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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: b6dca1b75b54da0⋯.jpg (4.9 MB,3543x3661,3543:3661,TheKnownWorld.jpg)

File: 52abe01b7ff89d9⋯.png (3.99 MB,3543x3661,3543:3661,52abe01b7ff89d9f8940f16c9b….png)

6dbc83 No.34096 [View All]

—Setting—

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

—Misc—

[Spark]

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

[The Forest]

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

——

This game is currently closed to new players.

216 postsand77 image repliesomitted. Click reply to view. ____________________________
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6dbc83 No.37342

Dice rollRolled 65, 31, 48 = 144 (3d100)

>>37338

Nation Name: Muckton

Type: Major

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

Location:[Yard]

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

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

Pop: 127+7/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 269+14/turn*2for fall -4/turn upkeep

Resources:

[Wood: 38] +6/turn

[Foliage: 6] +3/turn

[Sparks: 34] +10/turn -4/turn upkeep

[Stone:22] +6/turn

Settlements: Muckton [Swamp +Rough Terrain][City]

Marshton [Rocky +1 marble production][Swamp +Rough Terrain][Town]

Rot-Ton [Wooded +1 to Wood Gathering][Swampy +Rough Terrain]

Stinkton [Barren+5 to making Buildings][Swampy +Rough Terrain]

Blightton 3/10

Structures: [Farm] >Muckton

Spark Pool >Muckton

Lumber yard >Muckton

Swamp Farm >Muckton

Foliage Farm >Muckton

Lumber yard >Muckton

Spark Pool >Muckton

Stinkwart's Academy >Muckton [ +1 additional unit created for /2]

Quarry>Marshton

Spark Pool>Marshton

Swamp Farm >Marshton

[Library]>Muckton

Quarry >Marshton

Spark Pool> Marshton

[Beacon Tower]>Central Swamp 4/24

Defenses: Muck walls: 1

Military: Boggart tricksters[+1]

Boggart 76 [+7.6][Soldier][Shooty][Honorable][Inspiring] -2f/t

Marching:2 Boggart Blighters [+4.6][Decay][Boggy][Sparky][Warm][-1f/s/t]

Swamp Golem [+6][Titanic][Decay][Swampy][-2s/t]

Magic: [Rot V]

[Swamp V]

[Magic III]

[Warmth III]

[Luck I] 4/6

[Animate I]

[Growth II]

Technology: [Boats I]

[Architecture II]

Issues:

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

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

[Rotten Souls] +5 to combat magic research

Important Boggarts:

Stinkwart- Rot magic master and krumper of things

Damplout- Magic theoretican and cataloguer, also spark addict

Snotrot- Inventor of animation magic, great of the swamp golem and leading expert on swamp magic.

Bogart 76- Boggart Asskicker and soldier of fortune

1-2.Winter comes, Finish Blight-ton Now! 3/10

+Architecture II

+Swamp Magic V

3. Continue building the Beacon, we need it done before winter's fury this in earnest. 4/24

[Swamp V]

[Magic III]

[Warmth III]

[Architecture II]

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6dbc83 No.37343

File: 5e8faa93a5533c7⋯.jpg (50.54 KB,600x900,2:3,1487446980090.jpg)

Dice rollRolled 62, 78, 14 = 154 (3d100)

>>37338

Nation Name: Matoran Ecumene

Type: Major

Race: Bionicle

Location:[Attic]

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

Pop: 33 Matoran +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

27 Mouse +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 132 +11/turn (x2 for next 2 turns)

Resources:

[Wood: 17]+2/turn

[Foliage: 19] +2/turn

[Sparks: 28] +2/turn

China Fragments: 2

Metal: 5

Nails: 5

Large Metal Bowl

Odd Green Goo

Gems with shit inside: 3

Settlements:

>Metru Nui [Lvl2] [Fertile +1 to farm production]

>Mata Nui [Fertile +1 to food production]

Structures: [Farm] >Metru Nui

[Grub Farm] >Metru Nui

[Spark Pool] > Metru Nui

[Foliage Mill]>Mata Nui

[Barracks]>Mata Nui

[Mushroom Yard]> Mata Nui

Defenses: [Protodermis Walls: 2[Bombardment]]

Military:

2 Matoran Guard [+3.4][Armored]

[Snek][+9.6][Consume][Climber][Armored][-2 food per turn]

[1 Crow][+2.2][Flying]

Mouse Defender [+3]

Mouse Defender [+3]

Bowl Tank [+3.4][Bombard][Armored][Shelter: 4][Defense:+1]

Magic: [Gravity I][Spring I]

Technology: [Hammers I][Armor III][Harpoons I][Weapon-Crafting I][Metalworking I][Agriculture I][Harpoon Thrower III][Spark theory I][Archery II]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

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

[Spark Gifted] +5 to spark gathering research

Ongoing:

Harpoon Thrower IV 2/10

Metru Nui Farm 1/6

Archery III 2/8

1. Continue work on the new farms, we shall imbue them with (6) Spark and (5) Wood to bolster the speed of their construction.

2. At the same rate, retrofit our mouse guard with our researched armor, they shall surely need it when war inevitably comes to us.

3. Finally, our great scholars and mages shall examine these new orbs, test them with spark to see if they hold any special properties. And do be careful with them.

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6dbc83 No.37344

>>37342

In a rush the boggarts spend 6 Foliage and 15 wood to serve and scaffolding, ramps and cover in order to finish Blight ton immediately. +21 resources on action 1 bringing it to 100 and +5 ticks. (if it needs to be over by one make it 16 wood. I want my plan up ASAP)

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6dbc83 No.37348

Dice rollRolled 93, 54, 19 = 166 (3d100)

[U.S.M]

Pop: 31 (Molder I)

Independent Pop: 0 (DEAD)

Food: 0 -0/Turn (+6 (x6 Farms) -6/Turn)

Resources:

[Wood: 13]+1/Turn

[Charcoal: 2] (Steam Furnace I)

[Foliage: 0]

[Metal: 17] +0/Turn [+1 Salvage Station, +3 Rubbish](-4/turn)

[Crayons: 3]

[Prototype Guns: 1]

+[Beetle Goop]

(Workingshop DC - Settlement >Rubbish +1 scavenging production)

Structures:

1.[Farm]

2.[Salvage Station]

3.[Farm]

Defenses: Fortifications 1

(New Counterdam - Settlement >Rubbish +1 scavenging production)

Structures: Non-Resource: [Dio's Place]

1.[Lumber Mill] +1/Turn

2.[Steam Furnace]

3.[Farm]

Defenses: Pika Strips 1

(Stairsville - Settlement >Rubbish +1 scavenging production)

[Rubbish +1 scavenging production]

Structures:

1.[Farm]

2.[Farm]

3.[Farm]

Defenses: [None]

(TV-Ton - Settlement >Technical +5 to tech research)

Military:

+Hero: [Beetleboy [+6][Titanic][Scholar][Inspiring] (-6 Food) +5 to all research options

Rangers [+1.4][-1m/t]

Rangers [+1.4][-1m/t]

Rangers [+1.4][-1m/t]

Tinkertons [+4.4][Shooty] -1m/t

Magic:

Technology: [Scavenging I][Metallurgy I][Molder I][Prika Strips I][Engineering I][Music II][Dancing I][Bugles I][Steam II][Railroads I][Gunpowder I][Firearms I] [Hunting I]

Bonuses:

[House]

+10 to scavenging buildings

+10 to tech research

-10 to food buildings

-10 to magic research

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

[???]

New Leader 3/10

Railroad 9/12

Saber 2/4

Hunting Range 2/6

1. Continue the Hunting Range in TV-Ton 3/6

[Engineering I][Steam Furnace][Steam II][Firearms I] [Hunting I]

-10 to food buildings

2. We'll hunt those snails later. Build a 2nd Hunting Ranch in TV-Ton

[Engineering I][Steam Furnace][Steam II][Firearms I] [Hunting I]

-10 to food buildings

3. Build a 3rd Hunting Ranch in TV-Ton 3/6

[Engineering I][Steam Furnace][Steam II][Firearms I] [Hunting I]

-10 to food buildings

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6dbc83 No.37349

File: d96bcfbc5844209⋯.webm (3.79 MB,480x336,10:7,south african operators.webm)

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6dbc83 No.37352

Dice rollRolled 40, 51, 67 = 158 (3d100)

Nation Name: The Queendom

Race: Chimera Ants

Location:[Cellar]

Background: Ravenous, numerous, adaptable these are the core characteristics of the Chimera Ant. These ants devour all that they can and take aspects of what they eat to improve the next generation. If a bee is eaten, they can get venom or wings, if a crab is eaten, they can get claws or stronger armor. The entire colony revolves around the Queen, feeding her, caring for her, and following her hivemind. Their goal is but one, expand, consume, grow.

Pop: 32 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 57 +2/turn

Resources:

[Wood: 5]

[Foliage: 7]

[Sparks: 5]

The Hive [Fertile +1 to food production]

Structures:

>The Hive

[Farm]

[Egg Laying Chamber](+1 pop)

[Evolution Pit]

Defenses: Densely packed tunnels: 1

Military:

1x Soldier Ants [+1],

2x Soldier Ants [+1.4][-1f/t]

1x Soldier Ant 1.7 [-1F/t]

1x Soldier Ant 1.8 [Savage] [-1F/t]

Magic:

Technology: [Armour II][Weapons III] [Moss Farming(+1 to farms)] [Adaptation II] [Anatomy I] [Scavenging I][Every other turn military units collect one food each] [Ultra Adaptive Ants]

Bonuses:

[Ultra Adaptive Ants]

[Cellar]

+10 to food buildings

+10 to town building

-10 to outside building

-10 to spark buildings

[Swarm Host] The units of the of the Queendom are weaker than normal but it's max unit cap is half of it's population!

[Do the Evolution] +5 research breeding tech

1. Implement a new breeding regimen to produce soldiers per turn, scavenging shall keep them fed before starvation sets it. We shall begin to adopt an expansionist economy, relying upon our plunder from others to keep the army fed. [Ultra Adaptive Ants]

2. This new carapace will be a wonderful addition. [Armor III 4/8] [Do the Evolution] +5 research breeding tech [Ultra Adaptive Ants]

[Evolution Pit]

3. Expand! Lay claim to new territories and new sources of food! Adapt their natural defenses to augment our weaponry! [Ultra Adaptive Ants]

>>36982

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6dbc83 No.37363

Dice rollRolled 40, 14, 65 = 119 (3d100)

>>37338

[Fall’s Last Gasp]

Pop: 50 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 112 +9/turn

Resources:

[Wood: 6]

[Foliage: 0]

[Sparks: 7]

[Beetle Carapaces: 4]

Settlements: The Stump [Lv 2] [Terrifying][Connected] [Fortified +10 to defense creation]

Structures: [Farm], [Farm], [Spark Harvester], [Spark Harvester], Wood Growery

Defenses: Wood/Wicker/Leaf Barricades: 3

Military: 3 Autumnkith Spearmen [2.2][-1f/s], Autumnkith Spearmen [+2][-1f/s], Autumnkith Warriors [+1][-1f], 2 Toad Warriors [+2.2][-1f]

Hero: Fearmonger [+22][Autumn][Heated][Terrifying][Inspiring][Hero-Killer][Sparky]

Magic: [Warmth IV], [Harvest II], [Shadow II], [Wood I], [Fear III], [Magic III]

Technology: [Agriculture I], [Architecture I], [Boats II]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

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

[Noble Souls] +5 to defensive magic research

1/2/3. FINISH.

THE.

STUMP.

[Architecture I] [Wood I]

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6dbc83 No.37387

Dice rollRolled 57, 39, 91 = 187 (3d100)

>>37338

Nation Name: The Sprite Sovereinty

Type: Major

Race: Sprites, small plant men

Location: Yard

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

Pop: 42 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 104 +5/turn [-2 troop upkeep]

Resources:

[Wood: 23]+2/turn

[Foliage: 0]

[Sparks: 55 +7/turn] [-2 troop upkeep

[Ancient Lighter]

[Godly Sapling]

Settlements: Sovereign Root [Tree +1 spark production]

Structures: [Farm][Spark Collector][Berry Farm][Temple] [Wood Grover] [Library] [Spark Collector] [Holy Complex] [Placid Meadow]>SR

Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2

Military: Malitia [+1]

2 Archpriest [+2.8 -1f/s][Regen][Leafy]

Magic: [Nature IV]

[Fertility I]

[Harden I]

[Rejuvenation V]

Technology: [Construction I]

[Sharpening I]

[Religion I]

[Spark Gathering I]

[Food Preservation I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

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

[Peaceful Souls] +5 to life magic research

[Divine Intervention] Your god can speak! Do you have anything to say?

Negative: [Treebound] Spark users of the Sprite Sovereignty cannot leave their blessed tree.

Other things likely to blow up in my face: +[Planters Nature Magic V] 0/12

1. Shaded Leaf, continue your Nursery if you want. Shaded Leaf's Needle Flower Nursery 22/24

+Construction I

+Nature IV

+Harden I

+Fertility I

+Tree Worshipers

For Troops:

+Nature IV

+Regeneration V

+Harden I

+Sharpening I

+Fertility I

2&3. Begin construction of a sealed chamber under the roots of the Holy Tree so that our people may be safe during the winter hibernation.

+Construction I

+Nature IV

+Harden I

+Tree Worshipers

https://www.youtube.com/watch?v=ZDt3jeXGfDU

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6dbc83 No.37468

Dice rollRolled 99, 54, 28 = 181 (3d100)

[Rat Tribes]

Pop: 49 +3/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 138 +5/turn (+4 thrall lord, +4 farm/+2hunt, +1 fertile) (-6)

Resources:

[Wood: 1]

[Foliage: 3]

[Metal: 12] +2/turn

[Sparks:4] +5/turn (-6)

>Settlement - Rotwood [Rubbish +1 to scavenging production]

Resource Structures: [Farm][Hunting Traps][Spark-Pool]

Non-Resource Structures:

Defenses: Player Named Fortifications - Rot Wall: 1

>Settlement - Boxcliffe [Barren +5 to create buildings] > [Great Attic Elevator]

Resource Structures:[Breeding Warren][Spark-Pool]

Non-Resource Structures:[Fighting Pit]

>Settlement - Patchville [Fertile +1 to food production]

Resource Structures: [Farm][Farm][Spark-Pool]

Non-Resource Structures:

Defenses: THE WALL: 4 [Lightgrasp Castle: 1]

>Settlement - Savagehook Point [Lofty]

Resource Structures:[Spark-Pool]

Non-Resource Structures:

Defenses:

>Settlement - Dollhouse [Rubble +1 to scavenging production]

Resource Structures: [Farm][Spark-Pool]

Non-Resource Structures

[Beast Den] 4/12

Defenses: Fence: 1

Military:

Rat Tribals [+2] [Trained]

Rat Horde [+5.6][Slashing][Archer][Channeler][Trained][Grappler] -2f/s/t

Rat Horde [+5.6][Slashing][Archer][Channeler][Trained][Grappler] -2f/s/t

Rat Horde [+5.6][Slashing][Archer][Channeler][Trained][Grappler] -2f/s/t

+Hero:

Chieftan Savagehook [+4.4][Inspiring][Grappler][Channeler][Trained]

The General [+2][Inspiring][Commander][Unwavering][Tactical][Architect]

Magic:

Technology: [Bows III][Scimitars III][Harpoons II][Hunting I][+1 food to hunting buildings][Hammers I][Spirit Magic III][Selective Breeding II][Grappling Hooks III][Ballista I][Explosion Magic]

Bonuses:

[Thrall Lord] When you defeat enemy units you can a equivalent population bonus, you also gain one extra food per ten population

[Warrior Brood] +5 to weapon tech research

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

Ballista II 5/6

[Beast Den] 4/12

Spark Collection 2/4

#1 satied by gained knowledge of explosive magic, Chief Savagehook knows the supply of spark is decreasing. the rats return again to study Magic itself

#2 the rat shamans continue to improve the tribes ability to harvest spark. 2/4

#3 the rats pound away at the shrine, feverishly working to gain favor of the ancestor rat spirits and so gain magical prowess 8/12

+hammers I

+Spirit Magic III

+Architect

+Barren +5 to create buildings

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6dbc83 No.37802

>>34096

UPDATE!

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6dbc83 No.37805

File: b8a4ea941bc9103⋯.jpeg (169.45 KB,835x522,835:522,the-winter-wolf.jpeg)

Dice rollRolled 5, 4, 10, 9, 9, 8, 7, 7, 7, 2, 8, 4, 5, 6, 7, 4 = 102 (16d10)

>>37342

Howling in on bursts of frozen wind a singular wolf descends on Muckton tearing into all in it's grasp.

Winter Wolf [+1][Feykiller][Tracker][Flying]

>>37343

Cold wind tears into the attic a fierce pair of winter wolves descend with fury and frost.

Winter Wolf [+1][Feykiller][Tracker][Flying]

Winter Wolf [+1][Feykiller][Tracker][Flying]

>>37348

Even the warmth of the house is not free from the winds of winter who tear even into the metal forms of the Metallicains…

Winter Wolf [+1][Feykiller][Tracker][Flying]

Winter Wolf [+1][Feykiller][Tracker][Flying]

Winter Wolf [+1][Feykiller][Tracker][Flying]

>>37363

A shiver runs through the Autumn fey, the harbinger of winter had arrived there would be no more running.

Winter Wolf [+1][Feykiller][Tracker][Flying]

Winter Wolf [+1][Feykiller][Tracker][Flying]

Winter Wolf [+1][Feykiller][Tracker][Flying]

Winter Wolf [+1][Feykiller][Tracker][Flying]

>>37387

A singular wolf descends looking for easy soft prey.

Winter Wolf [+1][Feykiller][Tracker][Flying]

>>37468

A great pack of wolves descend into Savagehook point attacking it's defenders.

Winter Wolf [+1][Feykiller][Tracker][Flying]

Winter Wolf [+1][Feykiller][Tracker][Flying]

Winter Wolf [+1][Feykiller][Tracker][Flying]

Winter Wolf [+1][Feykiller][Tracker][Flying]

Winter Wolf [+1][Feykiller][Tracker][Flying]

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6dbc83 No.37806

Dice rollRolled 4, 6, 10, 10, 2, 10, 3, 8 = 53 (8d10)

>>37805

The Fearmonger strides forward with his ethereal scythe held high, leading the charge with the Frogs as the other fae back them up.

1. Fearmonger [+22][Autumn][Heated][Terrifying][Inspiring][Hero-Killer][Sparky]

2/3. 2 Toad Warriors [+2.2]

4. Autumnkith Warriors [+1]

5. Autumnkith Spearmen [+2]

6/7/8. Autumnkith Spearmen [+2.2]

[Warmth IV], [Harvest II], [Shadow II], [Fear III], [Magic III]

Defenses: 3

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6dbc83 No.37807

Dice rollRolled 8, 9, 1, 1, 3, 5, 10 = 37 (7d10)

>>37805

2 Matoran Guard [+3.4][Armored]

[Snek][+9.6][Consume][Climber][Armored][-2 food per turn]

[1 Crow][+2.2][Flying]

Mouse Defender [+3]

Mouse Defender [+3]

Bowl Tank [+3.4][Bombard][Armored][Shelter: 4][Defense:+1]

The Troops gather into a defensive position around the Bowl Tank and within sight of the walls, the full fury of the bombardment being flung at them.

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6dbc83 No.37809

>>37806

Also: THE STUMP has [Connected] and [Terrifying]

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6dbc83 No.37810

Dice rollRolled 3 (1d10)

>>37807

[Protodermis Walls: 2[Bombardment]]

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6dbc83 No.37811

Dice rollRolled 2, 2 = 4 (2d10)

>>37805

Defenses: Muck walls: 1

Military: Boggart tricksters[+1]

Boggart 76 [+7.6][Soldier][Shooty][Honorable][Inspiring] -2f/t

The Boggarts see and feel the hound of winter approaching well before it reaches Muckton proper. It offends their swamp, even though the bulk of the army is away. Still the Tricksters remain, as does the famed Boggart 76. The tricksters gather around him in a panic, it has been some time since Muckton was attacked and they are unsure about what to do. The wizen boggart climbs the walls with his unique weapon, saying simply "We're all soldiers now." Before drawing a beed on the winter spirit and opening fire with prejudice.

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6dbc83 No.37820

>>37811

Revised numbers

Muckton fight

Wolf =16.8

Muckton defenders 20.44

Ecumene Fight

Wolves =20.8

Scruffy = a LOT more 61.6 before modsand defenses

Metalica

Wolves = 37.7

Autmnkith

Wolves = 75.6

Jaundice = 192.1

Sprites

Wolf = 25.2

Rats

Wolves= 40.3

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6dbc83 No.37844

Dice rollRolled 4, 3, 10 = 17 (3d10)

>>37805

Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2

Military: Malitia [+1]

2 Archpriest [+2.8 -1f/s][Regen][Leafy]

Magic: [Nature IV] [Harden I] [Rejuvenation V]

The archpriests try to wrap it in plants and drag it into the murder meadow, let them deal with it.

1. Militia

2&3. Archpiests

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6dbc83 No.37845

>>37844

Total value 35.52

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6dbc83 No.37867

Dice rollRolled 8, 8, 10, 7, 4 = 37 (5d10)

>>37805

The rangers surround Beetleboy, as the Tinkertons sit atop him firing their weapons up at the flying wolves.

+Hero: [Beetleboy [+6][Titanic][Scholar][Inspiring] (-6 Food) +5 to all research options

Rangers [+1.4][-1m/t]

Rangers [+1.4][-1m/t]

Rangers [+1.4][-1m/t]

Tinkertons [+4.4][Shooty] -1m/t

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6dbc83 No.37869

>>37867

56.2 before tag mods and not counting Titanic halving the wolf total in general. It's a slaughter.

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6dbc83 No.37923

File: 9032a4617f89b80⋯.jpg (43.8 KB,270x286,135:143,skaven-head.jpg)

Dice rollRolled 5, 4, 10, 10, 4, 4 = 37 (6d10)

>>37820

the attic roars with shrill shrieks and chittering claws as rats by the hundreds pour out from the nests, launchin arrows, casting magic and shouting angrily at the wolves. Savagehook himself takes the front throwing his great hook to bring the wovlves down to slaughter them, while the general leads from inside a building organizing troop movements and firing arcs.

Military:

Rat Tribals [+2] [Trained]

Rat Horde [+5.6][Slashing][Archer][Channeler][Trained][Grappler] -2f/s/t

Rat Horde [+5.6][Slashing][Archer][Channeler][Trained][Grappler] -2f/s/t

Rat Horde [+5.6][Slashing][Archer][Channeler][Trained][Grappler] -2f/s/t

+Hero:

Chieftan Savagehook [+4.4][Inspiring][Grappler][Channeler][Trained]

The General [+2][Inspiring][Commander][Unwavering][Tactical][Architect]

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6dbc83 No.37927

>>37923

129.6 value

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6dbc83 No.37935

File: 2e14cce93b8f411⋯.jpg (629.48 KB,1540x1000,77:50,6dea32addc7ce98baf68b343d9….jpg)

Dice rollRolled 2, 10, 1, 2, 3, 1 = 19 (6d10)

>>37387

>>37342

The Battle of the Placid Meadow

As the Boggarts approach toward the tree with hatred and malice, their open sores oozing blighted swamp water on the earth with each step. However as they grew closer and closer to the tree something started to change, all around them the foliage grew dense with flowers all sending out a pervasive sickly sweet scent. Not long after entering this field do the boggarts begin to hear movement within the flowers, they were not alone. As the Boggarts formed ranks many were having trouble keeping their eyes open, there was something about this place….

Fallen Leaf[+8][Reborn][Leafy][Inspiring][Placid]

Placid Zombie [+1][Regen][Placid]

Placid Zombie [+1][Regen][Placid]

Placid Zombie [+1][Regen][Placid]

Placid Zombie [+1][Regen][Placid]

[Placid Meadow: +3][Placid][Engorged]

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6dbc83 No.37936

Dice rollRolled 7, 10, 9 = 26 (3d10)

>>37935

2 Boggart Blighters [+4.6][Decay][Boggy][Sparky][Warm][-1f/s/t]

Swamp Golem [+6][Titanic][Decay][Swampy][-2s/t]

ROT IT ALL BOYOS!, IF IT AIN'T A BOGGART OR THE GOLEM MAKE IT DEAD! Shouted a Blighter Comamnder, rallying himself and attempting to do the same with his men, as the miasmic rot magic of the boggarts went to work. The golem lead the way trampling all in it's path.

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6dbc83 No.37937

Dice rollRolled 2 (1d4)

>>37936

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6dbc83 No.37938

File: 911eb0df0e23136⋯.jpg (70.7 KB,670x452,335:226,936_plantzombie.jpg)

>>37936

>>37935

36 x [1.4] = 50.4

41.2 x [1.6] = 65.92

Boggart Victory

The Boggarts blast away with a torrent of Rot magic and swamp sludge quickly eroding a multitude of Zombies in an instant as Swamp Golem crashes into Fallen Leaf throwing him back. It seems the think plant magic here has had little effect on the Boggarts. Fallen Leaf commands the Zombies to hold as he retreats deeper into the Meadow. The Boggart forces have two choices either follow Fallen Leaf deeper into the heart of the Placid Meadow or attempt to cut through into Sovereign Root.

Meadow Casualties:

-4 Placid Zombies [Regrowing]

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6dbc83 No.37939

>>37938

The boggarts continue to follow the Strange sprite deeper into the meadow. They would ruin this place and have the swamp follow in their wake.

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6dbc83 No.38101

File: 55464890c1df8fc⋯.jpg (10.21 KB,270x310,27:31,2ugi040.jpg)

>>37806

The FEARMONGER leads his warriors in utterly crushing the wolves that would dare attack the Stump.

+[+0.8] Power for FEARMONGER.

>>37807

The Matoran Guard rally the defenders taking strong defensive positions with the power of the Harpoon Throwers smashing into the eager wolves, in the corpses of the fallen they find peculiar orbs that seem to throb with strange power.

+2 Fey Hearts

>>37811

Boggart 76 leads a valiant defense ushering civilians to safety as he guns down the wolves unfortunately the Boggart Tricksters are torn to pieces but they do reform the next day so little is lost.

>>37844

Throwing up great vines of grass the wolf is dragged down into the Placid Meadow with a sad yelp…

>>37867

Beetleboy easily snatches a wolf out of the air breaking it in his hand as the Tinkertons lay a suppressing fire as the Rangers wade into the thick of it hacking with primitive sabers. When examining the bodies they find strange blue crystalline orbs…

+ 3 Blue Orbs

-1 Rangers

>>37923

The wolves are not match for the might of the Rat Horde lead by Chieftain Savagehook! Using bows to snipe them out of the air whilst others pull them to earth with grappling hooks to be hacked to pieces by scimitars. After the battles the warriors harness the spirits of their fallen foes whilst looters find strange orbs throbbing with strange power

+All Channellers gain +[+0.5] Power

+5 Fey Hearts

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6dbc83 No.38188

File: f39dcc3c7ff55e0⋯.jpg (217.42 KB,900x726,150:121,0a8030434b9254661893f57c21….jpg)

[U.S.M]

1. The [Hunting Range]>TV-Ton is completed

2. The second one begins construction 2/6

3. A stall in construction as workers are exhausted

[Matoran Ecumene]

1. The new [Grub Farm]>Metru Nui is completed

2. The first Mouse Defender [+3.6][Armored] is retrofitted

3. Seems a couple researchers explode from fiddling with the orbs -2 pop

[Fall’s Last Gasp]

1. Harsh winds and harsh work 18/20

[Muckton]

1. Blight-ton [Swampy] is completed in the nick of time!

2. Work the beacon is slow as the air begins to chill and the world seems to grow more and more lifeless 7/24

[Rat Tribes]

1. The study of magic and how it works, [Magic I] is completed letting the Shamans tell you of how the spark seems to be attracted to life, drifting close when rats walk near them.

2. The shamans eager to show their worth make a new way to collect spark [Spark I][+1 spark per production]

3. Slowly but surely work continues 9/12

[Sprite Sovereignty]

1. The [Shaded Nursery]>Sr is completed, soon the first crop will be cultivated….

2. A great [Hibernation Chamber]>SR is built for your people to sleep the winter away.

[Queendom]

1. Construction of a warrior breeding pit begins 2/12 -5 wood -7 foliage

2. Evolution continues on the armor 6/8

3. It seems you lack materials to build another settle so your workers gather some.

2 Turns till Winter

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6dbc83 No.38189

File: 8eaf83749dc6bc2⋯.jpg (47.8 KB,500x285,100:57,NorthWind.jpg)

Dice rollRolled 2, 5, 3, 2, 1, 4, 5, 3 = 25 (8d6)

>>38188

[Winter Vanguard]

GOOD GOOD!

FIGHT!

STRUGGLE!

MAKE THIS A BATTLE TO REMEBER!

8d6 Frost Horrors

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6dbc83 No.38190

File: 89e620c3cd8de43⋯.jpg (102.72 KB,450x360,5:4,FrostHorror.jpg)

Dice rollRolled 4, 5, 5, 3, 4, 5, 5, 5, 2, 6, 6, 1, 6, 5, 3, 2, 2, 4, 4, 4, 3, 6, 3, 6, 1 = 100 (25d6)

>>38189

Frost Terror [+8][Feykiller][Frosty][Flying]

Frost Terror [+8][Feykiller][Frosty][Flying]

Frost Terror [+8][Feykiller][Frosty][Flying]

Frost Terror [+8][Feykiller][Frosty][Flying]

Frost Terror [+8][Feykiller][Frosty][Flying]

Frost Terror [+8][Feykiller][Frosty][Flying]

Frost Terror [+8][Feykiller][Frosty][Flying]

Frost Terror [+8][Feykiller][Frosty][Flying]

Frost Terror [+8][Feykiller][Frosty][Flying]

Frost Terror [+8][Feykiller][Frosty][Flying]

Frost Terror [+8][Feykiller][Frosty][Flying]

Frost Terror [+8][Feykiller][Frosty][Flying]

Frost Terror [+8][Feykiller][Frosty][Flying]

Frost Terror [+8][Feykiller][Frosty][Flying]

Frost Terror [+8][Feykiller][Frosty][Flying]

Frost Terror [+8][Feykiller][Frosty][Flying]

Frost Terror [+8][Feykiller][Frosty][Flying]

Frost Terror [+8][Feykiller][Frosty][Flying]

Frost Terror [+8][Feykiller][Frosty][Flying]

Frost Terror [+8][Feykiller][Frosty][Flying]

Frost Terror [+8][Feykiller][Frosty][Flying]

Frost Terror [+8][Feykiller][Frosty][Flying]

Frost Terror [+8][Feykiller][Frosty][Flying]

Frost Terror [+8][Feykiller][Frosty][Flying]

Frost Terror [+8][Feykiller][Frosty][Flying]

1. Fall's Last Grasp

2. U.S.M

3. Matoran

4. Muckton

5. Sprite Sovereignty

6. Rat Tribes

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6dbc83 No.38191

File: d830ba6a71364d9⋯.jpg (98.11 KB,300x300,1:1,old-man-winter.jpg)

Dice rollRolled 70 (1d100)

>>38188

[Arrival of the Hoarfrost Legion]

Low arrives soon

High arrives later

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6dbc83 No.38192

>>38190

+Tag: [Temporary]

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6dbc83 No.38193

Dice rollRolled 5, 7, 2, 10 = 24 (4d10)

+Hero: [Beetleboy [+6][Titanic][Scholar][Inspiring] (-6 Food) +5 to all research options

Rangers [+1.4][-1m/t]

Rangers [+1.4][-1m/t]

Tinkertons [+4.4][Shooty] -1m/t

Less one ranger but full of the same courage, the Rangers hold the line again surrounding BeetleBoy who was the rock of their defense as Tinkertons continued to fire at the flying monsters.

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6dbc83 No.38194

Dice rollRolled 68, 7, 92 = 167 (3d100)

[U.S.M]

Pop: 32 (Molder I)

Independent Pop: 0 (DEAD)

Food: 1 +1/Turn (+6 (x6 Farms, x1 Hunting Range) -6/Turn)

Resources:

[Wood: 13]+1/Turn

[Charcoal: 2] (Steam Furnace I)

[Foliage: 0]

[Metal: 18] +1/Turn [+1 Salvage Station, +3 Rubbish](-3/turn)

[Crayons: 3]

[Prototype Guns: 1]

+[Beetle Goop]

(Workingshop DC - Settlement >Rubbish +1 scavenging production)

Structures:

1.[Farm]

2.[Salvage Station]

3.[Farm]

Defenses: Fortifications 1

(New Counterdam - Settlement >Rubbish +1 scavenging production)

Structures: Non-Resource: [Dio's Place]

1.[Lumber Mill] +1/Turn

2.[Steam Furnace]

3.[Farm]

Defenses: Pika Strips 1

(Stairsville - Settlement >Rubbish +1 scavenging production)

[Rubbish +1 scavenging production]

Structures:

1.[Farm]

2.[Farm]

3.[Farm]

Defenses: [None]

(TV-Ton - Settlement >Technical +5 to tech research)

Structures:

1. [Hunting Range]

2. 2/6 Hunting Range

3. [Empty]

Military:

+Hero: [Beetleboy [+6][Titanic][Scholar][Inspiring] (-6 Food) +5 to all research options

Rangers [+1.4][-1m/t]

Rangers [+1.4][-1m/t]

Rangers [+1.4][-1m/t]

Tinkertons [+4.4][Shooty] -1m/t

Magic:

Technology: [Scavenging I][Metallurgy I][Molder I][Prika Strips I][Engineering I][Music II][Dancing I][Bugles I][Steam II][Railroads I][Gunpowder I][Firearms I] [Hunting I]

Bonuses:

[House]

+10 to scavenging buildings

+10 to tech research

-10 to food buildings

-10 to magic research

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

[???]

New Leader 3/10

Railroad 9/12

Saber 2/4

Hunting Range 2/6

1. Raise more Rangers

2. Raise another more Rangers

3. Raise a third more Rangers

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6dbc83 No.38195

Dice rollRolled 9, 7, 6 = 22 (3d10)

>>38193

Frost Terror [+8][Feykiller][Frosty][Flying]

Frost Terror [+8][Feykiller][Frosty][Flying]

Frost Terror [+8][Feykiller][Frosty][Flying]

Descending from the skies shrieking of rage and hate the Frost Terrors attack the defenders of USM!

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6dbc83 No.38196

Dice rollRolled 3, 2, 9 = 14 (3d10)

>>38190

Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2

Military: Malitia [+1]

2 Archpriest [+2.8 -1f/s][Regen][Leafy]

Magic: [Nature IV] [Harden I] [Rejuvenation V]

Protect the civilians.

1. Militia

2&3. Archpiests

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6dbc83 No.38197

Dice rollRolled 82, 15, 43 = 140 (3d100)

>>38190

[Fall’s Last Gasp]

Pop: 51 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 121 +9/turn

Resources:

[Wood: 9]

[Foliage: 0]

[Sparks: 7]

[Beetle Carapaces: 4]

Settlements: The Stump [Lv 2] [Terrifying][Connected] [Fortified +10 to defense creation]

Structures: [Farm], [Farm], [Spark Harvester], [Spark Harvester], Wood Growery

Defenses: Wood/Wicker/Leaf Barricades: 3

Military: 3 Autumnkith Spearmen [2.2][-1f/s], Autumnkith Spearmen [+2][-1f/s], Autumnkith Warriors [+1][-1f], 2 Toad Warriors [+2.2][-1f]

Hero: Fearmonger [+22.8][Autumn][Heated][Terrifying][Inspiring][Hero-Killer][Sparky]

Magic: [Warmth IV], [Harvest II], [Shadow II], [Wood I], [Fear III], [Magic III]

Technology: [Agriculture I], [Architecture I], [Boats II]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

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

[Noble Souls] +5 to defensive magic research

1. ARM YOURSELVES. BOLSTER YOUR MAGIC. WAR IS UPON US.

Retrofit our Autumnkith Spearmen [+2] into Autumn Vanguard. +[Fear III][Warmth IV][Magic III][Shadow II][Wood I]

2. Retrofit our Autumnkith Warriors [+1] into Autumn Vanguard. +[Fear III][Warmth IV][Magic III][Shadow II][Wood I]

3. FINISH THE STUMP.

IMMEDIATELY.

18/20 +[Wood I][Architecture I]

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6dbc83 No.38198

Dice rollRolled 77, 67, 72 = 216 (3d100)

>>38188

Nation Name: The Sprite Sovereinty

Type: Major

Race: Sprites, small plant men

Location: Yard

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

Pop: 44 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 107 +5/turn [-2 troop upkeep]

Resources:

[Wood: 25]+2/turn

[Foliage: 0]

[Sparks: 60 +7/turn] [-2 troop upkeep

[Ancient Lighter]

[Godly Sapling]

Settlements: Sovereign Root [Tree +1 spark production]

Structures: [Farm][Spark Collector][Berry Farm][Temple] [Wood Grover] [Library] [Spark Collector] [Holy Complex] [Placid Meadow] [Shaded Nursery] [Hibernation Chamber]>SR

Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2

Military: Malitia [+1]

2 Archpriest [+2.8 -1f/s][Regen][Leafy]

Magic: [Nature IV]

[Fertility I]

[Harden I]

[Rejuvenation V]

Technology: [Construction I]

[Sharpening I]

[Religion I]

[Spark Gathering I]

[Food Preservation I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

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

[Peaceful Souls] +5 to life magic research

[Divine Intervention] Your god can speak! Do you have anything to say?

Negative: [Treebound] Spark users of the Sprite Sovereignty cannot leave their blessed tree.

Other things likely to blow up in my face: +[Planters Nature Magic V] 0/12

1-3. Get everyone into the Chamber while the priests hold off the Frost Terrors. Seal it, and let the sleep of winter come. Let the hibernation until spring begin.

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6dbc83 No.38199

>>38193

>>38195

[Slight USM Victory]

33 x [1.4] = 46.2

37.2 + [SHOOTY CRIT +10] = 47.2

In an expect stand the Tinkertons, Rangers and Beetleboy make a stand against a far superior force of horrible whistling ice monsters. Attempting to swat them out of the air and help the Rangers fight leads to Beetleboy being pelted with ice missiles along which proceed to decimate the Rangers. Only the Tinkertons armed with the deceased Mr'Westerners prototype guns through quick thinking are able to win the day blowing the monsters out of the skies!

Casualties :

- 2 Rangers

-3 Ice Horrors

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6dbc83 No.38200

Dice rollRolled 6, 53, 91 = 150 (3d100)

>>38188

Nation Name: Muckton

Type: Major

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

Location:[Yard]

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

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

Pop: 135+8/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 293+14/turn*2for fall -4/turn upkeep

Resources:

[Wood: 47] +6/turn

[Foliage: 3] +3/turn

[Sparks: 40] +10/turn -4/turn upkeep

[Stone:28] +6/turn

Settlements: Muckton [Swamp +Rough Terrain][City]

Marshton [Rocky +1 marble production][Swamp +Rough Terrain][Town]

Rot-Ton [Wooded +1 to Wood Gathering][Swampy +Rough Terrain]

Stinkton [Barren+5 to making Buildings][Swampy +Rough Terrain]

Blightton

+[Magic Swamp Symbol]>Swamp

Structures: [Farm] >Muckton

Spark Pool >Muckton

Lumber yard >Muckton

Swamp Farm >Muckton

Foliage Farm >Muckton

Lumber yard >Muckton

Spark Pool >Muckton

Stinkwart's Academy >Muckton [ +1 additional unit created for /2]

Quarry>Marshton

Spark Pool>Marshton

Swamp Farm >Marshton

[Library]>Muckton

Quarry >Marshton

Spark Pool> Marshton

[Beacon Tower]>Central Swamp 7/24

Defenses: Muck walls: 1

Military: Boggart tricksters[+1]

Boggart 76 [+7.6][Soldier][Shooty][Honorable][Inspiring] -2f/t

Marching:2 Boggart Blighters [+4.6][Decay][Boggy][Sparky][Warm][-1f/s/t]

Swamp Golem [+6][Titanic][Decay][Swampy][-2s/t]

Magic: [Rot V]

[Swamp V]

[Magic III]

[Warmth III]

[Luck I] 4/6

[Animate I]

[Growth II]

Technology: [Boats I]

[Architecture II]

Issues:

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

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

[Rotten Souls] +5 to combat magic research

Important Boggarts:

Stinkwart- Rot magic master and krumper of things

Damplout- Magic theoretican and cataloguer, also spark addict

Snotrot- Inventor of animation magic, great of the swamp golem and leading expert on swamp magic.

Bogart 76- Boggart Asskicker and soldier of fortune

1. Stinkwart researches better lucky magic 4/6

+5 rotten souls

+Magic III

2.it is time to test what we our plans can do. Chant, channel, focus. This world was ours before the humans came. This world was ours when our brethren left, scared by iron and human faith. We endured alone in the dark places of the world. We endured as the human rose high and built higher. We endured as they thought us passed into myth and legend. We shall endure this winter, we will make this world our again, and this is the first step! Out magic, baleful, malicious and encompassing will strike out from the swamp, rotting all around and spread our swamp. Today the world feel's our wrath!

+[Rot V]

+[Swamp V]

+[Magic III]

+[Magic Swamp Symbol]>Swamp

3. Recruit more Blighters, with approaching we will need a way to defend ourselves.

[Rot V]

[Swamp V]

[Magic III]

[Warmth III]

[Luck I]

[Animate I]

Stinkwart's Academy >Muckton [ +1 additional unit created for /2]

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6dbc83 No.38201

>>38196

It is a complete slaughter as the Archpriests and Malitia do what they can do buy time for the civilians who run for the Hibernation chamber. Though they fight valiantly their regen keeping them going for far longer then they should have they still die screaming,

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6dbc83 No.38202

>>38200

+library on action 1

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6dbc83 No.38203

File: 301b1c6af8f9b82⋯.webm (2.58 MB,256x144,16:9,final battle.webm)

Dice rollRolled 82, 78, 33 = 193 (3d100)

Nation Name: Matoran Ecumene

Type: Major

Race: Bionicle

Location:[Attic]

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

Pop: 33 Matoran +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

30 Mouse +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 143 +11/turn (x2 for next turn)

Resources:

[Wood: 19]+2/turn

[Foliage: 21] +2/turn

[Sparks: 30] +2/turn

China Fragments: 2

Metal: 5

Nails: 5

Large Metal Bowl

Odd Green Goo

Gems with shit inside: 3

Settlements:

>Metru Nui [Lvl2] [Fertile +1 to farm production]

>Mata Nui [Fertile +1 to food production]

Structures: [Farm] >Metru Nui

[Grub Farm] >Metru Nui

[Spark Pool] > Metru Nui

[Foliage Mill]>Mata Nui

[Barracks]>Mata Nui

[Mushroom Yard]> Mata Nui

Defenses: [Protodermis Walls: 2[Bombardment]]

Military:

2 Matoran Guard [+3.4][Armored]

[Snek][+9.6][Consume][Climber][Armored][-2 food per turn]

[1 Crow][+2.2][Flying]

Mouse Defender [+3.6] [Armored]

Mouse Defender [+3]

Bowl Tank [+3.4][Bombard][Armored][Shelter: 4][Defense:+1]

Magic: [Gravity I][Spring I]

Technology: [Hammers I][Armor III][Harpoons I][Weapon-Crafting I][Metalworking I][Agriculture I][Harpoon Thrower III][Spark theory I][Archery II]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

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

[Spark Gifted] +5 to spark gathering research

Ongoing:

Harpoon Thrower IV 2/10

Archery III 2/8

1/2/3. THIS IS IT, THE TWILIGHT OF MATORAN IS UPON US, LET US POUR ALL OF OUR VAST SPARK RESERVES INTO THE FEY HEARTS BEFORE US, AND LET OUR FINEST WARRIOR TAKE THE POWER INTO HIMSELF. HE SHALL FEAST UPON THE HEARTS OF OUR FOES!

+ 2 Fey Hearts

+ 30 Spark

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6dbc83 No.38204

Dice rollRolled 7, 6, 2, 3, 10, 5, 7, 8 = 48 (8d10)

>>38203

The brave soldiers, both mice and matoran, snake and crow, and all alike shall defend this ritual. None shall dare trespass.

Defenses: [Protodermis Walls: 2[Bombardment]]

Military:

2 Matoran Guard [+3.4][Armored]

[Snek][+9.6][Consume][Climber][Armored][-2 food per turn]

[1 Crow][+2.2][Flying]

Mouse Defender [+3.6] [Armored]

Mouse Defender [+3]

Bowl Tank [+3.4][Bombard][Armored][Shelter: 4][Defense:+1]

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6dbc83 No.38205

Dice rollRolled 5, 6 = 11 (2d10)

>>38200

Boggart tricksters[+1]

Boggart 76 [+7.6][Soldier][Shooty][Honorable][Inspiring] -2f/t

+Muck wall defenses

The Tricksters and Boggart 76 need to buy time for the ritual. Boggart 76 loads his rifle and lets loose, the tricksters man the defense ready to sell their lives, and the half trained blighters rush out trying to slow the fell monstrosities down.

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6dbc83 No.38225

Dice rollRolled 1, 8, 10, 8, 7, 9 = 43 (6d10)

there is no time to feast or celebrate, more frostlings descend from the sky and the angry rats roar up to meet them with arrows and spears and hooks. the battle grows fiercer, the odds harder, but the rats get angrier and Savagehook roars louder.

Military:

Rat Tribals [+2] [Trained]

Rat Horde [+6.1][Slashing][Archer][Channeler][Trained][Grappler] -2f/s/t

Rat Horde [+6.1][Slashing][Archer][Channeler][Trained][Grappler] -2f/s/t

Rat Horde [+6.1][Slashing][Archer][Channeler][Trained][Grappler] -2f/s/t

+Hero:

Chieftan Savagehook [+4.4][Inspiring][Grappler][Channeler][Trained]

The General [+2][Inspiring][Commander][Unwavering][Tactical][Architect]

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6dbc83 No.38226

File: 32fa5b9e24d9137⋯.jpg (110.75 KB,357x444,119:148,Grey Seer image.jpg)

Dice rollRolled 6, 41, 99 = 146 (3d100)

[Rat Tribes]

Pop: 52 +3/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 144 +6/turn (+5 thrall lord, +4 farm/+2hunt, +1 fertile) (-6)

Resources:

[Wood: 1]

[Foliage: 3]

[Metal: 14] +2/turn

[Sparks:8] +10/turn (5 Pools*Spark I) (-6)

>Settlement - Rotwood [Rubbish +1 to scavenging production]

Resource Structures: [Farm][Hunting Traps][Spark-Pool]

Non-Resource Structures:

Defenses: Player Named Fortifications - Rot Wall: 1

>Settlement - Boxcliffe [Barren +5 to create buildings] > [Great Attic Elevator]

Resource Structures:[Breeding Warren][Spark-Pool]

Non-Resource Structures:[Fighting Pit]

>Settlement - Patchville [Fertile +1 to food production]

Resource Structures: [Farm][Farm][Spark-Pool]

Non-Resource Structures:

Defenses: THE WALL: 4 [Lightgrasp Castle: 1]

>Settlement - Savagehook Point [Lofty]

Resource Structures:[Spark-Pool]

Non-Resource Structures:

Defenses:

>Settlement - Dollhouse [Rubble +1 to scavenging production]

Resource Structures: [Farm][Spark-Pool]

Non-Resource Structures

[Beast Den] 4/12

Defenses: Fence: 1

Military:

Rat Tribals [+2] [Trained]

Rat Horde [+5.6][Slashing][Archer][Channeler][Trained][Grappler] -2f/s/t

Rat Horde [+5.6][Slashing][Archer][Channeler][Trained][Grappler] -2f/s/t

Rat Horde [+5.6][Slashing][Archer][Channeler][Trained][Grappler] -2f/s/t

+Hero:

Chieftan Savagehook [+4.4][Inspiring][Grappler][Channeler][Trained]

The General [+2][Inspiring][Commander][Unwavering][Tactical][Architect]

Magic:

Technology: [Bows III][Scimitars III][Harpoons II][Hunting I][+1 food to hunting buildings][Hammers I][Spirit Magic III][Selective Breeding II][Grappling Hooks III][Ballista I][Explosion Magic][Magic I][Spark I]

Bonuses:

[Thrall Lord] When you defeat enemy units you can a equivalent population bonus, you also gain one extra food per ten population

[Warrior Brood] +5 to weapon tech research

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

Ballista II 5/6

[Beast Den] 4/12

Shrine 9/12

+5 Fey Hearts

#1-2 Chief Savagehook is cautious and suspicious of the hearts of Fey. he orders Shamans to devise a way to harness Spark and Magic from the Fey Hearts, but will not tolerate corruption by frost and winter among his forces. he demands a ritual of purification, one of the Fey Hearts will be sacrificed to the Rat Spirits, and for their blessing to cleanse the other Fey Hearts.

+Spirit Magic III

+Magic I

+Spark I

-1 Fey Heart

#3 the Rat Shrine continues, and once it is complete the rats will mount the cleansed hearts of the Fey foes in the jaws of the rat statues, that the rat spirits may feast on Fey Heart for all eternity, and triumph over the Fey in the afterworld, and give the tribes their blessings 9/12

+hammers I

+Spirit Magic III

+Architect

+Barren +5 to create buildings

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6dbc83 No.38232

Dice rollRolled 6, 5, 3, 9, 5, 5 = 33 (6d10)

>>38190

Those Autumnkith not in training, alongside the Toads, march forth alongside their fearsome leader to defend the barricades of the Stump from Frost predation.

1. Fearmonger [+22.8][Autumn][Heated][Terrifying][Inspiring][Hero-Killer][Sparky]

2/3/4. 3 Autumnkith Spearmen [2.2]

5/6. 2 Toad Warriors [+2.2]

Defenses: Wood/Wicker/Leaf Barricades: 3

The Stump: [Terrifying][Connected]

[Warmth IV], [Shadow II], [Wood I], [Fear III], [Magic III]

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