, to defend friendly organics in memoriam of their creators. Unable to channel any supernatural energies directly, it nevertheless appears they have some form of almost divine guidance as the machines have recently uncovered the method from which their predecessors arrived on the planet. The tanks of Cataclyst feel they lack the resources or direct ability needed to purify the world at the moment, and thus seek to venture outward to build up strength, advancements, and perhaps, even allies to fulfill their ultimate goal, stockpiling the native metals and conducting odd rituals in an effort to purify them for future use.
A race of seven ton, two-metre tall machines, their sensors and general construction are primitive in design, using improvisation to function as a basic civilization and communicating with one another through a series of clicks and beeps over a short-ranged radio system, relying on "body" language to convey their emotions to hypothetical outsiders. Nevertheless, their simplistic chassis of hardened steel gives them the unmatched durability of a moving ironclad fortification, remaining simplistic enough that engineering variants are capable of repairing their peers and building new units from salvaged parts. Nevertheless, scarce resources mean that the 1st Regiment remains lucky if it can scrounge up multiple digits of new individuals in a standard galactic year. The general outlook of the multiverse towards a race of living war machines remains to be seen.
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a66d3c No.35370
>>35023
Forgot about you, will give stats tomorrow
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